One Actor Battle Status 1.1.0
by Todd (or DoctorTodd on RMRK)
Introduction
Modifies any battle system that use Window_BattleStatus to work as if there is only one actor.
Features
Good for games with one person
Compatible with just about every battle system
Screenshots
http://i43.tinypic.com/s6kdvo.png
How to Use
Paste above main
Demo
I don't think it's really necessary.
Script
Spoiler Code:
#=============================================================================== # # DT's One Person Battle # Author: DoctorTodd # Date (02/19/2012) # Type: (Battle Plug-in) # Version: (1.1.0) # Level: (Simple) # Email: BeaconGames2011@gmail.com # #=============================================================================== # # Description: Modifies any battle system that use Window_BattleStatus to work as # if there is only one actor. # # # Credits: Me (DoctorTodd), TDS (Help for removing curor) # #=============================================================================== # # Instructions # Paste above main. # #=============================================================================== # # Editing begins on 31 and ends on 36. # #=============================================================================== module DTBS #Picure to be used if you want to use one. GUI = ("Battle_GUI") #Don't touch unless you use a picture or just want the window to be transparent, #if you do set to 0 for transparent and 255 for opaque. OPACITY = (255) end class Window_BattleStatus < Window_Selectable include DTBS #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 416, 128) refresh update_cursor self.opacity = (DTBS::OPACITY) @GUIPIC = Sprite.new @GUIPIC.bitmap = Cache.system(DTBS::GUI) end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear draw_items end #-------------------------------------------------------------------------- # * Update cursor #-------------------------------------------------------------------------- def update_cursor self.cursor_rect.empty end #-------------------------------------------------------------------------- # * Draw Item # index : Item number #-------------------------------------------------------------------------- def draw_items actor = $game_party.members[0] draw_actor_face(actor, 0, 0, size = 96) draw_actor_name(actor, 105, 0) draw_actor_hp(actor, 110 ,40, width = 175) draw_actor_mp(actor, 110 , 65, width = 175) draw_actor_state(actor, 310, 65, width = 96) draw_actor_graphic(actor, 220, 160) draw_actor_level(actor, 230, 0) draw_actor_graphic(actor, 343, 60) end end[/
FAQ
Q. What are the coordinates for the atb gauge in Tankentia 3.4?
A.362, 310
Credit and Thanks
- Todd
Author's Notes
Free for non-commercial and commercial games. You
must credit me! If you use this in a commercial game I expect a free copy.
本贴来自国际rpgmaker官方论坛作者:Todd处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/one-actor-battle-status.181/