| [Xp] Multiple Treasure Info | |
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2011-06-09, 09:48 | [Xp] Multiple Treasure Info |
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LiTTleDRAgo Senior
Posts : 712 Thanked : 27 Engine : RMXP Skill : Skilled Type : Scripter
Awards:
| Multiple Treasure Info Versi: 1.00 Tipe: Misc PengenalanSalah satu skrip yang gw buat asal2an Fitur
- Screenshot menjelaskan semuanya
Screenshots http://www.imagebam.com/image/c9aac6135845551 DemoMales Scripts - Code:
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#==============================================================================# # Multi Treasure Info # # By LiTTleDRAgo # #==============================================================================#
module DRG_TREASURE_INFO MTI_HUD_X = -20 MTI_HUD_Y = 420 - 100 MTI_TIME = 1# 2 WINDOW_PRIORITY_Z = 99999 FONT = 'Monotype Corsiva' SIZE = 20 ACT_SE = 'Mana - Menu-01' end
#============================================================================== # ■ MTI #============================================================================== class Mti < Sprite include DRG_TREASURE_INFO #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize super init_text01 init_text02 init_text03 init_text04 end def init_text01 @text = Sprite.new @text.bitmap = Bitmap.new(120,40) @text.z = 2 + WINDOW_PRIORITY_Z @text.bitmap.font.name = FONT @text.bitmap.font.size = SIZE # @text.bitmap.font.color.set(250, 250, 250,220) @text.ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x @text.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text.zoom_x = $game_temp.mti_text_zoom_x @text.zoom_y = $game_temp.mti_text_zoom_y @text.opacity = $game_temp.mti_text_opa end def init_text02 @text1 = Sprite.new @text1.bitmap = Bitmap.new(120,40) @text1.z = 2 + WINDOW_PRIORITY_Z @text1.bitmap.font.name = FONT @text1.bitmap.font.size = SIZE # @text1.bitmap.font.color.set(250, 250, 250,220) @text1.ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x @text1.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text1.zoom_x = $game_temp.mti_text_zoom_x @text1.zoom_y = $game_temp.mti_text_zoom_y @text1.opacity = $game_temp.mti_text_opa end def init_text03 @text2 = Sprite.new @text2.bitmap = Bitmap.new(120,40) @text2.z = 2 + WINDOW_PRIORITY_Z @text2.bitmap.font.name = FONT @text2.bitmap.font.size = SIZE # @text2.bitmap.font.color.set(250, 250, 250,220) @text2.ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x @text2.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text2.zoom_x = $game_temp.mti_text_zoom_x @text2.zoom_y = $game_temp.mti_text_zoom_y @text2.opacity = $game_temp.mti_text_opa end def init_text04 @text3 = Sprite.new @text3.bitmap = Bitmap.new(120,40) @text3.z = 2 + WINDOW_PRIORITY_Z @text3.bitmap.font.name = FONT @text3.bitmap.font.size = SIZE # @text3.bitmap.font.color.set(250, 250, 250,220) @text3.ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x @text3.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text3.zoom_x = $game_temp.mti_text_zoom_x @text3.zoom_y = $game_temp.mti_text_zoom_y @text3.opacity = $game_temp.mti_text_opa end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- def dispose delete_text01 delete_text02 delete_text03 delete_text04 super end def delete_text01 @text.bitmap.dispose @text.dispose end def delete_text02 @text1.bitmap.dispose @text1.dispose end def delete_text03 @text2.bitmap.dispose @text2.dispose end def delete_text04 @text3.bitmap.dispose @text3.dispose end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update super slide_update refresh if $game_temp.mti_start end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh $game_temp.mti_start = false @text_oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y if $game_temp.mti_text_acs == 0 refresh_text01 elsif $game_temp.mti_text_acs < 1 refresh_text02 elsif $game_temp.mti_text_acs < 2 refresh_text03 elsif $game_temp.mti_text_acs < 3 refresh_text04 elsif $game_temp.mti_text_acs < 4 $game_temp.mti_text_acs = 0 refresh end end def refresh_text01 $game_temp.mti_text_acs += 1 @text.bitmap.clear @text.opacity = 100 @text.zoom_x = 1.50 @text.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text.ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x @text.zoom_x = $game_temp.mti_text_zoom_x @text.zoom_y = $game_temp.mti_text_zoom_y @text.bitmap.draw_text(0, 0, 120, 40, $game_temp.mti_text.to_s,0) @text.visible = true @time1 = $game_temp.mti_text_time (@phase.nil? || @phase <= 0) ? @phase = 16 : @phase += 16 end def refresh_text02 $game_temp.mti_text_acs += 1 @text1.bitmap.clear @text1.opacity = 100 @text1.zoom_x = 1.50 @text1.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text1.ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x @text1.zoom_x = $game_temp.mti_text_zoom_x @text1.zoom_y = $game_temp.mti_text_zoom_y @text1.bitmap.draw_text(0, 0, 120, 40, $game_temp.mti_text.to_s,0) @text1.visible = true @time2 = $game_temp.mti_text_time (@phase1.nil? || @phase1 <= 0) ? @phase1 = 16 : @phase1 += 16 end def refresh_text03 $game_temp.mti_text_acs += 1 @text2.bitmap.clear @text2.opacity = 100 @text2.zoom_x = 1.50 @text2.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text2.ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x @text2.zoom_x = $game_temp.mti_text_zoom_x @text2.zoom_y = $game_temp.mti_text_zoom_y @text2.bitmap.draw_text(0, 0, 120, 40, $game_temp.mti_text.to_s,0) @text2.visible = true @time3 = $game_temp.mti_text_time (@phase2.nil? || @phase2 <= 0) ? @phase2 = 16 : @phase2 += 16 end def refresh_text04 $game_temp.mti_text_acs += 1 @text3.bitmap.clear @text3.opacity = 100 @text3.zoom_x = 1.50 @text3.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text3.ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x @text3.zoom_x = $game_temp.mti_text_zoom_x @text3.zoom_y = $game_temp.mti_text_zoom_y @text3.bitmap.draw_text(0, 0, 120, 40, $game_temp.mti_text.to_s,0) @text3.visible = true @time4 = $game_temp.mti_text_time (@phase3.nil? || @phase3 <= 0) ? @phase3 = 16 : @phase3 += 16 end #-------------------------------------------------------------------------- # ● Slide Update #-------------------------------------------------------------------------- def slide_update @time1 -= 1 if (!@time1.nil? && @time1 > 0) @time2 -= 1 if (!@time2.nil? && @time2 > 0) @time3 -= 1 if (!@time3.nil? && @time3 > 0) @time4 -= 1 if (!@time4.nil? && @time4 > 0) (!@time1.nil? && @time1 > 0) ? update_start_move1 : update_end_move1 (!@time2.nil? && @time2 > 0) ? update_start_move2 : update_end_move2 (!@time3.nil? && @time3 > 0) ? update_start_move3 : update_end_move3 (!@time4.nil? && @time4 > 0) ? update_start_move4 : update_end_move4 end #-------------------------------------------------------------------------- # ● Update Start Move #-------------------------------------------------------------------------- def update_start_move1 @text2.opacity -= 5 if @text2.opacity > 0 return if @text.opacity >= 255 if @phase > 0 @phase -= 1 @text.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text1.oy += 1 #if @text1.oy < @text_oy+16 @text2.oy += 1 #if @text2.oy < @text_oy+16*2 @text3.oy += 1 #if @text3.oy < @text_oy+16*3 end @text.opacity += 10 if @text.zoom_x > 1.00 @text.zoom_x -= 0.1 elsif @text.zoom_x < 1.00 @text.zoom_x = 1.00 @text.zoom_y = 1.00 end end def update_start_move2 @text3.opacity -= 5 if @text3.opacity > 0 return if @text1.opacity >= 255 if @phase1 > 0 @phase1 -= 1 @text1.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text2.oy += 1# if @text2.oy < @text_oy+16 @text3.oy += 1 #if @text3.oy < @text_oy+16*2 @text.oy += 1 #if @text.oy < @text_oy+16*3 end @text1.opacity += 10 if @text1.zoom_x > 1.00 @text1.zoom_x -= 0.1 elsif @text1.zoom_x < 1.00 @text1.zoom_x = 1.00 @text1.zoom_y = 1.00 end end def update_start_move3 @text.opacity -= 5 if @text.opacity > 0 return if @text2.opacity >= 255 if @phase2 > 0 @phase2 -= 1 @text2.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text3.oy += 1 # if @text3.oy < @text_oy+16 @text.oy += 1 #if @text.oy < @text_oy+16*2 @text1.oy += 1 #if @text1.oy < @text_oy+16*3
end @text2.opacity += 10 if @text2.zoom_x > 1.00 @text2.zoom_x -= 0.1 elsif @text2.zoom_x < 1.00 @text2.zoom_x = 1.00 @text2.zoom_y = 1.00 end end def update_start_move4 @text1.opacity -= 5 if @text1.opacity > 0 return if @text3.opacity >= 255 if @phase3 > 0 @phase3 -= 1 @text3.oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y @text.oy += 1 #if @text.oy < @text_oy+16 @text1.oy += 1 #if @text1.oy < @text_oy+16*2 @text2.oy += 1 # if @text2.oy < @text_oy+16*3 end @text3.opacity += 10 if @text3.zoom_x > 1.00 @text3.zoom_x -= 0.1 elsif @text3.zoom_x < 1.00 @text3.zoom_x = 1.00 @text3.zoom_y = 1.00 end end
#-------------------------------------------------------------------------- # ● Update End Move #-------------------------------------------------------------------------- def update_end_move1 if @text.opacity > 0 @text.opacity -= 5 else @text.visible = false end end def update_end_move2 if @text1.opacity > 0 @text1.opacity -= 5 else @text1.visible = false end end def update_end_move3 if @text2.opacity > 0 @text2.opacity -= 5 else @text2.visible = false end end def update_end_move4 if @text3.opacity > 0 @text3.opacity -= 5 else @text3.visible = false end end end
#=============================================================================== # ■ Interpreter #=============================================================================== class Interpreter #-------------------------------------------------------------------------- # ● multi_treasure_info_popup(text) #-------------------------------------------------------------------------- def multi_treasure_info_popup(text) $game_temp.mti_text = text $game_temp.mti_text_time = 40 * DRG_TREASURE_INFO::MTI_TIME $game_temp.mti_start = true end def play_se_itm Audio.se_play("Audio/SE/" + DRG_TREASURE_INFO::ACT_SE , 70, 100) rescue nil end #-------------------------------------------------------------------------- # ● Change Gold #-------------------------------------------------------------------------- alias drgXp_command_125 command_125 def command_125 drgXp_command_125 value = operate_value(@parameters[0], @parameters[1], @parameters[2]) text = value.to_s + " " + $data_system.words.gold multi_treasure_info_popup(text) if value > 0 end #-------------------------------------------------------------------------- # ● Command_126 (ITEM) #-------------------------------------------------------------------------- alias drgXp_item_command_126 command_126 def command_126 drgXp_item_command_126 value = operate_value(@parameters[1], @parameters[2], @parameters[3]) item_name = load_data("Data/Items.rxdata") text = value.to_s + " x " + item_name[@parameters[0]].name multi_treasure_info_popup(text) if value > 0 play_se_itm if value > 0 end #-------------------------------------------------------------------------- # ● Command_127 (WEAPON) #-------------------------------------------------------------------------- alias drgXp_item_command_127 command_127 def command_127 drgXp_item_command_127 value = operate_value(@parameters[1], @parameters[2], @parameters[3]) item_name = load_data("Data/Weapons.rxdata") text = value.to_s + " x " + item_name[@parameters[0]].name multi_treasure_info_popup(text) if value > 0 end #-------------------------------------------------------------------------- # ● Command_128 (ARMOR) #-------------------------------------------------------------------------- alias drgXp_command_128 command_128 def command_128 drgXp_command_128 value = operate_value(@parameters[1], @parameters[2], @parameters[3]) item_name = load_data("Data/Armors.rxdata") text = value.to_s + " x " + item_name[@parameters[0]].name multi_treasure_info_popup(text) if value > 0 end end
#============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ● Main #-------------------------------------------------------------------------- alias drgXp_mti_main main def main @mti = Mti.new drgXp_mti_main @mti.dispose end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- alias drgXp_mti_update update def update drgXp_mti_update @mti.update end end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp attr_accessor :mti_text_x attr_accessor :mti_text_y attr_accessor :mti_text_zoom_x attr_accessor :mti_text_zoom_y attr_accessor :mti_text_opa attr_accessor :mti_text attr_accessor :mti_text_time attr_accessor :mti_text_acs attr_accessor :mti_start #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias drgXp_if_initialize initialize def initialize drgXp_if_initialize @mti_text_x = 0 @mti_text_y = 0 @mti_text_zoom_x = 1.00 @mti_text_zoom_y = 1.00 @mti_text_opa = 0 @mti_text = "" @mti_text_acs = 0 @mti_text_time = 0 @mti_start = false end end
$drago_multi_treasure_info = true Credits
- LiTTleDRAgo
- Moghunter - Based on XAS Active Action Info
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2011-06-09, 13:37 | Re: [Xp] Multiple Treasure Info |
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nisamerica Living Skeleton
Posts : 1668 Thanked : 25 Engine : RMVX Skill : Very Beginner Type : Artist
Awards:
| Hm? Jadi maksudnya mempermudah pemberitahuan satu treasure chest memuat apa saja? Sepertinya ini lebih cocok ke fast paced game seperti ABS ya Good script anyway |
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| [Xp] Multiple Treasure Info | |
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