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同能RPG制作大师 › 附件中心 › 同能RM技术讨论区 › RPG Maker VA 讨论区 › dbchest's MenuStatus-1.png

dbchest's MenuStatus-1.png

 

dbchest's MenuStatus:
Menu Status v1.1

by dbchest

 

Introduction

dbchest's Menu Status is an aesthetic enhancement to the engine's default menu status display. introducing this script to your project will not affect gameplay directly.

 

Features

- four layouts to choose from.
- aligned layout (presets 1 and 3).
- staggered layout (presets 2 and 4).
- animated actor charasets (presets 3 and 4).
- icon display depicting actor class (presets 3 and 4).
- additional rate gauges:
  -  experience needed to reach next level.
  -  current level in relation to maximum level. 

Screenshots











 

How to Use

plug and play

insert below default scripts, above main

 

Demo

link to official demo:

http://www.mediafire.com/download/uemhtwbflibn73b/dbchest's_Menu_Status_v1.1_(final).exe

 

Script

Spoiler#==============================================================================# * dbchest's MenuStatus (v1.1)#==============================================================================# ** Credits (Freeware)#------------------------------------------------------------------------------#  a list of credits for those involved in the production of said script. you#  are responsible for crediting those mentioned. you do not have to credit my#  special mentions. they are being thanked for their help now.#------------------------------------------------------------------------------#  programmer: dbchest (none required, always appreciated)#  special thanks: Riff (rpgmakervxace.net)      # assisted in math equation#  special thanks: Acebent (rpgmakervxace.net)   # requested custom menu status#  special thanks: Tsukihime (rpgmakervxace.net) # general help RGSS3#==============================================================================# * Details#------------------------------------------------------------------------------#  dbchest's Menu Status is an aesthetic enhancement to the engine's default#  menu status display. introducing this script to your project will not affect#  gameplay directly.#==============================================================================# * Features#------------------------------------------------------------------------------#  four layouts to choose from.#  aligned layout (presets 1 and 3).#  staggered layout (presets 2 and 4).#  animated actor charasets (presets 3 and 4).#  icon display depicting actor class (presets 3 and 4).#  additional rate gauges:#  -  experience needed to reach next level.#  -  current level in relation to maximum level.#==============================================================================# * Installation Instructions (Plug and Play)#------------------------------------------------------------------------------#  paste script in "Materials" section of the script editor.#  no known compatibility issues.#  no foreign script requirements.#==============================================================================# ** Author's Notes#------------------------------------------------------------------------------#  if you experience errors, please contact me directly and / or make the error#  known in the script's official thread. you can reach me via personal message#  at the following locations: rpgmakerweb.com || rpgmakervxace.net#==============================================================================# * Module MenuStatus#------------------------------------------------------------------------------#  PRESET  # choose from existing preset layouts (0, 1, 2, 3)#==============================================================================module MenuStatus  #----------------------------------------------------------------------------  # * Constants  #----------------------------------------------------------------------------  PRESET = 0 # default is 0end#==============================================================================# ** Game_BattlerBase#------------------------------------------------------------------------------#  This base class handles battlers. It mainly contains methods for calculating#  parameters. It is used as a super class of the Game_Battler class.#==============================================================================class Game_BattlerBase  #---------------------------------------------------------------------------  # * Get Percentage of LVL  #---------------------------------------------------------------------------  def lvl_rate    @level.to_f / max_level  end  #---------------------------------------------------------------------------  # * Get Percentage of EXP  #---------------------------------------------------------------------------  def exp_rate    equation1 = (exp.to_f - current_level_exp.to_f)    equation2 = (next_level_exp.to_f - current_level_exp.to_f)    equation1 / equation2  endend#==============================================================================# ** Scene_Menu#------------------------------------------------------------------------------#  This class performs the menu screen processing.#==============================================================================class Scene_Menu < Scene_MenuBase  #--------------------------------------------------------------------------  # * Create Status Window  #--------------------------------------------------------------------------  alias dbchest_create_status_window create_status_window  def create_status_window    dbchest_create_status_window    if MenuStatus:
RESET == 2 || MenuStatus:
RESET == 3      @status_window_anime = Window_CharAnime.new(@command_window.width, 0)    end  end  #--------------------------------------------------------------------------  # * Formation [OK]  #--------------------------------------------------------------------------  def on_formation_ok    if @status_window.pending_index >= 0      $game_party.swap_order(@status_window.index,                             @status_window.pending_index)      @status_window.pending_index = -1      @status_window.redraw_item(@status_window.index)    else      @status_window.pending_index = @status_window.index    end    @frame = 0    @anime_pose = 0    @status_window.refresh    @status_window.activate  endend#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------#  This window displays party member status on the menu screen.#==============================================================================class Window_MenuStatus < Window_Selectable  #----------------------------------------------------------------------------  # * Class Icon   #----------------------------------------------------------------------------  #  below is a method that you will need to adjust if you've opted to display  #  icons depicting your actor(s) class. the pattern is self explanitory,  #  simply follow the lead i've provided for you and declare an icon for each  #  class in your database. the else clause is a fail safe, designed only to  #  keep your system from crashing in the event that you failed to specify an  #  icon for one of your classes. memorize the icon you define here; if you  #  see it after changing classes, you made a mistake.  #----------------------------------------------------------------------------  def class_icon(actor)    case actor.class_id    when 1 ; 144    when 2 ; 145    when 3 ; 146    when 4 ; 147    when 5 ; 148    when 6 ; 149    when 7 ; 150    when 8 ; 152    else ; 115    end  end  #--------------------------------------------------------------------------  # * Increase Font Size  #--------------------------------------------------------------------------  def dbchest_make_font_bigger    contents.font.size += 2 if contents.font.size <= 64  end  #--------------------------------------------------------------------------  # * Decrease Font Size  #--------------------------------------------------------------------------  def dbchest_make_font_smaller    contents.font.size -= 2 if contents.font.size >= 16  end  #---------------------------------------------------------------------------  # * Draw Level  #---------------------------------------------------------------------------  def draw_actor_level(actor, x, y)    draw_gauge(x, y, 124, actor.lvl_rate, text_color(17), text_color(6))    change_color(system_color)    draw_text(x, y, 32, line_height, Vocab::level_a)    change_color(normal_color)    draw_text(x + 100, y, 24, line_height, actor.level, 2)  end  #---------------------------------------------------------------------------  # * Draw Level Alternate  #---------------------------------------------------------------------------  def draw_actor_level_alt(actor, x, y, width = 100)    draw_gauge(x, y, width, actor.lvl_rate, text_color(17), text_color(6))    change_color(system_color)    draw_text(x, y, 32, line_height, Vocab::level_a)    change_color(normal_color)    dbchest_make_font_smaller    draw_text(x + 84, y, 24, line_height, actor.level, 2)    dbchest_make_font_bigger  end  #---------------------------------------------------------------------------  # * Draw Next Level  #---------------------------------------------------------------------------  def draw_actor_nxtlevel(actor, x, y, width = 124)    draw_gauge(x, y, width, actor.exp_rate, text_color(11), text_color(3))    next_level = actor.next_level_exp - actor.exp    change_color(system_color)    draw_text(x, y, 48, line_height, "NEXT")    change_color(normal_color)    draw_text(x + 64, y, 60, line_height, next_level, 2)  end  #---------------------------------------------------------------------------  # * Draw Next Level Alternate  #---------------------------------------------------------------------------  def draw_actor_nxtlevel_alt(actor, x, y, width = 100)    draw_gauge(x, y, width, actor.exp_rate, text_color(11), text_color(3))    next_level = actor.next_level_exp - actor.exp    change_color(system_color)    draw_text(x, y, 48, line_height, "NEXT")    change_color(normal_color)    dbchest_make_font_smaller    draw_text(x + 48, y, 60, line_height, next_level, 2)    dbchest_make_font_bigger  end  #--------------------------------------------------------------------------  # * Draw HP Alternate  #--------------------------------------------------------------------------  def draw_actor_hp_alt(actor, x, y, width = 100)    draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)    change_color(system_color)    draw_text(x, y, 30, line_height, Vocab::hp_a)    dbchest_make_font_smaller    dbchest_draw_current_and_max_values(x + 4, y, width, actor.hp, actor.mhp,      hp_color(actor), normal_color)    dbchest_make_font_bigger  end  #--------------------------------------------------------------------------  # * Draw MP Alternate  #--------------------------------------------------------------------------  def draw_actor_mp_alt(actor, x, y, width = 100)    draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)    change_color(system_color)    draw_text(x, y, 30, line_height, Vocab::mp_a)    dbchest_make_font_smaller    dbchest_draw_current_and_max_values(x + 4, y, width, actor.mp, actor.mmp,      mp_color(actor), normal_color)    dbchest_make_font_bigger  end  #--------------------------------------------------------------------------  # * Draw Current Value/Maximum Value in Fractional Format  #--------------------------------------------------------------------------  def dbchest_draw_current_and_max_values(x, y, width, current, max, color1, color2)    change_color(color1)    xr = x + width    if width < 96      draw_text(xr - 40 + 4, y, 42, line_height, current, 2)    else      draw_text(xr - 90 + 4, y, 42, line_height, current, 2)      change_color(color2)      draw_text(xr - 44, y, 12, line_height, "/", 2)      draw_text(xr - 42 + 4, y, 42, line_height, max, 2)    end  end  #---------------------------------------------------------------------------  # * Draw Item  #---------------------------------------------------------------------------  def draw_item(index)    mpad = standard_padding    actor = $game_party.members[index]    enabled = $game_party.battle_members.include?(actor)    rect = item_rect(index)    draw_item_background(index)    case MenuStatus:
RESET    when 0      draw_actor_simple_status(actor, rect.x + mpad, rect.y + mpad)    when 1      draw_actor_simple_status_alt1(actor, rect.x + mpad, rect.y + mpad)    when 2      draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)      draw_actor_simple_status_alt2(actor, rect.x + mpad, rect.y)    when 3      draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)      draw_actor_simple_status_alt3(actor, rect.x + mpad, rect.y)    end  end  #---------------------------------------------------------------------------  # * Draw Simple Status (PRESET 0)  #---------------------------------------------------------------------------  def draw_actor_simple_status(actor, x, y)    pos = 188    mpad = standard_padding     # medium padding (12 pixels)    lpad = standard_padding * 2 # large padding  (24 pixels)    draw_actor_name(actor, x + lpad, y - mpad - 2)    draw_actor_hp(actor, x + lpad, y + line_height * 1 - mpad - 4)    draw_actor_mp(actor, x + lpad, y + line_height * 2 - mpad - 4)    draw_actor_class(actor, x + pos, y - mpad - 2)    draw_actor_level(actor, x + pos, y + line_height * 1 - mpad - 4)    draw_actor_nxtlevel(actor, x + pos, y + line_height * 2 - mpad - 4)    draw_actor_icons(actor, x + lpad, y + line_height * 3 - mpad)  end  #---------------------------------------------------------------------------  # * Draw Simple Status Alternate 1 (PRESET 1)  #---------------------------------------------------------------------------  def draw_actor_simple_status_alt1(actor, x, y)    pos = 188    mpad = standard_padding     # medium padding (12 pixels)    lpad = standard_padding * 2 # large padding  (24 pixels)    draw_actor_name(actor, x + mpad, y - mpad - 2)    draw_actor_hp(actor, x + lpad, y + line_height * 1 - mpad - 4)    draw_actor_mp(actor, x + mpad * 3, y + line_height * 2 - mpad - 4)    draw_actor_class(actor, x + pos - mpad, y - mpad - 2)    draw_actor_level(actor, x + pos, y + line_height * 1 - mpad - 4)    draw_actor_nxtlevel(actor, x + pos + mpad, y + line_height * 2 - mpad - 4)    draw_actor_icons(actor, x + lpad * 2, y + line_height * 3 - mpad)  end  #---------------------------------------------------------------------------  # * Draw Simple Status Alternate 2 (PRESET 2)  #---------------------------------------------------------------------------  def draw_actor_simple_status_alt2(actor, x, y)    face = 85    spad = standard_padding / 3 # small padding  (4 pixels)    mpad = standard_padding     # medium padding (12 pixels)    lpad = standard_padding * 2 # large padding  (24 pixels)    char_x = x + face    char_y = y + line_height * 4 + 1    icon_x = char_x - mpad    icon_y = y + line_height * 2 - spad * 2    #draw_actor_graphic(actor, char_x, char_y)    draw_icon(class_icon(actor), icon_x, icon_y, true)    draw_actor_name(actor, x + face + spad + mpad, y - 2)    draw_actor_hp_alt(actor, x + face + spad + mpad, y + line_height * 1 - spad,)    draw_actor_mp_alt(actor, x + face + spad + mpad, y + line_height * 2 - spad)    draw_actor_class(actor, x + face + spad + 136, y - 2)    draw_actor_level_alt(actor, x + face + spad + 136, y + line_height * 1 - spad)    draw_actor_nxtlevel_alt(actor, x + face + spad + 136, y + line_height * 2 - spad)    draw_actor_icons(actor, x + face + spad + mpad, y + line_height * 3)  end  #---------------------------------------------------------------------------  # * Draw Simple Status Alternate 3 (PRESET 3)  #---------------------------------------------------------------------------  def draw_actor_simple_status_alt3(actor, x, y)    face = 85    spad = standard_padding / 3 # small padding  (4 pixels)    mpad = standard_padding     # medium padding (12 pixels)    lpad = standard_padding * 2 # large padding  (24 pixels)    char_x = x + face    char_y = y + line_height * 4 + 1    icon_x = char_x - mpad    icon_y = y + line_height * 2 - spad * 2    #draw_actor_graphic(actor, char_x, char_y)    draw_icon(class_icon(actor), icon_x, icon_y, true)    draw_actor_name(actor, x + face + spad, y - 2)    draw_actor_hp_alt(actor, x + face + spad + mpad, y + line_height * 1 - spad)    draw_actor_mp_alt(actor, x + face + spad + lpad, y + line_height * 2 - spad)    draw_actor_class(actor, x + face + spad + 124, y - 2)    draw_actor_level_alt(actor, x + face + spad + 136, y + line_height * 1 - spad)    draw_actor_nxtlevel_alt(actor, x + face + spad + 148, y + line_height * 2 - spad)    draw_actor_icons(actor, x + face + spad + mpad * 3, y + line_height * 3)  endend#==============================================================================# ** Window_CharAnime#------------------------------------------------------------------------------#  This window displays party member charasets and animates them.#==============================================================================class Window_CharAnime < Window_Selectable  #--------------------------------------------------------------------------  # * Public Instance Variables  #--------------------------------------------------------------------------  attr_reader   
ending_index            # Pending position (for formation)  attr_accessor :frame  attr_accessor :anime_pose  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize(x, y)    super(x, y, window_width, window_height)    @pending_index = -1    @frame = 0    @anime_pose = 0    self.opacity = 0     refresh  end  #--------------------------------------------------------------------------  # * Get Window Width  #--------------------------------------------------------------------------  def window_width    Graphics.width - 160  end  #--------------------------------------------------------------------------  # * Get Window Height  #--------------------------------------------------------------------------  def window_height    Graphics.height  end  #--------------------------------------------------------------------------  # * Get Number of Items  #--------------------------------------------------------------------------  def item_max    $game_party.members.size  end  #--------------------------------------------------------------------------  # * Get Item Height  #--------------------------------------------------------------------------  def item_height    (height - standard_padding * 2) / 4  end  #--------------------------------------------------------------------------  # * Draw Character Graphic  #--------------------------------------------------------------------------  def draw_character(character_name, character_index, x, y)    return unless character_name    bitmap = Cache.character(character_name)    sign = character_name[/^[\!\$]./]    if sign && sign.include?('$')      cw = bitmap.width / 3      ch = bitmap.height / 4    else      cw = bitmap.width / 12      ch = bitmap.height / 8    end    n = character_index    case @anime_pose    when 0 ; src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)    when 1 ; src_rect = Rect.new((n%4*3)*cw, (n/4*4)*ch, cw, ch)    when 2 ; src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)    when 3 ; src_rect = Rect.new((n%4*3+2)*cw, (n/4*4)*ch, cw, ch)    when 4 ; src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch) end    contents.blt(x - cw / 2, y - ch, bitmap, src_rect)  end  #--------------------------------------------------------------------------  # * Draw Item  #--------------------------------------------------------------------------  def draw_item(index)    actor = $game_party.members[index]    enabled = $game_party.battle_members.include?(actor)    rect = item_rect(index)    face = 96    char_x = rect.x + face    char_y = rect.y + line_height * 4 + 1    draw_actor_graphic(actor, rect.x + face, char_y)  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------  def update    super    update_frame    update_anime_pose    refresh if @frame == 10    reset_anime if @frame == 10  end  #--------------------------------------------------------------------------  # * Update Animation Frame  #--------------------------------------------------------------------------  def update_frame    @frame += 1  end  #--------------------------------------------------------------------------  # * Update Animation Pose  #--------------------------------------------------------------------------  def update_anime_pose    @anime_pose += 1 if @frame == 10  end  #--------------------------------------------------------------------------  # * Reset Animation Count  #--------------------------------------------------------------------------  def reset_anime    @anime_pose = 0 if @anime_pose > 3    @frame = 0  endend



 

FAQ

you may contact me directly with any questions, comments, or concerns
 

Credit and Thanks

- programmer: dbchest (none required, always appreciated)

- special thanks: Riff (rpgmakervxace.net) assisted with a mathematical equation

- special thanks: Acebent (rpgmakervxace.net) made the request

- special thanks: Tsukihime (rpgmakervxace.net) general help RGSS3


本贴来自国际rpgmaker官方论坛作者:dbchest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/dbchests-menustatus.18754/
dbchest&#039;s MenuStatus-1.png
         同一主题附件:
    dbchest&#039;s MenuStatus-1.png
    dbchest&#039;s MenuStatus-2.png
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