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[转载发布] DoubleX RMVXA State Counters

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    灌水之王

    发表于 2026-8-2 18:23:14 | 显示全部楼层 |阅读模式

            DoubleX RMVXA State Counters v1.00e



            by DoubleX





    Purpose


            Displays the state icons with remaining turns on their battler sprites


    Games using this script


            None so far


    Configurations

    Spoiler 




          # Sets if this script needs to create the actor sprites at the start of
          # battles
          # This script won't display the actor sprites by itself
          # It should be set as false if other custom scripts already do that
          # It can't be changed once set
          # Example: To use this script to create the actor sprites at the start of
          #          battles, set this as true
          CREATE_ACTOR_SPRITE = false

          # Sets if the state icons are displayed for actor sprites as well
          # It only works with scripts supporting actor sprite displays in battles
          # It's used at:
          # 1. Game_Battler
          #    - return nil unless enemy? || #{ACTOR_SPRITE} in
          #      state_counters_battler_sprite
          # 2. Sprite_Battler
          #    - @state_counters = {} if @battler && (@battler.enemy? ||
          #      #{ACTOR_SPRITE}) in initialize
          #    - return unless @battler && (@battler.enemy? || #{ACTOR_SPRITE}) in
          #      create_state_counter
          # Example: To display the state icon for actor sprites as well, set this
          #          as "true"
          ACTOR_SPRITE = "false"

          # Sets the state icon xy offsets from its battler sprite
          # It's used at:
          # 1. State_Counter_Sprite
          #    - xy_offset = #{XY_OFFSET} in update_pos
          # The state priority index can be referneced by @index
          # It must return an array of real numbers and should return an array of
          # integers
          # Example: To set the state icon xy offsets as the value of
          #          variables with id a and b respectively, set this as
          #          "[$game_variables[a], $game_variables]"
          XY_OFFSET = "[24 * (@index % 2 - 0.5), -24 * (@index / 2) - 20]"

          # Sets the state icon z position
          # It's used at:
          # 1. State_Counter_Sprite
          #    - z_pos = #{Z} in update_pos
          # It must return a non-negative real number and should return a
          # non-negative integer
          # Example: To set the state icon z position as the value of variable
          #          with id x, set this as "$game_variables[x]"
          Z = "125"

          # Sets the state remaining turn text color
          # It's used at:
          # 1. State_Counter_Sprite
          #    - color = #{TEXT_COLOR} in update_text_font
          # It must return a color
          # Example: To set the state remaining turn text color's rgba values as r,
          #          g, b and a, set this as "Color.new(r, g, b, a)"
          TEXT_COLOR = "Color.new(0, 0, 0, 255)"

          # Sets the state remaining turn text size
          # It's used at:
          # 1. State_Counter_Sprite
          #    - size = #{TEXT_SIZE} in update_text_font
          # It must return a positive real number and should return a natural number
          # Example: To set the state remaining turn text size as the value of
          #          variable with id x, set this as "$game_variables[x]"
          TEXT_SIZE = "16"

          # Sets the state remaining turn text x and y positions
          # It's used at:
          # 1. State_Counter_Sprite
          #    - text_xy = #{TEXT_XY} in update_turn
          # It must return an array of real numbers and should return an array of
          # integers
          # Example: To set the state remaining turn text x and y positions as the
          #          value of variables with id a and b respectively, set this as
          #          "[$game_variables[a], $game_variables]"
          TEXT_XY = "[12, 0]"









    Video










    Prerequisites


            Abilities:


            1. Some RGSS3 scripting proficiency to fully utilize this script


    Terms Of Use


            You shall:


            1. Keep this script's Script Info part's contents intact


            You shalln't:


            1. Claim that this script is written by anyone other than DoubleX or his aliases


            None of the above applies to DoubleX or his/her aliases


    Instructions
            Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.


    Changelog


    #    v1.00e(GMT 1300 19-9-2015):                                               |
    #    1. Fixed lacking the spriteset viewport reader and iconset loader bug     |
    #    2. Further increased this script's compatibility                          |
    #    v1.00d(GMT 0800 16-9-2015):                                               |
    #    1. Fixed duplicate actor sprite creations at the start of battles bug     |
    #    2. Increased this script's compatibility and readability                  |
    #    v1.00c(GMT 1500 14-4-2015):                                               |
    #    1. Improved this script's robustness                                      |
    #    v1.00b(GMT 1100 11-4-2015):                                               |
    #    1. Fixed the state remaining turn display bug when a state's reapplied    |
    #    v1.00a(GMT 0900 11-4-2015):                                               |
    #    1. 1st version of this script finished                                    |


    (DoubleX)State Counters v1.00e.rar



    本贴来自国际rpgmaker官方论坛作者:DoubleX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/doublex-rmvxa-state-counters.38774/

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