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Andre4e

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Posts posted by Andre4e

  1. Visualizzare oggetti ricevuti

    Descrizione

     

    Questo script è bellissimo secondo me,
    e quindi ho deciso di metterlo in questo forum perchè non c'era!
    Questo script fa vedere gli oggetti ricevuti direttamente sulla mappa tramite l'icona dell'oggetto!
    Visualizza oggetti,armi,armature e soldi!
    Spero vi piaccia! :biggrin:

    Autore

     

    Tibuda


    Allegati

     

    Demo

    Screenshot:


    post-2796-1251985255.jpg

    post-2796-1251985267.jpg

    Istruzioni per l'uso

     

    Inserite lo script in una classe sopra main

    Script:

     

    #==============================================================================
    # ** Item Popup
    #------------------------------------------------------------------------------
    # Tibuda
    # Version 1.12
    # 02.23.07
    #------------------------------------------------------------------------------
    # * Version History :
    # 01.11.07 - Version 1.00
    # 01.13.07 - Version 1.01
    # - Bug fix: Bug while tryin' to unequip an item in the equipment scene
    # - Added: Item number font customization
    # 01.19.07 - Version 1.10
    # - Added: Fading icons when losing items (optional)
    # - Added: Background image (optional)
    # - Added: Custom colors for each item
    # - Added: You can show a icon in events
    # - Added: Custom colors when calling the popup_icon
    # 01.23.07 - Version 1.11
    # - Bug fix: Bug while changin'g class or changin' equip in the map
    # 02.23.07 - Version 1.12 (one month)
    # - Bug fix: Showing icon with 0 items/gold
    #------------------------------------------------------------------------------
    # * Instructions
    # - To show an icon call the following script:
    # $game_player.popup_icon(icon_name[, number, color])
    # for the player
    # self.event.popup_icon(icon_name[, number, color])
    # for the current event
    # $game_map.events[id].popup_icon(icon_name[, number, color])
    # for the the event id
    # - Customizing the duration
    # ICON_TIME è il tempo per dare visualizzare l'item
    # ICON_DELAY è la durata di visualizzazione
    # - Colori
    # NUMBER_COLOR --> Colore default per tutti i tipi di item
    # GOLD_NUMBER_COLOR --> Colore per i soldi
    # ITEM_NUMBER_COLOR --> Colore per un specifico item.
    # Puoi aggiungere un colore in questo modo
    # ITEM_NUMBER_COLOR = {item_id => item_color, item_id => item_color....}
    # Se vuoi un colore di default per tutti gli item
    # Puoi usare --> item_id 0
    # WEAPON_NUMBER_COLOR per le armi
    # ARMOR_NUMBER_COLOR per le armature,elmi,scudi ecc..
    #==============================================================================
    
    #--------------------------------------------------------------------------
    # module Popup_Item
    #--------------------------------------------------------------------------
    module Popup_Item
    	# Fading icons
    	FADE_LOSE = false
    	# The time we show the icon
    	ICON_TIME = 20
    	# The time before show a new item
    	ICON_DELAY = 24
    	# Icon to show when the player gets money
    	GOLD_ICON = "032-Item01"
    	# A 32x32 background image
    	BACKGROUND = ""
    	# Font for the item number
    	NUMBER_FONT = "Tahoma"
    	NUMBER_SIZE = 12
    	NUMBER_COLOR = Color.new(255, 255, 255)
    	# Custom font color for specific items
    	GOLD_NUMBER_COLOR = Color.new(255, 255, 0)
    	ITEM_NUMBER_COLOR = {}
    	ARMOR_NUMBER_COLOR = {}
    	WEAPON_NUMBER_COLOR = {}
    	# True if using Trickster's Method & Class Library
    	TRICK_MACL = false
    end
    
    #--------------------------------------------------------------------------
    # Game_Character
    #--------------------------------------------------------------------------
    class Game_Character
    	attr_accessor :popup_icons
    	alias popup_gm_party_init initialize
    	def initialize
    		popup_gm_party_init
    		@popup_icons = []
    	end
    	def popup_icon(icon_name, number = 1, color = Popup_Item::NUMBER_COLOR)
    		@popup_icons.push([icon_name, number, color])
    	end
    	def fade_icon(icon_name, number = 1, color = Popup_Item::NUMBER_COLOR)
    		popup_icon(icon_name, -number, color) if Popup_Item::FADE_LOSE
    	end
    end
    #--------------------------------------------------------------------------
    # Game_Party
    #--------------------------------------------------------------------------
    class Game_Party
    	attr_accessor :ignore_icon
    	alias popup_gm_party_init initialize
    	def initialize
    		popup_gm_party_init
    		@ignore_icon = false
    	end
    	def popup_icon(icon_name, number = 1, color = Popup_Item::NUMBER_COLOR)
    		$game_player.popup_icon(icon_name, number, color)
    	end
    	def fade_icon(icon_name, number = 1, color = Popup_Item::NUMBER_COLOR)
    		$game_player.fade_icon(icon_name, number, color)
    	end
    	alias popup_gm_party_gain_gold gain_gold
    	def gain_gold(n)
    		popup_gm_party_gain_gold(n)
    		return if @ignore_icon || n < 1
    		if Popup_Item::GOLD_ICON != "" and $scene.is_a?(Scene_Map)
    			if Popup_Item::GOLD_NUMBER_COLOR.is_a?(Color)
    				color = Popup_Item::GOLD_NUMBER_COLOR
    			else
    				color = Popup_Item::NUMBER_COLOR
    			end
    			popup_icon(Popup_Item::GOLD_ICON, n, color)
    		end
    	end
    	
    	
    	
    	alias popup_gm_party_gain_item gain_item
    	def gain_item(id, n)
    		popup_gm_party_gain_item(id, n)
    		return if id < 1 or id >= $data_items.size or @ignore_icon || n < 1
    		if $scene.is_a?(Scene_Map)
    			if Popup_Item::ITEM_NUMBER_COLOR[id].is_a?(Color)
    				color = Popup_Item::ITEM_NUMBER_COLOR[id]
    			elsif Popup_Item::ITEM_NUMBER_COLOR[0].is_a?(Color)
    				color = Popup_Item::ITEM_NUMBER_COLOR[0]
    			else
    				color = Popup_Item::NUMBER_COLOR
    			end
    			popup_icon($data_items[id].icon_name, n, color)
    		end
    	end
    	alias popup_gm_party_gain_weapon gain_weapon
    	def gain_weapon(id, n)
    		popup_gm_party_gain_weapon(id, n)
    		return if id < 1 or id >= $data_weapons.size or @ignore_icon || n < 1
    		if $scene.is_a?(Scene_Map)
    			if Popup_Item::WEAPON_NUMBER_COLOR[id].is_a?(Color)
    				color = Popup_Item::WEAPON_NUMBER_COLOR[id]
    			elsif Popup_Item::WEAPON_NUMBER_COLOR[0].is_a?(Color)
    				color = Popup_Item::WEAPON_NUMBER_COLOR[0]
    			else
    				color = Popup_Item::NUMBER_COLOR
    			end
    			popup_icon($data_weapons[id].icon_name, n, color)
    		end
    	end
    	alias popup_gm_party_gain_armor gain_armor
    	def gain_armor(id, n)
    		popup_gm_party_gain_armor(id, n)
    		return if id < 1 or id >= $data_armors.size or @ignore_icon || n < 1
    		if $scene.is_a?(Scene_Map)
    			if Popup_Item::ARMOR_NUMBER_COLOR[id].is_a?(Color)
    				color = Popup_Item::ARMOR_NUMBER_COLOR[id]
    			elsif Popup_Item::ARMOR_NUMBER_COLOR[0].is_a?(Color)
    				color = Popup_Item::ARMOR_NUMBER_COLOR[0]
    			else
    				color = Popup_Item::NUMBER_COLOR
    			end
    			popup_icon($data_armors[id].icon_name, n, color)
    		end
    	end
    end
    #--------------------------------------------------------------------------
    # Game_Actor
    #--------------------------------------------------------------------------
    class Game_Actor
    	alias popup_gm_actor_equip equip
    	def equip(equip_type, id)
    		$game_party.ignore_icon = true
    		popup_gm_actor_equip(equip_type, id)
    		$game_party.ignore_icon = false
    	end
    end
    #--------------------------------------------------------------------------
    # module RPG
    #--------------------------------------------------------------------------
    module RPG
    	#--------------------------------------------------------------------------
    	# RPG::Sprite
    	#--------------------------------------------------------------------------
    	class Sprite
    		def popup_icon(name, number = 1, color = Popup_Item::NUMBER_COLOR)
    			return if name == "" or name == nil
    			return if number.is_a?(Numeric) and number < 0 and !Popup_Item::FADE_LOSE
    			@icons = [] if !@icons.is_a?(Array)
    			icon = {}
    			icon["time"] = 0 - @icons.size * Popup_Item::ICON_DELAY
    			if number.is_a?(Numeric) and number < 0
    				icon["fade"] = true
    				number = - number
    			else
    				icon["fade"] = false
    			end
    			icon["sprite"] = RPG::Sprite.new(self.viewport)
    			if Popup_Item::BACKGROUND != ""
    				bitmap = RPG::Cache.picture(Popup_Item::BACKGROUND)
    				icon["sprite"].bitmap = Bitmap.new(bitmap.width, bitmap.height)
    				icon["sprite"].bitmap.blt(0, 0, bitmap, Rect.new(0,0,bitmap.width,bitmap.width))
    			else
    				icon["sprite"].bitmap = Bitmap.new(32,32)
    				
    			end
    			bitmap = RPG::Cache.icon(name)
    			icon["sprite"].bitmap.blt(4, 4, bitmap, Rect.new(0,0,24,24))
    			if Popup_Item::NUMBER_SIZE > 0 and number != 1 and number != ""
    				icon["sprite"].bitmap.font.outline = true if Popup_Item::TRICK_MACL
    				icon["sprite"].bitmap.font.name = Popup_Item::NUMBER_FONT
    				icon["sprite"].bitmap.font.size = Popup_Item::NUMBER_SIZE
    				icon["sprite"].bitmap.font.color = color
    				icon["sprite"].bitmap.draw_text(5, 28 - Popup_Item::NUMBER_SIZE - 1, 27, Popup_Item::NUMBER_SIZE, number.to_s)
    			end
    			icon["sprite"].ox = 0
    			icon["sprite"].oy = 20
    			icon["sprite"].x = self.x
    			icon["sprite"].y = self.y - self.oy / 2 + 1 - icon["time"]
    			icon["sprite"].z = 3000
    			icon["sprite"].visible = false
    			@icons.push(icon)
    		end
    		def update_icons
    			return unless @icons.is_a?(Array)
    			return if Graphics.frame_count % 2 != 0
    			i = 0
    			while i < @icons.size
    				if @icons[i]["time"] > Popup_Item::ICON_TIME
    					@icons[i]["sprite"].bitmap.dispose
    					@icons[i]["sprite"].dispose
    					@icons.delete_at(i)
    				else
    					@icons[i]["time"] += 1
    					if @icons[i]["fade"]
    						op = [255 * (1 - @icons[i]["time"] / Popup_Item::ICON_TIME),0].max
    						@icons[i]["sprite"].opacity = op
    						@icons[i]["sprite"].update
    					else
    						@icons[i]["sprite"].y -= 1
    					end
    					@icons[i]["sprite"].visible = @icons[i]["time"] >= 0
    					i += 1
    				end
    			end
    		end
    		alias popup_sprite_update update
    		def update
    			popup_sprite_update
    			update_icons
    		end
    	end
    end
    #--------------------------------------------------------------------------
    # Sprite_Character
    #--------------------------------------------------------------------------
    class Sprite_Character
    	alias popup_spr_char_update update
    	def update
    		popup_spr_char_update
    		if @character.is_a?(Game_Character)
    			while @character.popup_icons.size > 0
    				popup_icon(@character.popup_icons[0][0], @character.popup_icons[0][1],
    				@character.popup_icons[0][2])
    				@character.popup_icons.delete_at(0)
    			end
    		end
    		update_icons
    	end
    end
    

     



    Bugs e Conflitti Noti

     

    N/A

    Altri Dettagli

     

    N/A

  2. Allora:

    Io prima usavo rpg maker xp 1.01 e li ho iniziato il mio gioco

    poi sono passato alla 1.03 ma gli script del mio gioco sono rimasti gli stessi(scritte inglesi)

    Poi quando ho pensato di fare questa cosa, siccome non volevo combinare guai nel mio gioco allora ho

    aperto un nuovo progetto(essendo versione 1.03 le scritte sono giapponesi)

    Una volta fatta la modifica

    ho preso il primo pezzo dal progetto del mio gioco(scritte inglesi)

    e il secondo pezzo quello che ho modificato nel nuovo progetto(scritte giapponesi)

     

    Spero di essere stato chiaro

  3. Script vita mostri modificato:

    Visibile barra hp e se si vuole anche mp basta togliere qualke riga con gli asterischi

    La barra è visualizzata al centro del nemico e non ai piedi

    Viene mostrato il numero di hp e non la percentuale

    Barra modificata , ora è più bella

     

     

     

     

     

    class Window_Base

    #--------------------------------------------------------------------------

    # œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y

    #--------------------------------------------------------------------------

    def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)

    # •`ŽÊ‹——£‚ÌŒvŽZB‘å‚«‚߂ɒ¼ŠpŽž‚Ì’·‚³B

    distance = (start_x - end_x).abs + (start_y - end_y).abs

    # •`ŽÊŠJŽn

    if end_color == start_color

    for i in 1..distance

    x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

    y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

    self.contents.fill_rect(x, y, width, width, start_color)

    end

    else

    for i in 1..distance

    x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i

    y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i

    r = start_color.red * (distance-i)/distance + end_color.red * i/distance

    g = start_color.green * (distance-i)/distance + end_color.green * i/distance

    b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance

    a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance

    self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))

    end

    end

    end

    end

    class Window_Base < Window

    #--------------------------------------------------------------------------

    # * Draw Slant Bar(by SephirothSpawn)

    #--------------------------------------------------------------------------

    def draw_slant_bar(x, y, min, max, width = 152, height = 6,

    bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))

    # Draw Border

    for i in 0..height

    self.contents.fill_rect(x+i+3, y + height - i + 3, width+ 2,1, Color.new(0, 0, 0, 128))

    #self.contents.fill_rect(x + i + 4, y + height - i + 4, width + 2, 1, Color.new(50, 50, 50, 255))

    end

    # Draw Background

    for i in 1..(height - 1)

    r = 100 * (height - i) / height + 0 * i / height

    g = 100 * (height - i) / height + 0 * i / height

    b = 100 * (height - i) / height + 0 * i / height

    a = 255 * (height - i) / height + 255 * i / height

    self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))

    end

    # Draws Bar

    for i in 1..( (min / max.to_f) * width - 1)

    for j in 1..(height - 1)

    r = bar_color.red * (width - i) / width + end_color.red * i / width

    g = bar_color.green * (width - i) / width + end_color.green * i / width

    b = bar_color.blue * (width - i) / width + end_color.blue * i / width

    a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width

    self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))

    end

    end

    end

    end

     

     

     

     

    def draw_enemy_hp_meter_line(x, y, width = 356, height = 4)

    w = width * @enemy.hp / @enemy.maxhp

    hp_color_1 = Color.new(255, 0, 0, 192)

    hp_color_2 = Color.new(255, 255, 0, 192)

    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

    draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

    x -= 1

    y += (height/4).floor

    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

    draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

    x -= 1

    y += (height/4).ceil

    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

    draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

    x -= 1

    y += (height/4).ceil

    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

    draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

    end

     

     

     

    def draw_enemy_sp_meter_line(x, y, width = 156, height = 4)

    w = width * @enemy.sp / @enemy.maxsp

    hp_color_1 = Color.new( 0, 0, 255, 192)

    hp_color_2 = Color.new( 0, 255, 255, 192)

    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

    draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

    x -= 1

    y += (height/4).floor

    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

    draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

    x -= 1

    y += (height/4).ceil

    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))

    draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)

    x -= 1

    y += (height/4).ceil

    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))

    draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)

    end

     

     

     

    def draw_shadow_text_enemy(x, y, width, height, string, align = 0)

    # Œ³‚ÌF‚ð•Û‘¶‚µ‚Ä‚¨‚

    color = self.contents.font.color.dup

    # •Žš‚ʼne•`‰æ

    self.contents.font.color = Color.new(0, 0, 0)

    self.contents.draw_text(x + 2, y + 2, width, height, string, align)

    # Œ³‚ÌF‚É–ß‚µ‚Ä•`‰æ

    self.contents.font.color = color

    self.contents.draw_text(x, y, width, height, string, align)

    end

     

     

     

     

     

     

    class Window_EnemyHP < Window_Base

     

    def initialize

    super(0, 0, 640, 480)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = 0

    refresh

    end

     

    def refresh

    self.contents.clear

    for i in 0...$game_troop.enemies.size

    @enemy = $game_troop.enemies

     

    #no# @percent = (@enemy.hp * 100) / @enemy.maxhp

    unless @enemy.hp == 0

    #per abilitare mp togliere astersico alle righe

    #con scritto si e ad ogni parola sottostante

    #e non soprastante sostituire sp con hp

    #e viceversa

     

    #draw_slant_bar(@enemy.screen_x - 65, @enemy.screen_y - 60, @enemy.hp, @enemy.maxhp, width = 85, height = 12, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))

    #si# draw_enemy_sp_meter_line(@enemy.screen_x - 62, @enemy.screen_y - 120, width = 85, height = 8)

    draw_enemy_hp_meter_line(@enemy.screen_x - 62, @enemy.screen_y - 90, width = 85, height = 8)

     

     

     

     

    #no# draw_slant_bar(@enemy.screen_x - 65, @enemy.screen_y - 60, @enemy.hp, @enemy.maxhp, width = 85, height = 12, bar_color = Color.new(255, 0, 0, 192), end_color = Color.new(255, 255, 0, 192))

    #no# self.contents.draw_text(@enemy.screen_x - 20, @enemy.screen_y - 75, 100, 32, "#{@enemy.hp}")

     

    self.contents.font.size = 30 # HP/SP”’l‚Ì•¶Žš‚̑傫‚³

    #si# self.contents.font.color = @enemy.sp == 0 ? knockout_color :

    #si# @enemy.sp <= @enemy.maxsp / 4 ? crisis_color : normal_color

    #si# draw_shadow_text_enemy(@enemy.screen_x - 80, @enemy.screen_y - 142, 100, 32, @enemy.sp.to_s, 2)

     

    self.contents.font.color = @enemy.hp == 0 ? knockout_color :

    @enemy.hp <= @enemy.maxhp / 4 ? crisis_color : normal_color

    draw_shadow_text_enemy(@enemy.screen_x - 80, @enemy.screen_y - 112, 100, 32, @enemy.hp.to_s, 2)

    self.contents.font.size = 12 # —pŒêuHP/SPv‚Ì•¶Žš‚̑傫‚³

    self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚ÌF

    #si# draw_shadow_text_enemy(@enemy.screen_x - 63 , @enemy.screen_y - 132, 96, 12, $data_system.words.sp)

    draw_shadow_text_enemy(@enemy.screen_x - 63 , @enemy.screen_y - 102, 96, 12, $data_system.words.hp)

    #si# draw_enemy_cp_meter(@enemy.screen_x - 70, @enemy.screen_y - 65, 120, 0)

    #no# draw_enemy_state(@enemy.screen_x - 68, @enemy.screen_y - 56)

     

    end

     

    end

    end

    end

     

     

     

     

     

     

     

    class Scene_Battle

     

    alias raz_update update

    alias raz_update_phase5 update_phase5

    alias raz_update_phase4_step1 update_phase4_step1

    alias raz_update_phase4_step5 update_phase4_step5

    alias raz_enemy_hp_main main

     

     

    def main

    @troop_id = $game_temp.battle_troop_id

    $game_troop.setup(@troop_id)

    @enemy_window = Window_EnemyHP.new

    @enemy_window.z = 95

    raz_enemy_hp_main

     

    @enemy_window.dispose

    end

     

     

    def update

    @enemy_window.update

    raz_update

    end

     

    def update_phase5

    # If wait count is larger than 0

    if @phase5_wait_count > 0

    # Decrease wait count

    @phase5_wait_count -= 1

    # If wait count reaches 0

    if @phase5_wait_count == 0

    @enemy_window.visible = false

    # Show result window

    @result_window.visible = true

    # Clear main phase flag

    $game_temp.battle_main_phase = false

    # Refresh status window

    @status_window.refresh

    @enemy_window.refresh

    end

    return

    end

    raz_update_phase5

    end

     

    def update_phase4_step1

    raz_update_phase4_step1

    @enemy_window.refresh

    end

     

    def update_phase4_step5

    # Hide help window

    @help_window.visible = false

    # Refresh status window

    @status_window.refresh

    @enemy_window.refresh

    raz_update_phase4_step5

    end

    end

     

     

     

    =begin

    class Window_BattleStatus < Window_Base

    #--------------------------------------------------------------------------

    # * Object Initialization

    #--------------------------------------------------------------------------

    def initialize

    super(0, 320, 640, 160)

    self.contents = Bitmap.new(width - 32, height - 32)

    @level_up_flags = [false, false, false, false]

    refresh

    end

    #--------------------------------------------------------------------------

    # * Dispose

    #--------------------------------------------------------------------------

    def dispose

    super

    end

    #--------------------------------------------------------------------------

    # * Set Level Up Flag

    # actor_index : actor index

    #--------------------------------------------------------------------------

    def level_up(actor_index)

    @level_up_flags[actor_index] = true

    end

    #--------------------------------------------------------------------------

    # * Refresh

    #--------------------------------------------------------------------------

    def refresh

    self.contents.clear

    @item_max = $game_party.actors.size

    for i in 0...$game_party.actors.size

    actor = $game_party.actors

    actor_x = i * 160 + 4

    draw_slant_bar(actor_x, 55, actor.hp, actor.maxhp, 120)

    draw_slant_bar(actor_x, 88, actor.sp, actor.maxsp, 120, 6, bar_color = Color.new(150, 0, 150, 255), end_color = Color.new(0, 0, 255, 255))

    draw_actor_name(actor, actor_x, 0)

    draw_actor_hp(actor, actor_x, 32, 120)

    draw_actor_sp(actor, actor_x, 64, 120)

    if @level_up_flags

    self.contents.font.color = normal_color

    self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")

    else

    draw_actor_state(actor, actor_x, 96)

    end

    end

    end

    #--------------------------------------------------------------------------

    # * Frame Update

    #--------------------------------------------------------------------------

    def update

    super

    # Slightly lower opacity level during main phase

    if $game_temp.battle_main_phase

    self.contents_opacity -= 4 if self.contents_opacity > 191

    else

    self.contents_opacity += 4 if self.contents_opacity < 255

    end

    end

    end

    =end

     

     

     

     

     

     

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