Jack
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Posts posted by Jack
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Sono arrivato ad una conclusione su questo "hack" in verità non è un programma sono solo delle modifiche al file quindi penso che non ci sia un modo per fermarlo ammeno che qualcuno non inventi un protezione piu potente per gli archivi.
PS: l'ho scoperto poco fa!
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O_O sei un grandeeeeeeee!!!!!!!!!!!!!!!!!!!!!!!!! come hai fatto lui si che dovrebbe far parte dello staff!!!
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Beh con l'AMS e con gli eventi non è tanto difficile se vuoi ti posto la demo così capisci meglio
Davvero ??? non so come ringraziarti !!!!!!!!!!!!! sei il mio idolo
:sisi:
:biggrin: -
Ok, ma mi è stato consigliato dallo staff di pubblicarlo lì perchè forse avrei avuto qualche informazione in piu!
Però come ho detto non so perchè non lo ha messo negli sportelli aiuti veloci!!
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Mi sono sbagliato perchè in realtà dovevo fare questa domanda negli sportelli aiuti veloci e non so come l'ho ritrovata qui!
chiedo scusa!
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Come si fa un intro così? e se è possibile vorrei sapere tutti i passaggi che bisogna fare per farlo insomma in ogni minimo dettaglio!! ekko il Link dell'intro!
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Salve a tutti mi dispiace se in tutto questo tempo non sono stato presente nel forum!!
Ma per recuperare o trovato qualche buona risorsa per Naruto!!!
Petryx contattami in pvt!!

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Bellisimo complimenti!!!
Ne hai altri ?? xD
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non sono io che mi innamoro sono le ragazze che si innamorano di me.... :smile:
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farò una classifica di squadre la aggiornerò ad ogni risposta. Le (I) significano quante persone tifano quella squadra!
ASROMA: I
FC INTER:
MILAN:
JUVE:
SAMP:
LECCE:
NAPOLI:
OPPURE DITE LA VOSTRA
ALTRI:
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devo dire che questo è uno dei migliori giochi che abbia mai visto fino adesso apparte altri....
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XD a me va bene! :rovatfl:
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già già.... :rovatfl:
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grazie :smile:
evvai daje regà iscrivetevi piu siamo mejo è dajeee :rovatfl:
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bellissimo :rovatfl:
non vedo l'ora di provarlo
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io ne avevo una devo cercare nelle cartelle che ho di rpg maker appena la trovo ve la posto
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eccolo qui ma ce solo un problem non funziona l'uso delle erbe per curarti!
per il resto è stupendo il bs
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trovato te lo posto??
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anke io metti Jack :rovatfl:
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mi servirebbe questo bs alla resident evil ho trovato alcuni link per scaricarlo ma nessuno di questi funzionava se qualcuno lo ha lo può postare???
ecco alcuni screen:
http://upic.me/i/bc/2882551225242pm.png
http://upic.me/i/pg/2882551230126pm.png
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Ecco qui un piccolo script HUD kingdom hearts Davvero Bello!!!Spero di esservi stato utile e adesso lascio a voi i commenti!!!
Autore: SephirothSpawn
Versione: 1.0
image gioco:
http://www.owainc.net/images/kingdom_hearts_2_hud/target.PNG
image RMXP:
http://www.owainc.net/images/kingdom_heart...ud/screen_1.PNG
SCRIPT:#============================================================================== # ** Kingdom Hearts II HUD #------------------------------------------------------------------------------ # SephirothSpawn # Version 1.0 # 2008-09-17 #------------------------------------------------------------------------------ # * Description: # # This script was designed to remake the arc gradient bar HUD from Kingdom # Hearts 2. It shows the HP and SP values, with a custom feature that # will make the face change when hp drops, hp rises, your actor # dies, or life falls below 25% health. # # All HUD dimensions are customizable, although I did make a basic setup # nearly perfectly matching the Kingdom Hearts 2 HUD. You may also toggle # the visibility when a switch is on or off. #------------------------------------------------------------------------------ # * Instructions: # # Place the script below the SDK (if included) and above main. # # Change the constant in Kingdom_Hearts_2_HUD module. #------------------------------------------------------------------------------ # * Requirements: # # Method and Class Library 2.3+ #------------------------------------------------------------------------------ # * Terms & Conditions: # # Copyright © 2007 SephirothSpawn (Timothy Hoffman) # Free for non-commercial use. # 40 USD commercial license. Contact via. SephirothSpawn@hotmail.com # # Any modifications to the system are not to be re-distributed without my # consent. #============================================================================== #============================================================================== # ** SDK Log #============================================================================== if Object.const_defined?(:SDK) SDK.log('Kingdom Hearts II HUD', 'SephirothSpawn', 1.0, '2008-09-17') end #------------------------------------------------------------------------------ # * Begin SDK Enable Test #------------------------------------------------------------------------------ if Object.const_defined?(:SDK) == false || SDK.enabled?('Kingdom Hearts II HUD') #============================================================================== # ** Kingdom_Hearts_2_HUD #============================================================================== module Kingdom_Hearts_2_HUD #-------------------------------------------------------------------------- # * Faces Directory #-------------------------------------------------------------------------- Face_Folder = 'Graphics/HUD Faces/' #-------------------------------------------------------------------------- # * Background & Cover Images # # The background image will be displayed below everything # The cover image will be drawn over everything # Draw Background will draw pixel borders are gradient bars # Draw SP Background will draw pixel borders are sp bar #-------------------------------------------------------------------------- Background_Image = nil Cover_Image = nil Draw_Background = true Draw_SP_Background = true #-------------------------------------------------------------------------- # * Faces Size: Rect.new(0, 0, width, height) #-------------------------------------------------------------------------- Main_Face_Rect = Rect.new(525, 369, 86, 86) Sub_Face_Rect = Rect.new(573, 307, 46, 46) #-------------------------------------------------------------------------- # * Main HUD Preferences #-------------------------------------------------------------------------- Main_Center_X = 568 Main_Center_Y = 412 Main_HP_Min_Radius = 36 Main_HP_Max_Radius = 50 Main_HP_Border_Width = 2 Main_HP_Tail_Length = 172 Main_HP_Color = Color.new(188, 243, 62) Main_HP_Color2 = Color.new(53, 215, 18) Main_SP_Length = 150 Main_SP_Height = Draw_Background ? 8 : Draw_SP_Background ? 12 : 8 Main_SP_Border_Width = 2 Main_SP_Overlap = 6 Main_SP_Color = Color.new(9, 141, 255) Main_SP_Color2 = Color.new(8, 101, 222) Main_HP_Background = Color.new(50, 50, 50) Main_SP_Backgorund = Color.new(25, 25, 25) #-------------------------------------------------------------------------- # * Sub HUD Dimensions #-------------------------------------------------------------------------- Sub_Center_X = 596 Sub_Center_Y = 332 Sub_Center_Diff = 56 Sub_Min_Radius = 20 Sub_Max_Radius = 26 Sub_Border_Width = 2 Sub_HP_Color = Main_HP_Color Sub_HP_Color2 = Main_HP_Color2 Sub_SP_Color = Main_SP_Color Sub_SP_Color2 = Main_SP_Color2 Sub_Background_Color = Color.new(50, 50, 50) #-------------------------------------------------------------------------- # * Visibility Switch #-------------------------------------------------------------------------- Switch_ID = 1 #-------------------------------------------------------------------------- # * Faces #-------------------------------------------------------------------------- Enable_Complex_Faces = true Complex_Face_Change = 20 Complex_Faces = { 'hp_down' => '_hp_down', 'hp_up' => '_hp_up', 'crisis' => '_crisis', 'dead' => '_dead', } #-------------------------------------------------------------------------- # * Load Face #-------------------------------------------------------------------------- def self.face(actor) begin return RPG::Cache.load_bitmap(Face_Folder, actor.kh_face, actor.character_hue) rescue return RPG::Cache.load_bitmap(Face_Folder, actor.kh_face_base, actor.character_hue) end end #-------------------------------------------------------------------------- # * Background #-------------------------------------------------------------------------- def self.background return RPG::Cache.load_bitmap(Face_Folder, Background_Image) end #-------------------------------------------------------------------------- # * Cover #-------------------------------------------------------------------------- def self.cover return RPG::Cache.load_bitmap(Face_Folder, Cover_Image) end end #============================================================================== # ** Game_Actor #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :kh_face_suffix #-------------------------------------------------------------------------- # * Kingdom Hearts Face Base #-------------------------------------------------------------------------- def kh_face_base return character_name end #-------------------------------------------------------------------------- # * Kingdom Hearts Face #-------------------------------------------------------------------------- def kh_face begin return "#{kh_face_base}#{kh_face_suffix.nil? ? '' : kh_face_suffix}" rescue return kh_face_base end end end #============================================================================== # ** Kingdom_Hearts_2_HUD::Window_HUD #============================================================================== class Kingdom_Hearts_2_HUD::Window_HUD < Window_Base #-------------------------------------------------------------------------- # * Include Constants #-------------------------------------------------------------------------- include Kingdom_Hearts_2_HUD #-------------------------------------------------------------------------- # * Math Calculations #-------------------------------------------------------------------------- c = Main_HP_Min_Radius + (Main_HP_Max_Radius - Main_HP_Min_Radius) / 2 c *= 2 * Math::PI * 4 / 3 HP_Arc_Percent = c / (c + Main_HP_Tail_Length) HP_Arc_Color = Color.color_between(Main_HP_Color, Main_HP_Color2, HP_Arc_Percent) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(-16, -16, 672, 512) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 # If background exist if Background_Image != nil # Draw background b = Kingdom_Hearts_2_HUD.background self.contents.blt(0, 0, b, b.rect) end # Set empty actors @actors = [] # Save face changes @face_suffix, @face_time = [], [] # Update update # If cover exist if Cover_Image != nil # Draw Cover b = Kingdom_Hearts_2_HUD.cover self.contents.blt(0, 0, b, b.rect) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Update visibility self.visible = $game_switches[switch_ID] # Stop if not visible return unless self.visible # If no actors if $game_party.actors.size == 0 # Clear window and return self.contents.clear return end # Update face suffix for i in 0...[@actors.size, $game_party.actors.size].max update_face_suffix(i) end # If main actor has changed if actor_changed?($game_party.actors[0], @actors[0]) # Save actor @actors[0] = $game_party.actors[0].dup # Clear main clear_main # Draw main HP Background draw_main_background if Draw_Background # Draw main HP Bar draw_main_hp_bar # Draw main face draw_main_face # Draw main SP bar draw_main_sp_bar end # Pass through sub actors for i in 1...[@actors.size, $game_party.actors.size].max # If nil actor if $game_party.actors[i] == nil # Set nil actor @actors[i] = nil # Clear area and skip to next clear_sub(i) next end # If sub actor has changed if actor_changed?($game_party.actors[i], @actors[i]) # Save actor @actors[i] = $game_party.actors[i].dup # Clear sub area clear_sub(i) # Draw sub background draw_sub_background(i) if Draw_Background # Draw sub HP bar draw_sub_hp_bar(i) # Draw sub SP bar draw_sub_sp_bar(i) # Draw sub face draw_sub_face(i) end end end #-------------------------------------------------------------------------- # * Update Face Suffix #-------------------------------------------------------------------------- def update_face_suffix(i) # Return if not complex faces return unless Enable_Complex_Faces # Get new and old actor new_actor, old_actor = $game_party.actors[i], @actors[i] # If id is different if new_actor.id != old_actor.id # Clear both suffixes new_actor.kh_face_suffix = '' unless new_actor == nil old_actor.kh_face_suffix = '' unless old_actor == nil # Clear time and suffix @face_suffix[i] = nil @face_time[i] = nil return end # If dead if new_actor.dead? suffix = Complex_Faces['dead'] # If less life elsif new_actor.hp < old_actor.hp suffix = Complex_Faces['hp_down'] # If more life elsif new_actor.hp > old_actor.hp suffix = Complex_Faces['hp_up'] # If crisis elsif new_actor.hp <= new_actor.maxhp / 4 && new_actor.kh_face_suffix == '' suffix = Complex_Faces['crisis'] else suffix = '' end # If suffix exist if suffix != '' # Change suffix new_actor.kh_face_suffix = suffix @face_suffix[i] = suffix @face_time[i] = Complex_Face_Change return end # Return if no face suffix if @face_time[i] == nil @face_suffix[i] = nil return end # If time is greater than 0 if @face_time[i] > 0 # Subtract time @face_time[i] -= 1 return end # Return if suffix is dead or crisis return if [Complex_Faces['crisis'], Complex_Faces['dead']].include?(new_actor.kh_face_suffix) # Clear suffix new_actor.kh_face_suffix = '' @face_suffix[i] = nil @face_time[i] = nil end #-------------------------------------------------------------------------- # * Clear Main #-------------------------------------------------------------------------- def clear_main # Get rect rx = Main_Center_X - Main_HP_Tail_Length - Main_HP_Border_Width ry = Main_Center_Y - Main_HP_Max_Radius - Main_HP_Border_Width rw = Main_Center_X + Main_HP_Max_Radius + Main_HP_Border_Width - rx rh = Main_HP_Max_Radius * 2 + Main_HP_Border_Width * 2 rect = Rect.new(rx, ry, rw, rh) # Clear area self.contents.fill_rect(rect, Color.clear) # Draw background if Background_Image != nil # Draw background b = Kingdom_Hearts_2_HUD.background self.contents.blt(rx, ry, b, rect) end end #-------------------------------------------------------------------------- # * Draw Background #-------------------------------------------------------------------------- def draw_main_background # Draw arc region self.contents.draw_cw_arc_region(Main_Center_X, Main_Center_Y, Main_HP_Min_Radius - Main_HP_Border_Width, Main_HP_Max_Radius + Main_HP_Border_Width, 180, 270, 1, 1, Main_HP_Background) # Draws corner border ox = Main_Center_X - Main_HP_Max_Radius - Main_HP_Border_Width oy = Main_Center_Y ow = (Main_HP_Max_Radius - Main_HP_Min_Radius) + Main_HP_Border_Width * 2 oh = Main_HP_Border_Width self.contents.fill_rect(ox, oy, ow, oh, Main_HP_Background) # Get HP tail dimensions ox = Main_Center_X - Main_HP_Tail_Length - Main_HP_Border_Width oy = Main_Center_Y + Main_HP_Min_Radius - Main_HP_Border_Width ow = Main_HP_Tail_Length + Main_HP_Border_Width oh = Main_HP_Max_Radius - Main_HP_Min_Radius + Main_HP_Border_Width * 2 # Draw bar self.contents.fill_rect(ox, oy, ow, oh, Main_HP_Background) end #-------------------------------------------------------------------------- # * Draw Main HP #-------------------------------------------------------------------------- def draw_main_hp_bar # Get current and max values cur, max = @actors[0].hp, @actors[0].maxhp # Adjust for arc region max = Integer(max * HP_Arc_Percent) cur = [max, cur].min # Gets center and radi cx, cy = Main_Center_X, Main_Center_Y mnr, mxr = Main_HP_Min_Radius, Main_HP_Max_Radius # Draw Arc Region if Main_HP_Color2 == nil self.contents.draw_cw_arc_region(cx, cy, mnr, mxr, 180, 270, cur, max, Main_HP_Color) else self.contents.draw_cw_grad_arc_region(cx, cy, mnr, mxr, 180, 270, cur, max, Main_HP_Color, HP_Arc_Color) end # Gets max subtraction max_sub = Integer(@actors[0].maxhp * HP_Arc_Percent) # Get new cur & max cur, max = @actors[0].hp, @actors[0].maxhp cur -= max_sub ; max -= max_sub # Return if cur < 0 return unless cur > 0 # Get HP tail dimensions ox = Main_Center_X - Main_HP_Tail_Length oy = Main_Center_Y + Main_HP_Min_Radius ow = Main_HP_Tail_Length oh = Main_HP_Max_Radius - Main_HP_Min_Radius # Draw reverse bar if Main_HP_Color2 == nil self.contents.draw_rev_bar(ox, oy, ow, oh, cur, max, Main_HP_Color) else self.contents.draw_rev_grad_bar(ox, oy - 1, ow, oh + 2, cur, max, HP_Arc_Color, Main_HP_Color2) end end #-------------------------------------------------------------------------- # * Draw Main SP #-------------------------------------------------------------------------- def draw_main_sp_bar # If draw background if Draw_Background # Get SP tail dimensions ox = Main_Center_X - Main_HP_Tail_Length - Main_HP_Border_Width oy = Main_Center_Y + Main_HP_Min_Radius - Main_HP_Border_Width oy -= Main_SP_Height - Main_SP_Overlap ow = Main_SP_Length + Main_SP_Border_Width * 2 oh = Main_SP_Height + Main_SP_Border_Width * 2 # Draw border self.contents.fill_rect(ox, oy, ow, oh, Main_SP_Backgorund) # Get gradient dimensions ox += Main_SP_Border_Width oy += Main_SP_Border_Width # Draw reverse bar if Main_SP_Color2 == nil self.contents.draw_rev_bar(ox, oy, Main_SP_Length, Main_SP_Height, @actors[0].sp, @actors[0].maxsp, Main_SP_Color) else self.contents.draw_rev_grad_bar(ox, oy, Main_SP_Length, Main_SP_Height, @actors[0].sp, @actors[0].maxsp, Main_SP_Color, Main_SP_Color2) end # If draw sp background elsif Draw_SP_Background # Get SP tail dimensions ox = Main_Center_X - Main_HP_Tail_Length oy = Main_Center_Y + Main_HP_Min_Radius - Main_SP_Height + Main_SP_Overlap ow = Main_SP_Length oh = Main_SP_Height # Draw border self.contents.fill_rect(ox, oy, ow, oh, Main_SP_Backgorund) # Offset border ox += Main_SP_Border_Width ; oy += Main_SP_Border_Width ow -= Main_SP_Border_Width * 2; oh -= Main_SP_Border_Width * 2 # Draw reverse bar if Main_SP_Color2 == nil self.contents.draw_rev_bar(ox, oy, ow, oh, @actors[0].sp, @actors[0].maxsp, Main_SP_Color) else self.contents.draw_rev_grad_bar(ox, oy, ow, oh, @actors[0].sp, @actors[0].maxsp, Main_SP_Color, Main_SP_Color2) end else # Get SP tail dimensions ox = Main_Center_X - Main_HP_Tail_Length oy = Main_Center_Y + Main_HP_Min_Radius - Main_SP_Height + Main_SP_Overlap # Draw reverse bar if Main_SP_Color2 == nil self.contents.draw_rev_bar(ox, oy, Main_HP_Tail_Length, Main_SP_Height, @actors[0].sp, @actors[0].maxsp, Main_SP_Color) else self.contents.draw_rev_grad_bar(ox, oy, Main_HP_Tail_Length, Main_SP_Height, @actors[0].sp, @actors[0].maxsp, Main_SP_Color, Main_SP_Color2) end end # Get rect rx = Main_Center_X - Main_HP_Tail_Length - Main_HP_Border_Width ry = Main_Center_Y - Main_HP_Max_Radius - Main_HP_Border_Width rw = Main_Center_X + Main_HP_Max_Radius + Main_HP_Border_Width - rx rh = Main_HP_Max_Radius * 2 + Main_HP_Border_Width * 2 rect = Rect.new(rx, ry, rw, rh) # Draw Cover if Cover_Image != nil # Draw cover b = Kingdom_Hearts_2_HUD.cover self.contents.blt(rx, ry, b, rect) end end #-------------------------------------------------------------------------- # * Draw Main Face #-------------------------------------------------------------------------- def draw_main_face # Gets bitmap bitmap = Kingdom_Hearts_2_HUD.face(@actors[0]) # Draws face self.contents.stretch_blt(Main_Face_Rect, bitmap, bitmap.rect) end #-------------------------------------------------------------------------- # * Sub Center Y #-------------------------------------------------------------------------- def sub_center_y(i) y = Sub_Center_Y y -= Sub_Center_Diff * (i - 1) end #-------------------------------------------------------------------------- # * Clear Sub #-------------------------------------------------------------------------- def clear_sub(i) # Get rect rx = Sub_Center_X - Sub_Max_Radius - Sub_Border_Width ry = sub_center_y(i) - Sub_Max_Radius - Sub_Border_Width rw = rh = Sub_Max_Radius * 2 + Sub_Border_Width + 2 rect = Rect.new(rx, ry, rw, rh) # Clear area self.contents.fill_rect(rect, Color.clear) # Draw background if Background_Image != nil # Draw background b = Kingdom_Hearts_2_HUD.background self.contents.blt(rx, ry, b, rect) end end #-------------------------------------------------------------------------- # * Draw Sub Background #-------------------------------------------------------------------------- def draw_sub_background(i) # Gets center cx, cy = Sub_Center_X, sub_center_y(i) # Draw outer circle self.contents.draw_circle(cx, cy, Sub_Max_Radius + Sub_Border_Width, Sub_Background_Color) # Clear inner circle self.contents.draw_circle(cx, cy, Sub_Min_Radius - Sub_Border_Width, Color.clear) end #-------------------------------------------------------------------------- # * Draw Sub HP Bar #-------------------------------------------------------------------------- def draw_sub_hp_bar(i) # Get actor a = @actors[i] # Gets center cx, cy = Sub_Center_X, sub_center_y(i) # Draw arc region if Sub_HP_Color2 == nil self.contents.draw_cw_arc_region(cx, cy, Sub_Min_Radius, Sub_Max_Radius, 268, 92, a.hp, a.maxhp, Sub_HP_Color) else self.contents.draw_cw_grad_arc_region(cx, cy, Sub_Min_Radius, Sub_Max_Radius, 268, 92, a.hp, a.maxhp, Sub_HP_Color, Sub_HP_Color2) end end #-------------------------------------------------------------------------- # * Draw Sub SP Bar #-------------------------------------------------------------------------- def draw_sub_sp_bar(i) # Get actor a = @actors[i] # Gets center cx, cy = Sub_Center_X, sub_center_y(i) # Draw arc region if Sub_SP_Color2 self.contents.draw_ccw_arc_region(cx, cy, Sub_Min_Radius, Sub_Max_Radius, 272, 88, a.sp, a.maxsp, Sub_SP_Color) else self.contents.draw_ccw_grad_arc_region(cx, cy, Sub_Min_Radius, Sub_Max_Radius, 272, 88, a.sp, a.maxsp, Sub_SP_Color, Sub_SP_Color2) end end #-------------------------------------------------------------------------- # * Draw Sub Face #-------------------------------------------------------------------------- def draw_sub_face(i) # Gets dest rect dx = Sub_Face_Rect.x dy = Sub_Face_Rect.y - Sub_Center_Diff * (i - 1) dest_rect = Rect.new(dx, dy, Sub_Face_Rect.width, Sub_Face_Rect.height) # Gets bitmap bitmap = Kingdom_Hearts_2_HUD.face(@actors[i]) # Draws face self.contents.stretch_blt(dest_rect, bitmap, bitmap.rect) # Get rect rx = Sub_Center_X - Sub_Max_Radius - Sub_Border_Width ry = sub_center_y(i) - Sub_Max_Radius - Sub_Border_Width rw = rh = Sub_Max_Radius * 2 + Sub_Border_Width + 2 rect = Rect.new(rx, ry, rw, rh) # Draw cover if Cover_Image != nil # Draw cover b = Kingdom_Hearts_2_HUD.cover self.contents.blt(rx, ry, b, rect) end end #-------------------------------------------------------------------------- # * Actor Changed? #-------------------------------------------------------------------------- def actor_changed?(a1, a2) return true unless a2.is_a?(Game_Actor) return a1.hp != a2.hp || a1.maxhp != a2.maxhp || a1.sp != a2.sp || a1.maxsp != a2.maxsp || a1.kh_face != a2.kh_face || a1.character_hue != a2.character_hue end end #============================================================================== # ** Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main Window #-------------------------------------------------------------------------- if Object.const_defined?(:SDK) alias_method :seph_kh2hud_mw, :main_window def main_window seph_kh2hud_mw @hud = Kingdom_Hearts_2_HUD::Window_HUD.new end else alias_method :seph_kh2hud_m, :main def main seph_kh2hud_m @hud = Kingdom_Hearts_2_HUD::Window_HUD.new end end end #============================================================================== # ** Bitmap #============================================================================== class Bitmap #-------------------------------------------------------------------------- # * Draw Clockwise Circular Arc Region #-------------------------------------------------------------------------- def draw_cw_arc_region(x, y, min_rad, max_rad, s_angle, e_angle, cur_v, max_v, color = Color.red) # Calculate Inner Regions inner_region = {} for i in 0..min_rad y_ = Integer((min_rad ** 2 - i ** 2) ** 0.5) inner_region[x + i] = y_ inner_region[x - i] = y_ end # Make Degrees between 0 - 360 s_angle %= 360 ; e_angle %= 360 # Make s_angle Greater than e_angle s_angle += 360 if s_angle < e_angle # Calculate Difference diff = s_angle - e_angle # Get Percent Difference p_diff = Integer(diff * cur_v / max_v.to_f) # Modify e_angle with percent Diffence e_angle = s_angle - p_diff # Pass from left to right for i in (x - max_rad)..(x + max_rad) # Get Y max at that pixel y_max = Integer((max_rad ** 2 - (x - i).abs ** 2) ** 0.5) # Pass from top to bottom for j in (y - y_max)..(y + y_max) # If Inner region has key if inner_region.has_key?(i) # Get Inner Value inner = inner_region[i] # Skip if Between inner region limits next if j.between?(y - inner, y + inner) end # Gets Angle of pixel from center a = Math.atan2((j - y).abs, (i - x).abs.to_f) * 180 / Math::PI # Get 360 Degree Angle if (i - x) > 0 a = 360 - a if (j - y) > 0 else a = 180 + ((j - y) > 0 ? a : -a) end # Set Pixel if Between Angles if Math.cw_between_angles?(a, s_angle, e_angle) set_pixel(i, j, color) end end end end #-------------------------------------------------------------------------- # * Draw Counter-Clockwise Circular Arc Region #-------------------------------------------------------------------------- def draw_ccw_arc_region(x, y, min_rad, max_rad, s_angle, e_angle, cur_v, max_v, color = Color.red) # Make Degrees between 0 - 360 s_angle %= 360 ; e_angle %= 360 # Make e_angle Greater than s_angle e_angle += 360 if e_angle < s_angle # Calculate Difference diff = e_angle - s_angle # Get Percent Difference p_diff = Integer(diff * cur_v / max_v.to_f) # Modify e_angle with percent Diffence e_angle = s_angle + p_diff # Draw CW Arc Region draw_cw_arc_region(x, y, min_rad, max_rad, e_angle, s_angle, 1, 1, color) end #-------------------------------------------------------------------------- # * Draw Clockwise Gradient Circular Arc Region #-------------------------------------------------------------------------- def draw_cw_grad_arc_region(x, y, min_rad, max_rad, s_angle, e_angle, cur_v, max_v, s_color = Color.red, e_color = Color.blue) # Calculate Inner Regions inner_region = {} for i in 0..min_rad y_ = Integer((min_rad ** 2 - i ** 2) ** 0.5) inner_region[x + i] = y_ inner_region[x - i] = y_ end # Make Degrees between 0 - 360 s_angle %= 360 ; e_angle %= 360 # Make s_angle Greater than e_angle s_angle += 360 if s_angle < e_angle # Calculate Difference diff = s_angle - e_angle # Get Percent Difference p_diff = Integer(diff * cur_v / max_v.to_f) # Modify e_angle with percent Diffence e_angle = s_angle - p_diff # Pass from left to right for i in (x - max_rad)..(x + max_rad) # Get Y max at that pixel y_max = Integer((max_rad ** 2 - (x - i).abs ** 2) ** 0.5) # Pass from top to bottom for j in (y - y_max)..(y + y_max) # If Inner region has key if inner_region.has_key?(i) # Get Inner Value inner = inner_region[i] # Skip if Between inner region limits next if j.between?(y - inner, y + inner) end # Gets Angle of pixel from center a = Math.atan2((j - y).abs, (i - x).abs.to_f) * 180 / Math::PI # Get 360 Degree Angle if (i - x) > 0 a = 360 - a if (j - y) > 0 else a = 180 + ((j - y) > 0 ? a : -a) end # If Between Angles if Math.cw_between_angles?(a, s_angle, e_angle) # Get Color Value per = Math.cw_percent_between_angles(a, s_angle, s_angle - diff) color = Color.color_between(e_color, s_color, per) # Set Pixel set_pixel(i, j, color) end end end end #-------------------------------------------------------------------------- # * Draw Counter-Clockwise Gradient Circular Arc Region #-------------------------------------------------------------------------- def draw_ccw_grad_arc_region(x, y, min_rad, max_rad, s_angle, e_angle, cur_v, max_v, s_color = Color.red, e_color = Color.blue) # Make Degrees between 0 - 360 s_angle %= 360 ; e_angle %= 360 # Make e_angle Greater than s_angle e_angle += 360 if e_angle < s_angle # Calculate Difference diff = e_angle - s_angle # Get Percent Difference p_diff = Integer(diff * cur_v / max_v.to_f) # Modify e_angle with percent Diffence e_angle2 = s_angle + p_diff # Modify colors per = Math.ccw_percent_between_angles(e_angle2, s_angle, e_angle) sc = Color.color_between(s_color, e_color, per) ec = s_color # Draw CW Grad Arc Region draw_cw_grad_arc_region(x, y, min_rad, max_rad, e_angle2, s_angle, 1, 1, sc, ec) end #-------------------------------------------------------------------------- # * Draw Reverse Bar #-------------------------------------------------------------------------- def draw_rev_bar(x, y, width, height, cur, max, color = Color.red) bar_width = Integer((cur / max.to_f) * width) self.fill_rect(x + width - bar_width, y, bar_width, height, color) end #-------------------------------------------------------------------------- # * Draw Reverse Gradient Bar #-------------------------------------------------------------------------- def draw_rev_grad_bar(x, y, width, height, cur, max, s_color = Color.red, e_color = Color.blue) for i in 0...((cur / max.to_f) * width) c = Color.color_between(s_color, e_color, (i / width.to_f)) self.fill_rect(x + width - 1 - i, y + 1, 1, height - 2, c) end end end #------------------------------------------------------------------------------ # * End SDK Enable Test #------------------------------------------------------------------------------ end -
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