| | [Script] MINTO Window Level Type A ver 1.20 | |
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Keko Moderadores
Mensagens : 154 Data de inscrição : 26/08/2007 Idade : 32 Localização : Aqui mesmo
| Assunto: [Script] MINTO Window Level Type A ver 1.20 Seg Ago 27, 2007 7:43 pm | |
| Retirado daqui : http://www.jogosrpg.com.br/forum/index.php?topic=98.0 ( pegue as imagens que precisam no link acima ... ) Ebaaaa Postado por KekooHHhhh Mas vamos ao que interessAH: CARACTERÍSTICAS Apresentação animada da janela de experiência em pictures, estilo Final Fantasy XII ou algo assim... É necessário ter o script MODULO MINTO São necessárias pegar as imagens que estão no Topico original e por na seguinte pasta : Graphics/Pictures - Citação :
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# MINTO Window Level Type A ver 1.20 # ################################################# # by みんと # # by Minto # ################################################# =begin (Tradução e Tutorial By Moghunter) CARACTERÍSTICAS Apresentação animada de Level em pictures. UTILIZAÇÃO É necessário ter as seguintes imagens na pasta Graphics/Pictures/ - Win.png - Ruin.png - lvup.png - line.png - line_exp.png - Item.png - Item2.png - Exp.png - Exp2.png - Money.png - Money2.png =end module MINTO #Definição da tonalidade dos textos. Fone = [0, 0, 0] #Definição da tonalidade das linhas. Line_fone = [0, 0, 0] #Definição da tonalidade fonte. Font_collar = Color.new(255, 255, 255) #Velocidade da animação. Motion_speed = 100 #Definição do som ao fazer Level UP. LVUP_SE_0 = ["056-Right02", 80, 150] end module MINTO RGSS["リザルトエクセル"] = true end if MINTO::RGSS["リザルトエクセル"] class Picture_Number_Sprite attr_accessor :string_pop_duration def initialize(x, y, index, text = "") @number = RPG::Cache.picture("String01") @string = RPG::Cache.picture("lvup") @x = x @y = y @index = index @string_pop_sprite = [] @string_pop_duration = [] @width = @number.rect.width / 10.0 @sprite = [] for i in 0..@index @sprite[i] = Sprite.new @sprite[i].x = x.abs + (i * @width) @sprite[i].y = y.abs @sprite[i].z = 999 end @picture_number = [] rect = Rect.new(0, 0, @width, @number.rect.height) for i in 0..9 rect.x = i * @width bitmap = Bitmap.new(@width, @number.rect.height) bitmap.blt(0, 0, @number, rect) @picture_number[i] = bitmap end end def clear for i in 0..@index @sprite[i].bitmap = nil end end def set_text(number) text = number.to_s.split(//) clear_index = text.size == 1 ? 1 : 0 x_size = @index - text.size for i in 0..@index if clear_index == 0 && text[i].to_i == 0 || text[i] == nil @sprite[i].bitmap = nil next end @sprite[i].x = @x.abs + (i * @width) + (x_size * @width) clear_index += 1 @sprite[i].bitmap = @picture_number[text[i].to_i] end end def string_pop @string_pop_sprite.compact! @string_pop_duration.compact! dispose_string_pop string_pop_sprite = Sprite.new string_pop_sprite.bitmap = Bitmap.new(@string.rect.width, @string.rect.height) string_pop_sprite.bitmap.blt(0, 0, @string, @string.rect) string_pop_sprite.x = @x.abs string_pop_sprite.y = @y.abs string_pop_sprite.z = 999 @string_pop_sprite.unshift(string_pop_sprite) @string_pop_duration.unshift(40) end def dispose_string_pop(i = nil) return if !i if i == -1 for id in 0...@string_pop_sprite.size if id >= 0 && @string_pop_sprite[id] @string_pop_sprite[id].bitmap.dispose @string_pop_sprite[id].dispose @string_pop_sprite[id] = nil @string_pop_duration[id] = nil end end else if i >= 0 && @string_pop_sprite[i] @string_pop_sprite[i].bitmap.dispose @string_pop_sprite[i].dispose @string_pop_sprite[i] = nil @string_pop_duration[i] = nil end end end def update if @string_pop_sprite.size > 0 for i in 0...@string_pop_sprite.size string = @string_pop_sprite[i] string.update if @string_pop_duration[i] == 0 dispose_string_pop(i) next end @string_pop_duration[i] -= 1 case @string_pop_duration[i] when 36..39 string.y -= 4 when 33..37 string.y -= 2 when 32..34 string.y += 2 when 25..32 string.y += 4 end string.opacity = 256 - (12 - @string_pop_duration[i]) * 32 end @string_pop_sprite.compact! @string_pop_duration.compact! end end def dispose for s in @sprite s.dispose s = nil end dispose_string_pop(-1) end end class Window_BattleStatus < Window_Base attr_reader :level_up_flags end class Window_BattleResult < Window_Base def initialize(exp, gold, treasures, ap = 0) @exp = exp @gold = gold @treasures = treasures @ap = ap initialize_picture super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 self.visible = false refresh end def initialize_picture @rate = Rect.new(0, 0, 640, 480) @result_picture1 = RPG::Cache.picture("win") @result_sprite1 = Sprite.new @result_sprite1.tone.red = MINTO::Fone[0] @result_sprite1.tone.green = MINTO::Fone[1] @result_sprite1.tone.blue = MINTO::Fone[2] @result_sprite1.bitmap = Bitmap.new(640, 480) x = 64 y = 12 @result_sprite1.x = x @result_sprite1.y = y @result_sprite1.blend_type = 1 @result_sprite1.zoom_x = 3.5 @result_sprite1.zoom_y = 3.5 @result_picture2 = RPG::Cache.picture("Ruin") @result_sprite2 = Sprite.new @result_sprite2.bitmap = Bitmap.new(640, 480) x = @result_picture1.width + 64 y = 12 @result_sprite2.x = x @result_sprite2.y = y @result_sprite2.blend_type = 1 @result_sprite2.opacity = 0 @under_line = RPG::Cache.picture("line") @under_line1 = Sprite.new @under_line1.bitmap = Bitmap.new(640, 480) @under_line1.x = -640 @under_line1.y = @result_picture1.height + 16 @under_line1.blend_type = 1 @result_picture3 = RPG::Cache.picture("Exp") @result_sprite3 = Sprite.new @result_sprite3.bitmap = Bitmap.new(640, 480) x = 64 y = @under_line1.y + 16 @result_sprite3.x = x @result_sprite3.y = y @result_sprite3.blend_type = 1 @result_sprite3.zoom_x = 3.5 @result_sprite3.zoom_y = 3.5 @result_picture4 = RPG::Cache.picture("Exp2") @result_sprite4 = Sprite.new @result_sprite4.bitmap = Bitmap.new(640, 480) x = @result_picture3.width + 64 y = @result_sprite3.y - 5 @result_sprite4.x = x @result_sprite4.y = y @result_sprite4.blend_type = 1 @result_sprite4.opacity = 0 @under_line2 = Sprite.new @under_line2.bitmap = Bitmap.new(640, 480) @under_line2.x = -640 @under_line2.y = @result_sprite3.y + 96 @under_line2.blend_type = 1 @result_text = Sprite.new @result_text.bitmap = Bitmap.new(640, 480) @result_picture5 = RPG::Cache.picture("Money") @result_sprite5 = Sprite.new @result_sprite5.bitmap = Bitmap.new(640, 480) PRECISA DAS IMAGENSS SCRIPT EM 2 PARTES
Última edição por em Seg Ago 27, 2007 8:34 pm, editado 1 vez(es) | |
| | | Keko Moderadores
Mensagens : 154 Data de inscrição : 26/08/2007 Idade : 32 Localização : Aqui mesmo
| Assunto: Re: [Script] MINTO Window Level Type A ver 1.20 Seg Ago 27, 2007 7:43 pm | |
| - Citação :
x = 64 y = @under_line2.y + 16 @result_sprite5.x = x @result_sprite5.y = y @result_sprite5.blend_type = 1 @result_sprite5.zoom_x = 3.5 @result_sprite5.zoom_y = 3.5 @under_line3 = Sprite.new @under_line3.bitmap = Bitmap.new(640, 480) @under_line3.x = -640 @under_line3.y = @result_sprite5.y + 96 @under_line3.blend_type = 1 @result_picture6 = RPG::Cache.picture("Money2") @result_sprite6 = Sprite.new @result_sprite6.bitmap = Bitmap.new(640, 480) x = @result_picture5.width + 64 y = @result_sprite5.y - 4 @result_sprite6.x = x @result_sprite6.y = y @result_sprite6.blend_type = 1 @result_sprite6.opacity = 0 @result_picture7 = RPG::Cache.picture("Item") @result_sprite7 = Sprite.new @result_sprite7.bitmap = Bitmap.new(640, 480) x = -256 y = 8 @result_sprite7.x = x @result_sprite7.y = y @result_sprite7.blend_type = 1 @result_picture8 = RPG::Cache.picture("Item2") @result_sprite8 = Sprite.new @result_sprite8.bitmap = Bitmap.new(640, 480) x = 508 y = @result_sprite7.y - 8 @result_sprite8.x = x @result_sprite8.y = y @result_sprite8.blend_type = 1 @result_sprite8.opacity = 0 @result_sprite2.tone.red = MINTO::Fone[0] @result_sprite2.tone.green = MINTO::Fone[1] @result_sprite2.tone.blue = MINTO::Fone[2] @result_sprite3.tone.red = MINTO::Fone[0] @result_sprite3.tone.green = MINTO::Fone[1] @result_sprite3.tone.blue = MINTO::Fone[2] @result_sprite4.tone.red = MINTO::Fone[0] @result_sprite4.tone.green = MINTO::Fone[1] @result_sprite4.tone.blue = MINTO::Fone[2] @result_sprite5.tone.red = MINTO::Fone[0] @result_sprite5.tone.green = MINTO::Fone[1] @result_sprite5.tone.blue = MINTO::Fone[2] @result_sprite6.tone.red = MINTO::Fone[0] @result_sprite6.tone.green = MINTO::Fone[1] @result_sprite6.tone.blue = MINTO::Fone[2] @result_sprite7.tone.red = MINTO::Fone[0] @result_sprite7.tone.green = MINTO::Fone[1] @result_sprite7.tone.blue = MINTO::Fone[2] @result_sprite8.tone.red = MINTO::Fone[0] @result_sprite8.tone.green = MINTO::Fone[1] @result_sprite8.tone.blue = MINTO::Fone[2] @under_line1.tone.red = MINTO::Line_fone[0] @under_line1.tone.green = MINTO::Line_fone[1] @under_line1.tone.blue = MINTO::Line_fone[2] @under_line2.tone.red = MINTO::Line_fone[0] @under_line2.tone.green = MINTO::Line_fone[1] @under_line2.tone.blue = MINTO::Line_fone[2] @under_line3.tone.red = MINTO::Line_fone[0] @under_line3.tone.green = MINTO::Line_fone[1] @under_line3.tone.blue = MINTO::Line_fone[2] end def motion_speed return @speed = MINTO::Motion_speed end def data(element = 0) case element when 0 data = @exp.to_s when 1 data = @gold.to_s when 2 data = @treasures when 3 data = @ap.to_s end return data end def refresh self.contents.clear end def result_motion_clause @result_sprite1.dispose @result_sprite2.dispose @result_sprite3.dispose @result_sprite4.dispose @result_sprite5.dispose @result_sprite6.dispose @result_sprite7.dispose @result_sprite8.dispose @under_line1.dispose @under_line2.dispose @under_line3.dispose @result_text.dispose end def result_motion @result_sprite1.bitmap.blt(0, 0, @result_picture1, @rate) sp = motion_speed zoom = @result_sprite1.zoom_x while @result_sprite1.zoom_x != 1 Graphics.update Input.update zoom = [zoom - 0.25 * sp / 100, 1].max @result_sprite1.zoom_x = zoom @result_sprite1.zoom_y = zoom if Input.trigger?(Input::C) @result_sprite1.zoom_x = 1 @result_sprite1.zoom_y = 1 @under_line1.x = 640 @result_sprite2.opacity = 255 break end end @under_line1.bitmap.blt(0, 0, @under_line, @rate) while @under_line1.x != 640 Graphics.update @under_line1.x = [@under_line1.x + 128 * sp / 100, 640].min end @under_line1.opacity = 0 @under_line1.x = 0 @result_sprite2.bitmap.blt(0, 0, @result_picture2, @rate) opacity = 0 while @result_sprite2.opacity != 255 Graphics.update opacity = [opacity + 32 * sp / 100, 255].min @under_line1.opacity = opacity @result_sprite2.opacity = opacity end @under_line1.opacity = 255 @result_sprite3.bitmap.blt(0, 0, @result_picture3, @rate) zoom = @result_sprite3.zoom_x while @result_sprite3.zoom_x != 1 Graphics.update Input.update zoom = [zoom - 0.25 * sp / 100, 1].max @result_sprite3.zoom_x = zoom @result_sprite3.zoom_y = zoom if Input.trigger?(Input::C) @result_sprite3.zoom_x = 1 @result_sprite3.zoom_y = 1 @under_line2.x = 640 @result_sprite4.opacity = 255 break end end @under_line2.bitmap.blt(0, 0, @under_line, @rate) while @under_line2.x != 640 Graphics.update @under_line2.x = [@under_line2.x + 128 * sp / 100, 640].min end @under_line2.opacity = 0 @under_line2.x = 0 @result_sprite4.bitmap.blt(0, 0, @result_picture4, @rate) opacity = 0 while @result_sprite4.opacity != 255 Graphics.update opacity = [opacity + 32 * sp / 100, 255].min @under_line2.opacity = opacity @result_sprite4.opacity = opacity end y = @under_line2.y - 64 @under_line2.opacity = 255 @result_text.bitmap.font.color = MINTO::Font_collar @result_text.bitmap.font.bold = true @result_text.bitmap.font.italic = true if MINTO::RGSS["equip_skill_ability_system"] @result_text.bitmap.draw_text(224, y, 640, 48, data(0), 0) @result_text.bitmap.font.color = system_color @result_text.bitmap.draw_text(32, y, 640, 48, "Exp", 1) @result_text.bitmap.font.color = MINTO::Font_collar @result_text.bitmap.draw_text(224, y + 32, 640, 48, data(3), 0) @result_text.bitmap.font.color = system_color @result_text.bitmap.draw_text(32, y + 32, 640, 48, "Ap", 1) else @result_text.bitmap.font.color = MINTO::Font_collar @result_text.bitmap.draw_text(224, y + 28, 640, 48, data(0), 0) @result_text.bitmap.font.color = system_color @result_text.bitmap.draw_text(32, y + 28, 640, 48, "Exp", 1) end @result_sprite5.bitmap.blt(0, 0, @result_picture5, @rate) zoom = @result_sprite5.zoom_x while @result_sprite5.zoom_x != 1 Graphics.update Input.update zoom = [zoom - 0.25 * sp / 100, 1].max @result_sprite5.zoom_x = zoom @result_sprite5.zoom_y = zoom if Input.trigger?(Input::C) @result_sprite5.zoom_x = 1 @result_sprite5.zoom_y = 1 @under_line3.x = 640 @result_sprite6.opacity = 255 break end end @under_line3.bitmap.blt(0, 0, @under_line, @rate) while @under_line3.x != 640 Graphics.update @under_line3.x = [@under_line3.x + 128 * sp / 100, 640].min end @under_line3.opacity = 0 @under_line3.x = 0 @result_sprite6.bitmap.blt(0, 0, @result_picture6, @rate) opacity = 0 while @result_sprite6.opacity != 255 Graphics.update opacity = [opacity + 32 * sp / 100, 255].min @under_line3.opacity = opacity @result_sprite6.opacity = opacity end @under_line3.opacity = 255 y = @result_sprite5.y + 60 @result_text.bitmap.font.color = MINTO::Font_collar @result_text.bitmap.draw_text(224, y, 640, 48, data(1), 0) @result_text.bitmap.font.color = system_color text = Data_System.data.words.gold @result_text.bitmap.draw_text(32, y, 640, 48, text, 1) refresh_item if data(2) != [] end def refresh_item self.contents.clear sp = motion_speed @result_sprite7.bitmap.blt(0, 0, @result_picture7, @rate) while @result_sprite7.x != 384 Graphics.update Input.update @result_sprite7.x = [@result_sprite7.x + 32 * sp / 100, 384].min if Input.trigger?(Input::C) @result_sprite7.x = 320 @result_sprite8.opacity = 255 break end end @result_sprite8.bitmap.blt(0, 0, @result_picture8, @rate) opacity = 0 while @result_sprite8.opacity != 255 Graphics.update opacity = [opacity + 32 * sp / 100, 255].min @result_sprite8.opacity = opacity end x = 380 self.contents.font.bold = true self.contents.font.italic = true self.contents.font.name = "MS 明朝" self.contents.font.color = normal_color x = 380; y = 30 for item in @treasures draw_item_name(item, x, y) y += 20 if y == 128 x += 204; y = 32 end end end end class Spriteset_Battle attr_accessor :tone_type attr_accessor :tone_rate attr_accessor :tone_power attr_accessor :tone_max alias initialize_Result_Motion initialize def initialize initialize_Result_Motion @tone_type = 1 @tone_rate = 0 @tone_power = 0 @tone_max = 0 end def blackout(type = 0, power = 10, max = 150) @tone_power = power @tone_type = type @tone_max = max end def update_blackout case @tone_type when 0 if @tone_rate != -@tone_max @tone_rate = [@tone_rate - @tone_power, -@tone_max].max @battleback_sprite.tone.red = @tone_rate @battleback_sprite.tone.green = @tone_rate @battleback_sprite.tone.blue = @tone_rate end when 1 if @tone_rate != 0 @tone_rate = [@tone_rate + @tone_power, 0].min @battleback_sprite.tone.red = @tone_rate @battleback_sprite.tone.green = @tone_rate @battleback_sprite.tone.blue = @tone_rate end end end alias update_Result_Motion update def update update_blackout update_Result_Motion end end class Scene_Battle def blackout(type = 0, power = 10, max = 150) @spriteset.blackout(type, power, max) end alias start_phase5_Result_Motion start_phase5 def start_phase5 start_phase5_Result_Motion blackout(0, 1.5) end def update_phase5 if @phase5_wait_count > 0 @phase5_wait_count -= 1 if @phase5_wait_count == 0 @result_window.visible = true @result_window.result_motion $game_temp.battle_main_phase = false @lvup = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] x = actor.screen_x.abs - 40 y = @status_window.y.abs + @status_window.height.abs / 2 @lvup[i] = Picture_Number_Sprite.new(x, y, 1) if @status_window.level_up_flags[i] @lvup[i].string_pop data = MINTO::LVUP_SE_0 Audio.se_play("Audio/SE/#{data[0]}", data[1], data[2]) end end thyme = 40 while thyme >= 1 for i in 0...$game_party.actors.size @lvup[i].update end Graphics.update thyme -= 1 end end return end if Input.trigger?(Input::C) @result_window.result_motion_clause @result_window.refresh for i in 0...$game_party.actors.size @lvup[i].dispose end battle_end(0) blackout(1, 64) end end end end
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| | | thiiago Novato
Mensagens : 16 Data de inscrição : 26/10/2007 Idade : 30
| Assunto: Re: [Script] MINTO Window Level Type A ver 1.20 Sex Out 26, 2007 2:27 am | |
| desculpe lhe informar disso mais...
o tópico que está marcado para pegar as imagens está dando erro =/...diz que o tópico está desaparecido...
provavelmente foi deletado =/
flow aii | |
| | | Burn Ocasional
Mensagens : 22 Data de inscrição : 18/01/2009 Idade : 29 Localização : Turbo Makers
| Assunto: Re: [Script] MINTO Window Level Type A ver 1.20 Dom Jan 18, 2009 6:59 am | |
| verdade ;D a jrpg anda por muita manutençãoo entãoo somii tudoo | |
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| Assunto: Re: [Script] MINTO Window Level Type A ver 1.20 | |
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| | | | [Script] MINTO Window Level Type A ver 1.20 | |
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