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Тема: Помощь в создании игры

  1. #91
    Пользователь Аватар для shtirlitz74
    Информация о пользователе
    Регистрация
    27.03.2016
    Адрес
    Москва/Южно-Сахалинск
    Сообщений
    42
    Репутация: 2 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Alexandr_7 Посмотреть сообщение
    Так с точностью атак пролему решил но я чет не то сделал так как теперь атака не по очереди. Как вернуть почередность атак
    В смысле, иногда персонаж/враг пропускает ход?
    Хм, могу предположить, что у них стоит уклонение, или кто-то применяет умение с оглушающим эффектом. Ну, второе решается просто - нужно удалить умение на время боя, а потом восстановить его. С первым сложнее... Единственный путь, который пришёл мне в голову (если без использования скриптов) - заменить героя на такого же, но без уклонения, а после боя вернуть того, что был.

    Если что, кидай скрины окна героя, его класса, противника и битвы из редактора

  2. #92

    По умолчанию

    С порядком атак не разобрался но сделал что нужно. Могу лишь сказать за это отвечает Маневренность.
    Если не говорю версия RPG Maker значит это MV!

  3. #93

    По умолчанию

    Нашел плагин меню подходящий. Но хотелось бы коечто в нем поменять
    Спойлер Плагин:
    Код:
    /*:
     * @plugindesc Alternative Menu Screen Bust Select. Uses busts to select Actors in the menu. It also displays Side View Battlers.
     * @author SumRndmDde
     *
     * @param Show Gold Window
     * @desc Set this to 'true' and the menu will contain the gold window.
     * @default true
     *
     * @param Show SV Window
     * @desc Set this to 'true' and the Side-View Battler window will be visible.
     * @default true
     *
     * @param == Bust Position ==
     * @default
     *
     * @param Bust X Pos
     * @desc By default, the busts are positioned at (0, 0). Using this Parameter, all the busts' default X positions can be set.
     * @default 0
     *
     * @param Bust Y Pos
     * @desc By default, the busts are positioned at (0, 0). Using this Parameter, all the busts' default X positions can be set.
     * @default 0
     *
     * @param == Bust Window ==
     * @default
     *
     * @param Bust Window Rows
     * @desc The amount of rows the Bust Window has.
     * @default 1
     *
     * @param Bust Window Cols
     * @desc The amount of columns the Bust Window has.
     * @default 1
     *
     * @param Bust Window X
     * @desc The X position of the Bust Window.
     * Can be a Number or JavaScript eval.
     * @default 20
     *
     * @param Bust Window Y
     * @desc The Y position of the Bust Window.
     * Can be a Number or JavaScript eval.
     * @default (Graphics.height / 2) - (this._statusWindow.height / 2)
     *
     * @param Bust Window Width
     * @desc The width of the Bust Window.
     * Can be a Number or JavaScript eval.
     * @default (Graphics.width / 2) - 40
     *
     * @param Bust Window Height
     * @desc The height of the Bust Window.
     * Can be a Number or JavaScript eval.
     * @default Graphics.height - 120
     *
     * @param == Command Window ==
     * @default
     *
     * @param Command Window X
     * @desc This is the x position of the Command Window.
     * Can be a Number or JavaScript eval.
     * @default Graphics.width - this._commandWindow.width - 20
     *
     * @param Command Window Y
     * @desc This is the x position of the Command Window.
     * Can be a Number or JavaScript eval.
     * @default (this._statusWindow.y + this._statusWindow.height) - this._commandWindow.height
     * @help
     *
     * @param Max Columns
     * @desc The maximum amount of columns the command window can have.
     * @default 1
     *
     * @param Visible Rows
     * @desc The visible amount of rows the command window will show at once.
     * @default 5
     *
     * @param == HP Window ==
     * @default
     *
     * @param Draw MP Bar
     * @desc Set this to 'true' and the HP Window will also have an MP bar displayed underneath the HP.
     * @default false
     *
     * @param Draw TP Bar
     * @desc Set this to 'true' and the HP Window will also have a TP bar displayed underneath the HP.
     * @default false
     *
     * @param HP Window X
     * @desc This is the x position of the HP Window.
     * Can be a Number or JavaScript eval.
     * @default this._commandWindow.x
     *
     * @param HP Window Y
     * @desc This is the x position of the HP Window.
     * Can be a Number or JavaScript eval.
     * @default ((this._commandWindow.y - (this._goldWindow.y + this._goldWindow.height)) / 2) - (this._hpWindow.height / 2) + (this._goldWindow.y + this._goldWindow.height)
     *
     * @param HP Window Width
     * @desc This is the width of the HP Window. Set this to be larger or smaller depending on screen size. Default is 256.
     * @default 256
     *
     * @param == Battler Window ==
     * @default
     *
     * @param Battler X Pos
     * @desc The X position of the Side-View Battler in the window.
     * @default 6
     *
     * @param Battler Y Pos
     * @desc The Y position of the Side-View Battler in the window.
     * @default 6
     *
     * @param B. Window X
     * @desc The x position of the Battler Window.
     * Can be a Number or JavaScript eval.
     * @default Graphics.width - 128
     *
     * @param B. Window Y
     * @desc The y position of the Battler Window.
     * Can be a Number or JavaScript eval.
     * @default this._hpWindow.y
     *
     * @param B. Window Width
     * @desc The width of the Battler Window.
     * Can be a Number or JavaScript eval.
     * @default this.fittingHeight(2)
     *
     * @param B. Window Height
     * @desc The height of the Battler Window.
     * Can be a Number or JavaScript eval.
     * @default this.fittingHeight(2)
     *
     * @param == Gold Window ==
     * @default
     *
     * @param Gold Window X
     * @desc This is the x position of the HP Window.
     * Can be a Number or JavaScript eval.
     * @default this._commandWindow.x
     *
     * @param Gold Window Y
     * @desc This is the x position of the HP Window.
     * Can be a Number or JavaScript eval.
     * @default this._statusWindow.y
     * @help
     *
     * Alternative Menu Screen: Bust Select
     * Version 1.01
     * SumRndmDde
     *
     *
     * Changelog: Version 1.01 
     *            - Allowed customization of positions for Gold, 
     *              Command, and HP windows.
     *            - Can customize rows and columns for Bust Window
     *
     *
     * Gives your game an alternative menu screen.
     * 
     * This was a special request that features the Actor's bust
     * and Side-View Battler.
     *
     * 
     * ==========================================================================
     *  How to Set Up Bust Images
     * ==========================================================================
     *
     * In order to set the Bust Image for each Actor,
     * use the following Notetags in the Notebox of the Actor:
     *
     *  <Menu Bust: filename>
     *
     * Input the filename of the image file you wish to use
     * for this Actor's Bust Image.
     *
     * The image MUST be stored in:
     * img/pictures/menu
     *
     *
     * ==========================================================================
     *  How to Set Custom Positions for Bust Images
     * ==========================================================================
     *
     * The following are optional notetags.
     * Use the following to set the X and Y of the Bust (inside Actor Note):
     *
     *  <Menu Bust X: number>
     *  <Menu Bust Y: number>
     *
     * By default, the bust image is set to the coordinates in the Parameters,
     * but these Notetags can set the specific bust image of the Actor to a 
     * different position if it looks a little off center.
     *
     *
     * ==========================================================================
     *  How to Stretch Bust Images to Certain Width and Height
     * ==========================================================================
     *
     * The following are optional notetags.
     * Use the following to stretch the width and height of the Bust to
     * the specified width and height (inside Actor Note):
     *
     *  <Menu Bust Width: number>
     *  <Menu Bust Height: number>
     *
     * By default, the bust image is the same width and height of the image
     * from the file, but using this, you can set a custom width and height
     * the bust will be stretched to.
     *
     * Example:
     *  <Menu Bust Width: 128>
     *  <Menu Bust Height: 160>
     *
     *
     * ==========================================================================
     *  End of Help File
     * ==========================================================================
     * 
     * Welcome to the bottom of the Help file.
     *
     *
     * Thanks for reading!
     * If you have questions, or if you enjoyed this Plugin, please check
     * out my YouTube channel!
     *
     * https://www.youtube.com/c/SumRndmDde
     *
     *
     * Until next time,
     *   ~ SumRndmDde
     */
    
    (function() {
    
    	var gold = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Show Gold Window']).trim().toLowerCase() === 'true';
    	var sv = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Show SV Window']).trim().toLowerCase() === 'true';
    	var bustX = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust X Pos']);
    	var bustY = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Y Pos']);
    	var bustRows = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Rows']);
    	var bustCols = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Cols']);
    	var bwX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window X']);
    	var bwY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Y']);
    	var bwW = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Width']);
    	var bwH = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Height']);
    	var col = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Max Columns']);
    	var row = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Visible Rows']);
    	var mpBar = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Draw MP Bar']).trim().toLowerCase() === 'true';
    	var tpBar = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Draw TP Bar']).trim().toLowerCase() === 'true';
    	var hpWidth = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['HP Window Width']);
    	var batX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Battler X Pos']);
    	var batY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Battler Y Pos']);
    	var batXW = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['B. Window X']);
    	var batYH = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['B. Window Y']);
    	var batW = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['B. Window Width']);
    	var batH = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['B. Window Height']);
    	var hpX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['HP Window X']);
    	var hpY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['HP Window Y']);
    	var goldX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Gold Window X']);
    	var goldY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Gold Window Y']);
    	var comX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Command Window X']);
    	var comY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Command Window Y']);
    
    	var notetagsLoaded = false;
    	var _DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
    	DataManager.isDatabaseLoaded = function() {
    	    if(!_DataManager_isDatabaseLoaded.call(this)) return false;
    	    if(!notetagsLoaded) {
    	    	for(var i = 1; i < $dataActors.length; i++) {
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_bust = RegExp.$1;
    	    		}
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*X\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_x = parseInt(RegExp.$1);
    	    		}
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*Y\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_y = parseInt(RegExp.$1);
    	    		}
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*Width\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_w = parseInt(RegExp.$1);
    	    		}
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*Height\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_h = parseInt(RegExp.$1);
    	    		}
    	    	}
    	    	notetagsLoaded = true;
    	    }
    	    return true;
    	};
    	if(!ImageManager.loadSumRndmDdeMB) {
    		ImageManager.loadSumRndmDdeMB = function(filename, hue) {
    	        return this.loadBitmap('img/pictures/menu/', filename, hue, true);
    	    };
    	}
    	var _Scene_Menu_create = Scene_Menu.prototype.create;
    	Scene_Menu.prototype.create = function() {
    	    _Scene_Menu_create.call(this);
    	    this.createHPWindow(this._statusWindow);
    	    this.createSVBattler(this._statusWindow);
    	    this._statusWindow.x = eval(bwX);
    		this._statusWindow.y = eval(bwY);
    		this._commandWindow.x = eval(comX);
    		this._commandWindow.y = eval(comY);
    		this._goldWindow.x = eval(goldX);//this._hpWindow.x;
    	    this._goldWindow.y = eval(goldY);//this._statusWindow.y;
    	    this._hpWindow.x = eval(hpX);//this._commandWindow.x;
    	    this._hpWindow.y = eval(hpY);
    	    //var distance = (this._commandWindow.y - (this._goldWindow.y + this._goldWindow.height));
    		//this._hpWindow.y = (distance / 2) - (this._hpWindow.height / 2) + (this._goldWindow.y + this._goldWindow.height);
    		//this._hpWindow.y = ((this._commandWindow.y - (this._goldWindow.y + this._goldWindow.height)) / 2) - (this._hpWindow.height / 2) + (this._goldWindow.y + this._goldWindow.height);
    		//this._svWindow.x = Graphics.width - 128;
    		//this._svWindow.y = this._hpWindow.y;
    		this._svWindow.x = eval(batXW);
    		this._svWindow.y = eval(batYH);
    	};
    	var _Scene_Menu_createGoldWindow = Scene_Menu.prototype.createGoldWindow;
    	Scene_Menu.prototype.createGoldWindow = function() {
    		if(gold) {
    			_Scene_Menu_createGoldWindow.call(this);
    		} else {
    			this._goldWindow = {x: 0, y: 0, height: 72};
    		}
    	};
    	Scene_Menu.prototype.createHPWindow = function(window) {
    	    this._hpWindow = new Window_HPWindow(0, 0, window);
    	    this.addWindow(this._hpWindow);
    	};
    	Scene_Menu.prototype.createSVBattler = function(window) {
    	    this._svWindow = new Window_SVBattler(0, 0, window);
    	    if(sv) this.addWindow(this._svWindow);
    	};
    	Window_MenuCommand.prototype.windowWidth = function() {
    	    return (Graphics.width / 2) - 40;
    	};
    	Window_MenuCommand.prototype.maxCols = function() {
    	    return col;
    	};
    	Window_MenuCommand.prototype.numVisibleRows = function() {
    	    return row;
    	};
    	Window_MenuCommand.prototype.itemTextAlign = function() {
    	    return 'center';
    	};
    	var _Window_MenuStatus_loadImages = Window_MenuStatus.prototype.loadImages;
    	Window_MenuStatus.prototype.loadImages = function() {
    	    _Window_MenuStatus_loadImages.call(this);
    	    $gameParty.members().forEach(function(actor) {
    	    	if(actor.actor().ams_bs_bust) {
    	        	ImageManager.loadSumRndmDdeMB(actor.actor().ams_bs_bust);
    	        }
    	    }, this);
    	};
    	Window_MenuStatus.prototype.windowWidth = function() {
    		return eval(bwW);
    	};
    	Window_MenuStatus.prototype.windowHeight = function() {
    	    return eval(bwH);
    	};
    	Window_MenuStatus.prototype.numVisibleRows = function() {
    		return bustRows;
    	};
    	Window_MenuStatus.prototype.maxCols = function() {
    	    return bustCols;
    	};
    	Window_MenuStatus.prototype.drawItem = function(index) {
    	    this.drawItemBackground(index);
    	    this.drawItemImage(index);
    	    //this.drawItemStatus(index);
    	};
    	Window_MenuStatus.prototype.drawItemImage = function(index) {
    	    var actor = $gameParty.members()[index];
    	    var rect = this.itemRect(index);
    	    this.changePaintOpacity(actor.isBattleMember());
    	    var x = (actor.actor().ams_bs_x) ? actor.actor().ams_bs_x : bustX;
    	    var y = (actor.actor().ams_bs_y) ? actor.actor().ams_bs_y : bustY;
    	    var w = (actor.actor().ams_bs_w) ? actor.actor().ams_bs_w : -1;
    	    var h = (actor.actor().ams_bs_h) ? actor.actor().ams_bs_h : -1;
    	    this.drawBust(actor, rect.x + x, rect.y + y, w, h);
    	    this.changePaintOpacity(true);
    	};
    	Window_MenuStatus.prototype.drawBust = function(actor, x, y, width, height) {
    	    var bitmap = ImageManager.loadSumRndmDdeMB(actor.actor().ams_bs_bust);
    	    width = (width < 0) ? bitmap.width : width;
    	    height = (height < 0) ? bitmap.height : height;
    	    this.contents.blt(bitmap, 0, 0, bitmap.width, bitmap.height, x, y, width, height);
    	};
    	var _Window_MenuStatus_deselect = Window_MenuStatus.prototype.deselect;
    	Window_MenuStatus.prototype.deselect = function() {
    	    _Window_MenuStatus_deselect.call(this);
    	    this._index = 0;
    	};
    	function Window_HPWindow() {
    	    this.initialize.apply(this, arguments);
    	}
    	Window_HPWindow.prototype = Object.create(Window_Base.prototype);
    	Window_HPWindow.prototype.constructor = Window_HPWindow;
    	Window_HPWindow.prototype.initialize = function(x, y, win) {
    	    var width = this.windowWidth();
    	    var height = this.windowHeight();
    	    Window_Base.prototype.initialize.call(this, x, y, width, height);
    	    this._window = win;
    	    this._index = 0;
    	    this._name = '';
    	    this._actor = $gameParty.members()[this._index];
    	    this.refresh();
    	};
    	Window_HPWindow.prototype.windowWidth = function() {
    	    return hpWidth;
    	};
    	Window_HPWindow.prototype.windowHeight = function() {
    		if(mpBar && tpBar) return this.fittingHeight(4);
    		if(mpBar || tpBar) return this.fittingHeight(3);
    	    return this.fittingHeight(2);
    	};
    	Window_HPWindow.prototype.refresh = function() {
    	    var x = this.textPadding();
    	    var y = 0;
    	    var width = this.contents.width - this.textPadding() * 2;
    	    var actor = $gameParty.members()[this._index];
    	    this._name = actor.name();
    	    this.contents.clear();
    	    this.drawActorName(actor, x, y);
    		this.drawActorHp(actor, x, y + this.lineHeight(), width);
    		var i = 2;
    		if(mpBar) {
    			this.drawActorMp(actor, x, y + (this.lineHeight() * i), width);
    			i += 1;
    		}
    		if(tpBar) this.drawActorTp(actor, x, y + (this.lineHeight() * i), width);
    		this._double = true;
    	};
    	var _Window_HPWindow_update = Window_HPWindow.prototype.update;
    	Window_HPWindow.prototype.update = function() {
    	    _Window_HPWindow_update.call(this);
    	    if(this._window.index() >= 0 && this._index != this._window.index()) {
    	    	this._index = this._window.index();
    	    	this.refresh();
    	    }
    	    if(this._name != $gameParty.members()[this._index]) {
    	    	this.refresh();
    	    }
    	};
    	Window_HPWindow.prototype.open = function() {
    	    this.refresh();
    	    Window_Base.prototype.open.call(this);
    	};
    	function Window_SVBattler() {
    	    this.initialize.apply(this, arguments);
    	}
    	Window_SVBattler.prototype = Object.create(Window_Base.prototype);
    	Window_SVBattler.prototype.constructor = Window_SVBattler;
    	Window_SVBattler.prototype.initialize = function(x, y, win) {
    	    var width = this.windowWidth();
    	    var height = this.windowHeight();
    	    Window_Base.prototype.initialize.call(this, x, y, width, height);
    	    this._window = win;
    	    this._index = 0;
    	    this._frame = 0;
    	    this._timer = 0;
    	    this.refresh();
    	};
    	Window_SVBattler.prototype.windowWidth = function() {
    	    return eval(batW);
    	};
    	Window_SVBattler.prototype.windowHeight = function() {
    	    return eval(batH);
    	};
    	Window_SVBattler.prototype.refresh = function() {
    	    var x = this.textPadding();
    	    var y = 0;
    	    var width = this.contents.width - this.textPadding() * 2;
    	    var actor = $gameParty.members()[this._index];
    	    this.contents.clear();
    	    var pic = ImageManager.loadSvActor(actor.battlerName());
            var a = this._frame * (pic.width / 9);
            this.contents.blt(pic, a, 0, pic.width / 9, pic.height / 6, eval(batX), eval(batY));
    	};
    	var _Window_SVBattler_update = Window_SVBattler.prototype.update;
    	Window_SVBattler.prototype.update = function() {
    		_Window_SVBattler_update.call(this);
    		this._timer += 1;
    		if(this._timer === 10) this._frame = 1;
    		if(this._timer === 20) this._frame = 2;
    		if(this._timer === 30) this._frame = 1;
    		if(this._timer === 40) {
    			this._frame = 0;
    			this._timer = 0;
    		}
    		if(this._window.index() >= 0 && this._index != this._window.index()) {
    	    	this._index = this._window.index();
    	    }
    		this.refresh();
        }
    	Window_SVBattler.prototype.open = function() {
    	    this.refresh();
    	    Window_Base.prototype.open.call(this);
    	};
    })();

    А именно отображение SV батлера игрока. Чтобы в зависимости от состояния и процента жизней показывалась та или иная анимация также как в боевой системе MV
    Может кто сможет сделать.
    Последний раз редактировалось Alexandr_7; 25.09.2016 в 20:30.
    Если не говорю версия RPG Maker значит это MV!

  4. #94

    По умолчанию

    Цитата Сообщение от Alexandr_7 Посмотреть сообщение
    Нашел плагин меню подходящий. Но хотелось бы коечто в нем поменять
    Спойлер Плагин:
    Код:
    /*:
     * @plugindesc Alternative Menu Screen Bust Select. Uses busts to select Actors in the menu. It also displays Side View Battlers.
     * @author SumRndmDde
     *
     * @param Show Gold Window
     * @desc Set this to 'true' and the menu will contain the gold window.
     * @default true
     *
     * @param Show SV Window
     * @desc Set this to 'true' and the Side-View Battler window will be visible.
     * @default true
     *
     * @param == Bust Position ==
     * @default
     *
     * @param Bust X Pos
     * @desc By default, the busts are positioned at (0, 0). Using this Parameter, all the busts' default X positions can be set.
     * @default 0
     *
     * @param Bust Y Pos
     * @desc By default, the busts are positioned at (0, 0). Using this Parameter, all the busts' default X positions can be set.
     * @default 0
     *
     * @param == Bust Window ==
     * @default
     *
     * @param Bust Window Rows
     * @desc The amount of rows the Bust Window has.
     * @default 1
     *
     * @param Bust Window Cols
     * @desc The amount of columns the Bust Window has.
     * @default 1
     *
     * @param Bust Window X
     * @desc The X position of the Bust Window.
     * Can be a Number or JavaScript eval.
     * @default 20
     *
     * @param Bust Window Y
     * @desc The Y position of the Bust Window.
     * Can be a Number or JavaScript eval.
     * @default (Graphics.height / 2) - (this._statusWindow.height / 2)
     *
     * @param Bust Window Width
     * @desc The width of the Bust Window.
     * Can be a Number or JavaScript eval.
     * @default (Graphics.width / 2) - 40
     *
     * @param Bust Window Height
     * @desc The height of the Bust Window.
     * Can be a Number or JavaScript eval.
     * @default Graphics.height - 120
     *
     * @param == Command Window ==
     * @default
     *
     * @param Command Window X
     * @desc This is the x position of the Command Window.
     * Can be a Number or JavaScript eval.
     * @default Graphics.width - this._commandWindow.width - 20
     *
     * @param Command Window Y
     * @desc This is the x position of the Command Window.
     * Can be a Number or JavaScript eval.
     * @default (this._statusWindow.y + this._statusWindow.height) - this._commandWindow.height
     * @help
     *
     * @param Max Columns
     * @desc The maximum amount of columns the command window can have.
     * @default 1
     *
     * @param Visible Rows
     * @desc The visible amount of rows the command window will show at once.
     * @default 5
     *
     * @param == HP Window ==
     * @default
     *
     * @param Draw MP Bar
     * @desc Set this to 'true' and the HP Window will also have an MP bar displayed underneath the HP.
     * @default false
     *
     * @param Draw TP Bar
     * @desc Set this to 'true' and the HP Window will also have a TP bar displayed underneath the HP.
     * @default false
     *
     * @param HP Window X
     * @desc This is the x position of the HP Window.
     * Can be a Number or JavaScript eval.
     * @default this._commandWindow.x
     *
     * @param HP Window Y
     * @desc This is the x position of the HP Window.
     * Can be a Number or JavaScript eval.
     * @default ((this._commandWindow.y - (this._goldWindow.y + this._goldWindow.height)) / 2) - (this._hpWindow.height / 2) + (this._goldWindow.y + this._goldWindow.height)
     *
     * @param HP Window Width
     * @desc This is the width of the HP Window. Set this to be larger or smaller depending on screen size. Default is 256.
     * @default 256
     *
     * @param == Battler Window ==
     * @default
     *
     * @param Battler X Pos
     * @desc The X position of the Side-View Battler in the window.
     * @default 6
     *
     * @param Battler Y Pos
     * @desc The Y position of the Side-View Battler in the window.
     * @default 6
     *
     * @param B. Window X
     * @desc The x position of the Battler Window.
     * Can be a Number or JavaScript eval.
     * @default Graphics.width - 128
     *
     * @param B. Window Y
     * @desc The y position of the Battler Window.
     * Can be a Number or JavaScript eval.
     * @default this._hpWindow.y
     *
     * @param B. Window Width
     * @desc The width of the Battler Window.
     * Can be a Number or JavaScript eval.
     * @default this.fittingHeight(2)
     *
     * @param B. Window Height
     * @desc The height of the Battler Window.
     * Can be a Number or JavaScript eval.
     * @default this.fittingHeight(2)
     *
     * @param == Gold Window ==
     * @default
     *
     * @param Gold Window X
     * @desc This is the x position of the HP Window.
     * Can be a Number or JavaScript eval.
     * @default this._commandWindow.x
     *
     * @param Gold Window Y
     * @desc This is the x position of the HP Window.
     * Can be a Number or JavaScript eval.
     * @default this._statusWindow.y
     * @help
     *
     * Alternative Menu Screen: Bust Select
     * Version 1.01
     * SumRndmDde
     *
     *
     * Changelog: Version 1.01 
     *            - Allowed customization of positions for Gold, 
     *              Command, and HP windows.
     *            - Can customize rows and columns for Bust Window
     *
     *
     * Gives your game an alternative menu screen.
     * 
     * This was a special request that features the Actor's bust
     * and Side-View Battler.
     *
     * 
     * ==========================================================================
     *  How to Set Up Bust Images
     * ==========================================================================
     *
     * In order to set the Bust Image for each Actor,
     * use the following Notetags in the Notebox of the Actor:
     *
     *  <Menu Bust: filename>
     *
     * Input the filename of the image file you wish to use
     * for this Actor's Bust Image.
     *
     * The image MUST be stored in:
     * img/pictures/menu
     *
     *
     * ==========================================================================
     *  How to Set Custom Positions for Bust Images
     * ==========================================================================
     *
     * The following are optional notetags.
     * Use the following to set the X and Y of the Bust (inside Actor Note):
     *
     *  <Menu Bust X: number>
     *  <Menu Bust Y: number>
     *
     * By default, the bust image is set to the coordinates in the Parameters,
     * but these Notetags can set the specific bust image of the Actor to a 
     * different position if it looks a little off center.
     *
     *
     * ==========================================================================
     *  How to Stretch Bust Images to Certain Width and Height
     * ==========================================================================
     *
     * The following are optional notetags.
     * Use the following to stretch the width and height of the Bust to
     * the specified width and height (inside Actor Note):
     *
     *  <Menu Bust Width: number>
     *  <Menu Bust Height: number>
     *
     * By default, the bust image is the same width and height of the image
     * from the file, but using this, you can set a custom width and height
     * the bust will be stretched to.
     *
     * Example:
     *  <Menu Bust Width: 128>
     *  <Menu Bust Height: 160>
     *
     *
     * ==========================================================================
     *  End of Help File
     * ==========================================================================
     * 
     * Welcome to the bottom of the Help file.
     *
     *
     * Thanks for reading!
     * If you have questions, or if you enjoyed this Plugin, please check
     * out my YouTube channel!
     *
     * https://www.youtube.com/c/SumRndmDde
     *
     *
     * Until next time,
     *   ~ SumRndmDde
     */
    
    (function() {
    
    	var gold = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Show Gold Window']).trim().toLowerCase() === 'true';
    	var sv = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Show SV Window']).trim().toLowerCase() === 'true';
    	var bustX = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust X Pos']);
    	var bustY = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Y Pos']);
    	var bustRows = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Rows']);
    	var bustCols = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Cols']);
    	var bwX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window X']);
    	var bwY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Y']);
    	var bwW = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Width']);
    	var bwH = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Bust Window Height']);
    	var col = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Max Columns']);
    	var row = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Visible Rows']);
    	var mpBar = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Draw MP Bar']).trim().toLowerCase() === 'true';
    	var tpBar = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Draw TP Bar']).trim().toLowerCase() === 'true';
    	var hpWidth = Number(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['HP Window Width']);
    	var batX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Battler X Pos']);
    	var batY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Battler Y Pos']);
    	var batXW = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['B. Window X']);
    	var batYH = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['B. Window Y']);
    	var batW = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['B. Window Width']);
    	var batH = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['B. Window Height']);
    	var hpX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['HP Window X']);
    	var hpY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['HP Window Y']);
    	var goldX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Gold Window X']);
    	var goldY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Gold Window Y']);
    	var comX = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Command Window X']);
    	var comY = String(PluginManager.parameters('SRD_AltMenuScreen_BustSelect')['Command Window Y']);
    
    	var notetagsLoaded = false;
    	var _DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
    	DataManager.isDatabaseLoaded = function() {
    	    if(!_DataManager_isDatabaseLoaded.call(this)) return false;
    	    if(!notetagsLoaded) {
    	    	for(var i = 1; i < $dataActors.length; i++) {
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_bust = RegExp.$1;
    	    		}
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*X\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_x = parseInt(RegExp.$1);
    	    		}
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*Y\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_y = parseInt(RegExp.$1);
    	    		}
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*Width\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_w = parseInt(RegExp.$1);
    	    		}
    	    		if($dataActors[i].note.match(/<Menu\s*Bust\s*Height\s*:\s*(.*)\s*>/im)) {
    	    			$dataActors[i].ams_bs_h = parseInt(RegExp.$1);
    	    		}
    	    	}
    	    	notetagsLoaded = true;
    	    }
    	    return true;
    	};
    	if(!ImageManager.loadSumRndmDdeMB) {
    		ImageManager.loadSumRndmDdeMB = function(filename, hue) {
    	        return this.loadBitmap('img/pictures/menu/', filename, hue, true);
    	    };
    	}
    	var _Scene_Menu_create = Scene_Menu.prototype.create;
    	Scene_Menu.prototype.create = function() {
    	    _Scene_Menu_create.call(this);
    	    this.createHPWindow(this._statusWindow);
    	    this.createSVBattler(this._statusWindow);
    	    this._statusWindow.x = eval(bwX);
    		this._statusWindow.y = eval(bwY);
    		this._commandWindow.x = eval(comX);
    		this._commandWindow.y = eval(comY);
    		this._goldWindow.x = eval(goldX);//this._hpWindow.x;
    	    this._goldWindow.y = eval(goldY);//this._statusWindow.y;
    	    this._hpWindow.x = eval(hpX);//this._commandWindow.x;
    	    this._hpWindow.y = eval(hpY);
    	    //var distance = (this._commandWindow.y - (this._goldWindow.y + this._goldWindow.height));
    		//this._hpWindow.y = (distance / 2) - (this._hpWindow.height / 2) + (this._goldWindow.y + this._goldWindow.height);
    		//this._hpWindow.y = ((this._commandWindow.y - (this._goldWindow.y + this._goldWindow.height)) / 2) - (this._hpWindow.height / 2) + (this._goldWindow.y + this._goldWindow.height);
    		//this._svWindow.x = Graphics.width - 128;
    		//this._svWindow.y = this._hpWindow.y;
    		this._svWindow.x = eval(batXW);
    		this._svWindow.y = eval(batYH);
    	};
    	var _Scene_Menu_createGoldWindow = Scene_Menu.prototype.createGoldWindow;
    	Scene_Menu.prototype.createGoldWindow = function() {
    		if(gold) {
    			_Scene_Menu_createGoldWindow.call(this);
    		} else {
    			this._goldWindow = {x: 0, y: 0, height: 72};
    		}
    	};
    	Scene_Menu.prototype.createHPWindow = function(window) {
    	    this._hpWindow = new Window_HPWindow(0, 0, window);
    	    this.addWindow(this._hpWindow);
    	};
    	Scene_Menu.prototype.createSVBattler = function(window) {
    	    this._svWindow = new Window_SVBattler(0, 0, window);
    	    if(sv) this.addWindow(this._svWindow);
    	};
    	Window_MenuCommand.prototype.windowWidth = function() {
    	    return (Graphics.width / 2) - 40;
    	};
    	Window_MenuCommand.prototype.maxCols = function() {
    	    return col;
    	};
    	Window_MenuCommand.prototype.numVisibleRows = function() {
    	    return row;
    	};
    	Window_MenuCommand.prototype.itemTextAlign = function() {
    	    return 'center';
    	};
    	var _Window_MenuStatus_loadImages = Window_MenuStatus.prototype.loadImages;
    	Window_MenuStatus.prototype.loadImages = function() {
    	    _Window_MenuStatus_loadImages.call(this);
    	    $gameParty.members().forEach(function(actor) {
    	    	if(actor.actor().ams_bs_bust) {
    	        	ImageManager.loadSumRndmDdeMB(actor.actor().ams_bs_bust);
    	        }
    	    }, this);
    	};
    	Window_MenuStatus.prototype.windowWidth = function() {
    		return eval(bwW);
    	};
    	Window_MenuStatus.prototype.windowHeight = function() {
    	    return eval(bwH);
    	};
    	Window_MenuStatus.prototype.numVisibleRows = function() {
    		return bustRows;
    	};
    	Window_MenuStatus.prototype.maxCols = function() {
    	    return bustCols;
    	};
    	Window_MenuStatus.prototype.drawItem = function(index) {
    	    this.drawItemBackground(index);
    	    this.drawItemImage(index);
    	    //this.drawItemStatus(index);
    	};
    	Window_MenuStatus.prototype.drawItemImage = function(index) {
    	    var actor = $gameParty.members()[index];
    	    var rect = this.itemRect(index);
    	    this.changePaintOpacity(actor.isBattleMember());
    	    var x = (actor.actor().ams_bs_x) ? actor.actor().ams_bs_x : bustX;
    	    var y = (actor.actor().ams_bs_y) ? actor.actor().ams_bs_y : bustY;
    	    var w = (actor.actor().ams_bs_w) ? actor.actor().ams_bs_w : -1;
    	    var h = (actor.actor().ams_bs_h) ? actor.actor().ams_bs_h : -1;
    	    this.drawBust(actor, rect.x + x, rect.y + y, w, h);
    	    this.changePaintOpacity(true);
    	};
    	Window_MenuStatus.prototype.drawBust = function(actor, x, y, width, height) {
    	    var bitmap = ImageManager.loadSumRndmDdeMB(actor.actor().ams_bs_bust);
    	    width = (width < 0) ? bitmap.width : width;
    	    height = (height < 0) ? bitmap.height : height;
    	    this.contents.blt(bitmap, 0, 0, bitmap.width, bitmap.height, x, y, width, height);
    	};
    	var _Window_MenuStatus_deselect = Window_MenuStatus.prototype.deselect;
    	Window_MenuStatus.prototype.deselect = function() {
    	    _Window_MenuStatus_deselect.call(this);
    	    this._index = 0;
    	};
    	function Window_HPWindow() {
    	    this.initialize.apply(this, arguments);
    	}
    	Window_HPWindow.prototype = Object.create(Window_Base.prototype);
    	Window_HPWindow.prototype.constructor = Window_HPWindow;
    	Window_HPWindow.prototype.initialize = function(x, y, win) {
    	    var width = this.windowWidth();
    	    var height = this.windowHeight();
    	    Window_Base.prototype.initialize.call(this, x, y, width, height);
    	    this._window = win;
    	    this._index = 0;
    	    this._name = '';
    	    this._actor = $gameParty.members()[this._index];
    	    this.refresh();
    	};
    	Window_HPWindow.prototype.windowWidth = function() {
    	    return hpWidth;
    	};
    	Window_HPWindow.prototype.windowHeight = function() {
    		if(mpBar && tpBar) return this.fittingHeight(4);
    		if(mpBar || tpBar) return this.fittingHeight(3);
    	    return this.fittingHeight(2);
    	};
    	Window_HPWindow.prototype.refresh = function() {
    	    var x = this.textPadding();
    	    var y = 0;
    	    var width = this.contents.width - this.textPadding() * 2;
    	    var actor = $gameParty.members()[this._index];
    	    this._name = actor.name();
    	    this.contents.clear();
    	    this.drawActorName(actor, x, y);
    		this.drawActorHp(actor, x, y + this.lineHeight(), width);
    		var i = 2;
    		if(mpBar) {
    			this.drawActorMp(actor, x, y + (this.lineHeight() * i), width);
    			i += 1;
    		}
    		if(tpBar) this.drawActorTp(actor, x, y + (this.lineHeight() * i), width);
    		this._double = true;
    	};
    	var _Window_HPWindow_update = Window_HPWindow.prototype.update;
    	Window_HPWindow.prototype.update = function() {
    	    _Window_HPWindow_update.call(this);
    	    if(this._window.index() >= 0 && this._index != this._window.index()) {
    	    	this._index = this._window.index();
    	    	this.refresh();
    	    }
    	    if(this._name != $gameParty.members()[this._index]) {
    	    	this.refresh();
    	    }
    	};
    	Window_HPWindow.prototype.open = function() {
    	    this.refresh();
    	    Window_Base.prototype.open.call(this);
    	};
    	function Window_SVBattler() {
    	    this.initialize.apply(this, arguments);
    	}
    	Window_SVBattler.prototype = Object.create(Window_Base.prototype);
    	Window_SVBattler.prototype.constructor = Window_SVBattler;
    	Window_SVBattler.prototype.initialize = function(x, y, win) {
    	    var width = this.windowWidth();
    	    var height = this.windowHeight();
    	    Window_Base.prototype.initialize.call(this, x, y, width, height);
    	    this._window = win;
    	    this._index = 0;
    	    this._frame = 0;
    	    this._timer = 0;
    	    this.refresh();
    	};
    	Window_SVBattler.prototype.windowWidth = function() {
    	    return eval(batW);
    	};
    	Window_SVBattler.prototype.windowHeight = function() {
    	    return eval(batH);
    	};
    	Window_SVBattler.prototype.refresh = function() {
    	    var x = this.textPadding();
    	    var y = 0;
    	    var width = this.contents.width - this.textPadding() * 2;
    	    var actor = $gameParty.members()[this._index];
    	    this.contents.clear();
    	    var pic = ImageManager.loadSvActor(actor.battlerName());
            var a = this._frame * (pic.width / 9);
            this.contents.blt(pic, a, 0, pic.width / 9, pic.height / 6, eval(batX), eval(batY));
    	};
    	var _Window_SVBattler_update = Window_SVBattler.prototype.update;
    	Window_SVBattler.prototype.update = function() {
    		_Window_SVBattler_update.call(this);
    		this._timer += 1;
    		if(this._timer === 10) this._frame = 1;
    		if(this._timer === 20) this._frame = 2;
    		if(this._timer === 30) this._frame = 1;
    		if(this._timer === 40) {
    			this._frame = 0;
    			this._timer = 0;
    		}
    		if(this._window.index() >= 0 && this._index != this._window.index()) {
    	    	this._index = this._window.index();
    	    }
    		this.refresh();
        }
    	Window_SVBattler.prototype.open = function() {
    	    this.refresh();
    	    Window_Base.prototype.open.call(this);
    	};
    })();

    А именно отображение SV батлера игрока. Чтобы в зависимости от состояния и процента жизней показывалась та или иная анимация также как в боевой системе MV
    Может кто сможет сделать.
    оЧЕНЬ СЕРЬЕЗНЫЙ БАГ ОБНАРУЖИЛ. а ИМЕННО После экспорта когда игра уже создана это меню тупо не открывается. Как решать не знаю. А ведь идиально поджходит.
    Если не говорю версия RPG Maker значит это MV!

  5. #95

    По умолчанию

    И снова здраствуйте. ХМне нужна помощь с одним видом головоломок. А именно лабиринта где нужно двигать предметы как в игре IB
    Хотел бы узнать как называется такой вид головоломок и как сделать расчет такого лабиринта?
    Если не говорю версия RPG Maker значит это MV!

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