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- #============================================================================
- #Kingdom Hearts Birth By Sleep Status
- #By Ventwig
- #Version 1 - April 15 2012
- #For RPGMaker VX Ace
- #============================================================================
- # I was playing kingdom hearts birth by sleep, and decided I wanted to
- # Script something again. So I looked at the main menu and I liked the
- # Way the stats were drawn, so here it is :)
- # Thanks Mephistok for teaching me line drawing :D
- #=============================================================================
- # Description:
- # This code updates the menu status (the one of the four characters on
- # the main/pause menu) so that it looks more like the Kingdom Hearts
- # Series. It keeps everything horizontal, but instead of drawing gauges
- # and that stuff, it draws everything linear-ly and with numbers.
- # Just try it out, it's plug'n'play :)
- #===============================================================================
- # Instructions: Put in materials, above main.
- # Plug'N'Play with options
- #==============================================================================
- # Please give Credit to Ventwig if you would like to use one of my scripts
- # in a NON-COMMERCIAL project.
- # Please ask for permission if you would like to use it in a commercial game.
- # You may not re-distribute any of my scripts or claim as your own.
- # You may not release edits without permission, combatability patches are okay.
- #===============================================================================
- ##################################################################
- #This is plug'n'play, but there's optional configuration to suit
- #Your every need! Right here!
- ################################################################
- module BBS
- #==============================================================
- #Text drawn before the numbers, the left side of the line.
- #Can be an abbreviation, or the full word
- #Make sure to put it in quotations like: "Level"
- #==============================================================
- LTXT = "LV" #Level Text
- HTXT = "HP" #HP Text
- MTXT = "MP" #MP Text
- NTXT = "Next LV" #Next level text, or required exp text
- #============================================================
- #The symbol used to divide hp/maxhp or mp/maxmp
- #Default is / , but you can use whatever
- #Make sure to put it in quotations
- #===========================================================
- BRK = "/"
- #==============================================================
- #The colour of the line drawn under the text.
- #The number is the index of the colours in the windowskin
- #==============================================================
- NCOL = 10 #Name Colour, def 10
- LCOL = 17 #Level Colour, def 17
- HCOL = 3 #HP Colour, def 3
- MCOL = 1 #MP Colour, def 1
- NEXT_COL = 0 #Next Level Colour, def 0
- #============================================================
- #True or false
- #Sets whether or not you want to draw the actor's character sprite
- #ontop of the face, def true
- #===========================================================
- DRAW_SPRITE = true
- end
- #########################################################################
- #End Of configuration. Touch anything below and it'll delete system32 #
- #########################################################################
- class Window_Base
- def draw_line(x, y, w, h, _color = normal_color)
- color = _color ; color
- contents.fill_rect(x, y, w, h, color)
- end
- end
- class Window_MenuStatus < Window_Selectable
- #alias ventwig_status_window_new_initialize initialize
- def initialize(x,y)
- # ventwig_status_window_new_initialize(x,y)
- super(x,y,window_width,window_height)
- @pending_index = -1
- @partysize = $game_party.members.size
- @actor = $game_party.members[0]
- @actor2 = $game_party.members[1]
- @actor3 = $game_party.members[2]
- @actor4 = $game_party.members[3]
- draw_window
- end
- def draw_window
- if @partysize > 0
- draw_actor_name(@actor, 100, -3)
- draw_text(100, 15, 100, 20, BBS::LTXT)
- draw_text(100, 35, 100, 20, BBS::HTXT)
- draw_text(100, 55, 100, 20, BBS::MTXT)
- draw_text(100, 75, 100, 20, BBS::NTXT)
- draw_text(200, 15, 100, 20, @actor.level.to_s,2)
- draw_text(200, 35, 100, 20, @actor.hp.to_s + BBS::BRK + @actor.mhp.to_s,2)
- draw_text(200, 55, 100, 20, @actor.mp.to_s + "/" + @actor.mmp.to_s,2)
- draw_line(100, 17, 100, 2, _color = text_color(BBS::NCOL))
- draw_line(100, 35, 200, 2, _color = text_color(BBS::LCOL))
- draw_line(100, 55, 200, 2, _color = text_color(BBS::HCOL))
- draw_line(100, 75, 200, 2, _color = text_color(BBS::MCOL))
- draw_line(100, 95, 200, 2, _color = text_color(BBS::NEXT_COL))
- draw_text(200, 75, 100, 20, @actor.next_level_exp.to_s,2)
- draw_actor_face(@actor,3,0)
- if BBS::DRAW_SPRITE == true
- draw_actor_graphic(@actor, 20, 35)
- end
- end
- if @partysize > 1
- draw_actor_name(@actor2, 100, 95)
- draw_text(100, 113, 100, 20, BBS::LTXT)
- draw_text(100, 133, 100, 20, BBS::HTXT)
- draw_text(100, 153, 100, 20, BBS::MTXT)
- draw_text(100, 173, 100, 20, BBS::NTXT)
- draw_text(200, 113, 100, 20, @actor2.level.to_s,2)
- draw_text(200, 133, 100, 20, @actor2.hp.to_s + BBS::BRK + @actor2.mhp.to_s,2)
- draw_text(200, 153, 100, 20, @actor2.mp.to_s + BBS::BRK + @actor2.mmp.to_s,2)
- draw_text(200, 173, 100, 20, @actor2.next_level_exp.to_s,2)
- draw_line(100, 115, 100, 2, _color = text_color(BBS::NCOL))
- draw_line(100, 133, 200, 2, _color = text_color(BBS::LCOL))
- draw_line(100, 153, 200, 2, _color = text_color(BBS::HCOL))
- draw_line(100, 173, 200, 2, _color = text_color(BBS::MCOL))
- draw_line(100, 193, 200, 2, _color = text_color(BBS::NEXT_COL))
- draw_actor_face(@actor2,3,99)
- if BBS::DRAW_SPRITE == true
- draw_actor_graphic(@actor2, 20, 135)
- end
- end
- if @partysize > 2
- draw_actor_name(@actor3, 100, 194)
- draw_text(100, 212, 100, 20, BBS::LTXT)
- draw_text(100, 232, 100, 20, BBS::HTXT)
- draw_text(100, 252, 100, 20, BBS::MTXT)
- draw_text(100, 272, 100, 20, BBS::NTXT)
- draw_text(200, 212, 100, 20, @actor3.level.to_s,2)
- draw_text(200, 232, 100, 20, @actor3.hp.to_s + BBS::BRK + @actor3.mhp.to_s,2)
- draw_text(200, 252, 100, 20, @actor3.mp.to_s + BBS::BRK + @actor3.mmp.to_s,2)
- draw_text(200, 272, 100, 20, @actor3.next_level_exp.to_s,2)
- draw_line(100, 214, 100, 2, _color = text_color(BBS::NCOL))
- draw_line(100, 232, 200, 2, _color = text_color(BBS::LCOL))
- draw_line(100, 252, 200, 2, _color = text_color(BBS::HCOL))
- draw_line(100, 272, 200, 2, _color = text_color(BBS::MCOL))
- draw_line(100, 292, 200, 2, _color = text_color(BBS::NEXT_COL))
- draw_actor_face(@actor3,3,197)
- if BBS::DRAW_SPRITE == true
- draw_actor_graphic(@actor3, 20, 232)
- end
- end
- if @partysize > 3
- draw_actor_name(@actor4, 100, 291)
- draw_text(100, 309, 100, 20, BBS::LTXT)
- draw_text(100, 329, 100, 20, BBS::HTXT)
- draw_text(100, 349, 100, 20, BBS::MTXT)
- draw_text(100, 369, 100, 20, BBS::NTXT)
- draw_text(200, 309, 100, 20, @actor4.level.to_s,2)
- draw_text(200, 329, 100, 20, @actor4.hp.to_s + BBS::BRK + @actor4.mhp.to_s,2)
- draw_text(200, 349, 100, 20, @actor4.mp.to_s + BBS::BRK + @actor4.mmp.to_s,2)
- draw_text(200, 369, 100, 20, @actor4.next_level_exp.to_s,2)
- draw_line(100, 311, 100, 2, _color = text_color(BBS::NCOL))
- draw_line(100, 329, 200, 2, _color = text_color(BBS::LCOL))
- draw_line(100, 349, 200, 2, _color = text_color(BBS::HCOL))
- draw_line(100, 369, 200, 2, _color = text_color(BBS::MCOL))
- draw_line(100, 389, 200, 2, _color = text_color(BBS::NEXT_COL))
- draw_actor_face(@actor4,3,295)
- if BBS::DRAW_SPRITE == true
- draw_actor_graphic(@actor4, 20,329)
- end
- end
- end
- end
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