Здесь я буду выкладывать свои скрипты (по предложению Рольфа).
Спойлер 1.[VX]Special Menu:Первая сборка моих скриптов, которая улучшает стандартное меню. Потом добавлю ещё функций.
Использовались скрипты
- Editors
- Version Info
- Scene Title by Enterbrain
Скриншоты:
Код:########################################## # Название: Speceal Menu # # Автор: Andrew # # Версия: 1.0 # # Описание: Сборка моих скриптов # ########################################## ########################################## # Название: Editors # # Автор: Andrew # # Описание: Добавляет пункт создатели # ########################################## class Editors < Window_Base def initialize super(192,100,160,160) op draw_scripter for @i in 0..100 Graphics.update end op1 self.contents.clear op draw_scripter1 for @i in 0..100 Graphics.update end op1 self.dispose end def draw_scripter self.contents.clear self.contents.draw_text(0,0,100,20,"Создатели") self.contents.draw_text(0,30,100,20," Сценарий") self.contents.draw_text(0,50,60,20," Andrew") self.contents.draw_text(0,70,100,20," Скрипты") self.contents.draw_text(0,90,100,20," Рольф") self.contents.draw_text(0,110,100,20," Andrew") end def draw_scripter1 self.contents.clear self.contents.draw_text(0,0,100,20,"Создатели") self.contents.draw_text(0,30,100,20," Графика") self.contents.draw_text(0,50,60,20," Nalia") self.contents.draw_text(0,70,100,20," VaRiK") self.contents.draw_text(0,90,100,20," Andrew") end def op self.openness = 0 self.open begin self.openness += 10 Graphics.update end until self.openness == 255 end def op1 self.openness = 255 self.open begin self.openness-=10 Graphics.update end until self.openness == 0 end end ########################################## # Название: Version Info # # Автор: Andrew # # Описание: Показывает Версию игры # ########################################## class Version_Info < Window_Base def initialize super(344,326,200,90) draw_info self.opacity = 0 end def draw_info self.contents.draw_text(60,30,100,20,"Version 0.1") end end #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs the title screen processing. #============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main if $BTEST # If battle test battle_test # Start battle test else # If normal play super # Usual main processing end end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super $ver = Version_Info.new load_database # Load database create_game_objects # Create game objects check_continue # Determine if continue is enabled create_title_graphic # Create title graphic create_command_window # Create command window play_title_music # Play title screen music end #-------------------------------------------------------------------------- # * Execute Transition #-------------------------------------------------------------------------- def perform_transition Graphics.transition(20) end #-------------------------------------------------------------------------- # * Post-Start Processing #-------------------------------------------------------------------------- def post_start super open_command_window end #-------------------------------------------------------------------------- # * Pre-termination Processing #-------------------------------------------------------------------------- def pre_terminate super close_command_window end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_command_window snapshot_for_background dispose_title_graphic end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 #New game command_new_game when 1 # Continue command_continue when 2 # Editors command_editors when 3 # Shutdown command_shutdown end end end #-------------------------------------------------------------------------- # * Load Database #-------------------------------------------------------------------------- def load_database $data_actors = load_data("Data/Actors.rvdata") $data_classes = load_data("Data/Classes.rvdata") $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") $data_armors = load_data("Data/Armors.rvdata") $data_enemies = load_data("Data/Enemies.rvdata") $data_troops = load_data("Data/Troops.rvdata") $data_states = load_data("Data/States.rvdata") $data_animations = load_data("Data/Animations.rvdata") $data_common_events = load_data("Data/CommonEvents.rvdata") $data_system = load_data("Data/System.rvdata") $data_areas = load_data("Data/Areas.rvdata") end #-------------------------------------------------------------------------- # * Load Battle Test Database #-------------------------------------------------------------------------- def load_bt_database $data_actors = load_data("Data/BT_Actors.rvdata") $data_classes = load_data("Data/BT_Classes.rvdata") $data_skills = load_data("Data/BT_Skills.rvdata") $data_items = load_data("Data/BT_Items.rvdata") $data_weapons = load_data("Data/BT_Weapons.rvdata") $data_armors = load_data("Data/BT_Armors.rvdata") $data_enemies = load_data("Data/BT_Enemies.rvdata") $data_troops = load_data("Data/BT_Troops.rvdata") $data_states = load_data("Data/BT_States.rvdata") $data_animations = load_data("Data/BT_Animations.rvdata") $data_common_events = load_data("Data/BT_CommonEvents.rvdata") $data_system = load_data("Data/BT_System.rvdata") end #-------------------------------------------------------------------------- # * Create Game Objects #-------------------------------------------------------------------------- def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new end #-------------------------------------------------------------------------- # * Determine if Continue is Enabled #-------------------------------------------------------------------------- def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end #-------------------------------------------------------------------------- # * Create Title Graphic #-------------------------------------------------------------------------- def create_title_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system("Title") end #-------------------------------------------------------------------------- # * Dispose of Title Graphic #-------------------------------------------------------------------------- def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = "Создатели" s4 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3, s4]) @command_window.x = (200 - @command_window.width) / 2 @command_window.y = 200 if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Dispose of Command Window #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose end #-------------------------------------------------------------------------- # * Open Command Window #-------------------------------------------------------------------------- def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end #-------------------------------------------------------------------------- # * Close Command Window #-------------------------------------------------------------------------- def close_command_window @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end #-------------------------------------------------------------------------- # * Play Title Screen Music #-------------------------------------------------------------------------- def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end #-------------------------------------------------------------------------- # * Check Player Start Location Existence #-------------------------------------------------------------------------- def confirm_player_location if $data_system.start_map_id == 0 print "Player start location not set." exit end end #-------------------------------------------------------------------------- # * Command: New Game #-------------------------------------------------------------------------- def command_new_game confirm_player_location Sound.play_decision $game_party.setup_starting_members # Initial party $game_map.setup($data_system.start_map_id) # Initial map position $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window $ver.dispose Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end #-------------------------------------------------------------------------- # * Command: Continue #-------------------------------------------------------------------------- def command_continue if @continue_enabled Sound.play_decision $ver.dispose $scene = Scene_File.new(false, true, false) else Sound.play_buzzer end end #-------------------------------------------------------------------------- # * Command: Editors #-------------------------------------------------------------------------- def command_editors $editors = Editors.new end #-------------------------------------------------------------------------- # * Command: Shutdown #-------------------------------------------------------------------------- def command_shutdown Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = nil end #-------------------------------------------------------------------------- # * Battle Test #-------------------------------------------------------------------------- def battle_test load_bt_database # Load battle test database create_game_objects # Create game objects Graphics.frame_count = 0 # Initialize play time $game_party.setup_battle_test_members $game_troop.setup($data_system.test_troop_id) $game_troop.can_escape = true $game_system.battle_bgm.play snapshot_for_background $scene = Scene_Battle.new end end
Спойлер 2.[VX] NST(NO SCENE TITLE):Этот скрипт убирает меню. Я его делал(изменял Scene_Title) для себя. В основном этот для роликов(что бы меню не мешало).
Скриншоты: ???
Код:class Scene_Title < Scene_Base def main if $BTEST battle_test else super end end def start super load_database create_game_objects end def post_start command_new_game end def load_database $data_actors = load_data("Data/Actors.rvdata") $data_classes = load_data("Data/Classes.rvdata") $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") $data_armors = load_data("Data/Armors.rvdata") $data_enemies = load_data("Data/Enemies.rvdata") $data_troops = load_data("Data/Troops.rvdata") $data_states = load_data("Data/States.rvdata") $data_animations = load_data("Data/Animations.rvdata") $data_common_events = load_data("Data/CommonEvents.rvdata") $data_system = load_data("Data/System.rvdata") $data_areas = load_data("Data/Areas.rvdata") end def load_bt_database $data_actors = load_data("Data/BT_Actors.rvdata") $data_classes = load_data("Data/BT_Classes.rvdata") $data_skills = load_data("Data/BT_Skills.rvdata") $data_items = load_data("Data/BT_Items.rvdata") $data_weapons = load_data("Data/BT_Weapons.rvdata") $data_armors = load_data("Data/BT_Armors.rvdata") $data_enemies = load_data("Data/BT_Enemies.rvdata") $data_troops = load_data("Data/BT_Troops.rvdata") $data_states = load_data("Data/BT_States.rvdata") $data_animations = load_data("Data/BT_Animations.rvdata") $data_common_events = load_data("Data/BT_CommonEvents.rvdata") $data_system = load_data("Data/BT_System.rvdata") end def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new end def confirm_player_location if $data_system.start_map_id == 0 print "Player start location not set." exit end end def command_new_game confirm_player_location $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $scene = Scene_Map.new Graphics.frame_count = 0 $game_map.autoplay end def battle_test load_bt_database create_game_objects Graphics.frame_count = 0 $game_party.setup_battle_test_members $game_troop.setup($data_system.test_troop_id) $game_troop.can_escape = true $game_system.battle_bgm.play snapshot_for_background $scene = Scene_Battle.new end end
Спойлер 3.[VX] IAAE ( "Intro" and "At end" ):
Два в одном. Добавляет интро и концовку игры.
Демо: http://narod.ru/disk/9047021001/Project2.exe.html
Спойлер 4.[VX] Alfa Menu:Изменяет меню. Добавляет кнопку загрузки.
Код:########################################## # Название: Alfa Menu # # Автор: Andrew # # Версия: 1.0 # # Описание: Улучшеное меню # ########################################## #============================================================================== # ** Scene_File #------------------------------------------------------------------------------ # This class performs the save and load screen processing. #============================================================================== class Scene_File1 < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # saving : save flag (if false, load screen) # from_title : flag: it was called from "Continue" on the title screen # from_event : flag: it was called from the "Call Save Screen" event #-------------------------------------------------------------------------- def initialize(saving, from_title, from_event) @saving = saving @from_title = from_title @from_event = from_event end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @help_window = Window_Help.new create_savefile_windows if @saving @index = $game_temp.last_file_index @help_window.set_text(Vocab::SaveMessage) else @index = self.latest_file_index @help_window.set_text(Vocab::LoadMessage) end @savefile_windows[@index].selected = true end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose dispose_item_windows end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new(5) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update update_savefile_windows update_savefile_selection end #-------------------------------------------------------------------------- # * Create Save File Window #-------------------------------------------------------------------------- def create_savefile_windows @savefile_windows = [] for i in 0..3 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end @item_max = 4 end #-------------------------------------------------------------------------- # * Dispose of Save File Window #-------------------------------------------------------------------------- def dispose_item_windows for window in @savefile_windows window.dispose end end #-------------------------------------------------------------------------- # * Update Save File Window #-------------------------------------------------------------------------- def update_savefile_windows for window in @savefile_windows window.update end end #-------------------------------------------------------------------------- # * Update Save File Selection #-------------------------------------------------------------------------- def update_savefile_selection if Input.trigger?(Input::C) determine_savefile elsif Input.trigger?(Input::B) Sound.play_cancel return_scene else last_index = @index if Input.repeat?(Input::DOWN) cursor_down(Input.trigger?(Input::DOWN)) end if Input.repeat?(Input::UP) cursor_up(Input.trigger?(Input::UP)) end if @index != last_index Sound.play_cursor @savefile_windows[last_index].selected = false @savefile_windows[@index].selected = true end end end #-------------------------------------------------------------------------- # * Confirm Save File #-------------------------------------------------------------------------- def determine_savefile if @saving Sound.play_save do_save else if @savefile_windows[@index].file_exist Sound.play_load do_load else Sound.play_buzzer return end end $game_temp.last_file_index = @index end #-------------------------------------------------------------------------- # * Move cursor down # wrap : Wraparound allowed #-------------------------------------------------------------------------- def cursor_down(wrap) if @index < @item_max - 1 or wrap @index = (@index + 1) % @item_max end end #-------------------------------------------------------------------------- # * Move cursor up # wrap : Wraparound allowed #-------------------------------------------------------------------------- def cursor_up(wrap) if @index > 0 or wrap @index = (@index - 1 + @item_max) % @item_max end end #-------------------------------------------------------------------------- # * Create Filename # file_index : save file index (0-3) #-------------------------------------------------------------------------- def make_filename(file_index) return "Save#{file_index + 1}.rvdata" end #-------------------------------------------------------------------------- # * Select File With Newest Timestamp #-------------------------------------------------------------------------- def latest_file_index index = 0 latest_time = Time.at(0) for i in 0...@savefile_windows.size if @savefile_windows[i].time_stamp > latest_time latest_time = @savefile_windows[i].time_stamp index = i end end return index end #-------------------------------------------------------------------------- # * Execute Save #-------------------------------------------------------------------------- def do_save file = File.open(@savefile_windows[@index].filename, "wb") write_save_data(file) file.close return_scene end #-------------------------------------------------------------------------- # * Execute Load #-------------------------------------------------------------------------- def do_load file = File.open(@savefile_windows[@index].filename, "rb") read_save_data(file) file.close $scene = Scene_Map.new RPG::BGM.fade(1500) Graphics.fadeout(60) Graphics.wait(40) @last_bgm.play @last_bgs.play end #-------------------------------------------------------------------------- # * Write Save Data # file : write file object (opened) #-------------------------------------------------------------------------- def write_save_data(file) characters = [] for actor in $game_party.members characters.push([actor.character_name, actor.character_index]) end $game_system.save_count += 1 $game_system.version_id = $data_system.version_id @last_bgm = RPG::BGM::last @last_bgs = RPG::BGS::last Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) Marshal.dump(@last_bgm, file) Marshal.dump(@last_bgs, file) Marshal.dump($game_system, file) Marshal.dump($game_message, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) end #-------------------------------------------------------------------------- # * Read Save Data # file : file object for reading (opened) #-------------------------------------------------------------------------- def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) $game_system = Marshal.load(file) $game_message = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) if $game_system.version_id != $data_system.version_id $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background create_command_window @gold_window = Window_Gold.new(384, 360) @gold_window.opacity = 0 @status_window = Window_MenuStatus.new(0, 0) @status_window.opacity = 0 end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @gold_window.update @status_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = "Загрузить" s7 = Vocab::game_end @name = Window_Base.new(380,0,100,100) @name.opacity = 0 @name.contents.draw_text(0, 0, 40, 32, "Меню") @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index @command_window.opacity = 0 @command_window.y = 60 @command_window.x = 384 if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) @name.dispose Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item @name.dispose $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save @name.dispose $scene = Scene_File.new(true, false, false) when 5 @name.dispose cont when 6 # End Game @name.dispose $scene = Scene_End.new end end end def cont Sound.play_decision $scene = Scene_File1.new(false, true, false) end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # skill @name.dispose $scene = Scene_Skill.new(@status_window.index) when 2 # equipment @name.dispose $scene = Scene_Equip.new(@status_window.index) when 3 # status @name.dispose $scene = Scene_Status.new(@status_window.index) end end end end
Спойлер 5.[VX] OCM (Only Command"s Menu):Меню как в GTA. Только команды, ничего лишнего. Фон у меню меняется. Лежит в "Graphics/Menu/Back.png".
Скриншот:
Демо http://narod.ru/disk/9074296001/OCM.exe.html
Спойлер 6.[VX] OCMP(Only Command's Menu for 1 Person):
Тоже самое, что и OCM, но только для одного игрока.(Например для Тармиан. Эпизод II, автор сказал, что будет только один игрок.
Скриншот:
Демо: http://narod.ru/disk/9079329001/OCMP.exe.html
Спойлер 7. [VX] Battle Back in 3 layer's:
Battle Back in 3 layer's + Sideview Battle System =
Плавно перехожу к боёвкам, но пока остановился только на батлбэке. Этот скрипт добавляет 3 слоя батлбэка. На об этом в демке, инструкция подробная тоже в демке.
А сама демка вот: http://narod.ru/disk/9395593001/Battle%20Backs.exe.html
Спойлер 8. [VX] Exp Gauge:
Добавляет полосу опыта в меню.
Скриншот:
Код:########################################### # Название: Exp Gauge # # Автор: Andrew # # Версия: 1.0 # # Описание: Добовляет полосу опыта в меню # ########################################### module EG #Configurations begin here Color1 = 3 Color2 = 1 Text = "Опыт" #Configurations end here end class Window_Base def draw_actor_exp_gauge(actor, x, y, width = 120) gw = width * actor.exp / (actor.next_rest_exp_s + actor.exp) gc1 = text_color(EG::Color1) gc2 = text_color(EG::Color2) self.contents.fill_rect(x, y + WLH - 8, width, 8, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 8, gc1, gc2) end def draw_actor_exp(actor, x, y, width = 100) draw_actor_exp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.font.name = "Arial" self.contents.draw_text(x, y, 50, WLH, EG::Text) self.contents.font.color = mp_color(actor) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, actor.exp, 2) self.contents.font.name = "Arial" else self.contents.draw_text(xr - 99, y, 44, WLH, actor.exp, 2) self.contents.font.color = normal_color self.contents.font.name = "Arial" self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_rest_exp_s + actor.exp, 2) end end def draw_actor_exp_120(actor, x, y, width = 120) draw_actor_exp_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.font.name = "Arial" self.contents.draw_text(x, y, 50, WLH, EG::Text) self.contents.font.color = mp_color(actor) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, actor.exp, 2) self.contents.font.name = "Arial" else self.contents.draw_text(xr - 99, y, 44, WLH, actor.exp, 2) self.contents.font.color = normal_color self.contents.font.name = "Arial" self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_rest_exp_s + actor.exp, 2) end end end class Window_MenuStatus < Window_Selectable def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, 2, actor.index * 96 + 2, 92) x = 104 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_class(actor, x + 120, y) draw_actor_level(actor, x, y + WLH * 1) draw_actor_hp(actor, x + 120, y + WLH * 1) draw_actor_mp(actor, x + 120, y + WLH * 2) draw_actor_state(actor, 2, 0 + WLH * 0) draw_actor_exp(actor, x, y + WLH * 2) end end end
Спойлер 9. Сбока скриптов:
Наконец то большая сборка скриптов.
Ссылка:http://narod.ru/disk/9771619001/%D0%...ndrew.exe.html
Скриншоты:
Спойлер 10. Fetaures:
Скрипт добавляет окно Характеристик(можно подстроить под что угодно).
Адрес: http://narod.ru/disk/10319367001/Features.exe.html
Социальные закладки