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 Windowskin Animado

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Mensagens : 26
Reputação : 1
Data de inscrição : 23/07/2011
Idade : 27
Localização : Amapá

Windowskin Animado Empty
MensagemAssunto: Windowskin Animado   Windowskin Animado Icon_minitimeQua Jul 27, 2011 2:37 am

-Windowskin Animado-
Criador Por:Desconhecido

Script muito simples que muda freqüentemente as windowskins, fazendo assim uma animação. Você pode usar as imagens que quiser, basta deixá-las com os seus respectivos nomes.

Blue_1, Blue_2, Blue_3 e Blue_4


Para utilizá-lo, vá ao editor de scripts de seu RPG Maker XP e procure pelo script chamado Window_Base. Troque-o pelo script abaixo:

Código:
#==============================================================================
# ■ Window_Base
#------------------------------------------------------------------------------
#  ゲーム中のすべてのウィンドウのスーパークラスです。
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
#--------------------------------------------------------------------------

def initialize(x, y, width, height)
super()
self.windowskin = RPG::Cache.windowskin("Blue_1") #this is the first frame of the animation
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
self.opacity = 160
@blink_count = 0 #this allows for it to start counting
end

#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
# ウィンドウ内容のビットマップが設定されていれば解放
if self.contents != nil
self.contents.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 文字色取得
# n : 文字色番号 (0~7)
#--------------------------------------------------------------------------
def text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
else
normal_color
end
end
#--------------------------------------------------------------------------
# ● 通常文字色の取得
#--------------------------------------------------------------------------
def normal_color
return Color.new(255, 255, 255, 255)
end
#--------------------------------------------------------------------------
# ● 無効文字色の取得
#--------------------------------------------------------------------------
def disabled_color
return Color.new(255, 255, 255, 128)
end
#--------------------------------------------------------------------------
# ● システム文字色の取得
#--------------------------------------------------------------------------
def system_color
return Color.new(192, 224, 255, 255)
end
#--------------------------------------------------------------------------
# ● ピンチ文字色の取得
#--------------------------------------------------------------------------
def crisis_color
return Color.new(255, 255, 64, 255)
end
#--------------------------------------------------------------------------
# ● 戦闘不能文字色の取得
#--------------------------------------------------------------------------
def knockout_color
return Color.new(255, 64, 0)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
#Animates the Window Skin

@blink_count = (@blink_count + 1) % 40
if @blink_count < 10
self.windowskin = RPG::Cache.windowskin("Blue_1") #name of skin frame 1
elsif (@blink_count >= 10 and @blink_count < 20)
self.windowskin = RPG::Cache.windowskin("Blue_2") #skin frame 2
elsif (@blink_count >= 20 and @blink_count < 30)
self.windowskin = RPG::Cache.windowskin("Blue_3") #skin frame 3
else
self.windowskin = RPG::Cache.windowskin("Blue_4") #skin frame 4
end
end

#--------------------------------------------------------------------------
# ● グラフィックの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● 名前の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
end
#--------------------------------------------------------------------------
# ● クラスの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 236, 32, actor.class_name)
end
#--------------------------------------------------------------------------
# ● レベルの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Level")
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 描画用のステート文字列作成
# actor : アクター
# width : 描画先の幅
# need_normal : [正常] が必要かどうか (true / false)
#--------------------------------------------------------------------------
def make_battler_state_text(battler, width, need_normal)
# 括弧の幅を取得
brackets_width = self.contents.text_size("[]").width
# ステート名の文字列を作成
text = ""
for i in battler.states
if $data_states[i].rating >= 1
if text == ""
text = $data_states[i].name
else
new_text = text + "/" + $data_states[i].name
text_width = self.contents.text_size(new_text).width
if text_width > width - brackets_width
break
end
text = new_text
end
end
end
# ステート名の文字列が空の場合は "[正常]" にする
if text == ""
if need_normal
text = "[Normal]"
end
else
# 括弧をつける
text = "[" + text + "]"
end
# 完成した文字列を返す
return text
end
#--------------------------------------------------------------------------
# ● ステートの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 描画先の幅
#--------------------------------------------------------------------------
def draw_actor_state(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text)
end
#--------------------------------------------------------------------------
# ● EXP の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "Exp")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
end
#--------------------------------------------------------------------------
# ● HP の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 描画先の幅
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# 文字列 "HP" を描画
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# MaxHP を描画するスペースがあるか計算
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# HP を描画
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# MaxHP を描画
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# ● SP の描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# width : 描画先の幅
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# 文字列 "SP" を描画
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# MaxSP を描画するスペースがあるか計算
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# SP を描画
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# MaxSP を描画
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# ● パラメータの描画
# actor : アクター
# x : 描画先 X 座標
# y : 描画先 Y 座標
# type : パラメータの種類 (0~6)
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
#--------------------------------------------------------------------------
# ● アイテム名の描画
# item : アイテム
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_item_name(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name)
end
end
 
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