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Thema: Endzeit

  1. #21
    Das was man bis jetzt zu sehen und zu lesen bekommen hat, macht schon lust auf mehr :3

    Falls du Hilfe mit RGSS brauchen solltest steh ich dir gern zur Verfügung (:

    Freuen tu ich mich schon mal derbst über dieses Projekt

  2. #22
    Zitat Zitat von FlipelyFlip Beitrag anzeigen
    Falls du Hilfe mit RGSS brauchen solltest steh ich dir gern zur Verfügung (:
    Danke für das Angebot. Bislang behaupte ich noch die Kontrolle über die eingefügten Scripte, aber wer weiß, wie lange noch? Und auf die Script-Möglichkeiten werde ich bei diesem Projekt nicht verzichten, sonst hätte ich ja gleich bei den ganz alten Makern bleiben können.

  3. #23
    Bitte bitte, ich steh dir jederzeit zur Verfügung, falls du eigene Systeme haben willst, die es so nicht gibt (:

  4. #24
    Zwei Idioten und eine Gedanke? Jawollja!
    Erst vor einiger Zeit habe ich ein kleines Nebenprojekt begonnen das im Stil wie Fallout 3 / 4 gehalten sein soll. Atomare Welt, Mutanten und Guhle, Verstrahlung und so weiter. All dies soll in meinem Nebenprojekt drin sein. Ich bin jetzt schon vollkommen hin und weg von dem was ich wieder zu sehen bekommen habe. Ich freue mich derbe auf das was du da wieder mit deinen Grünen Daumen, äh Händen erschaffst und werde wie auch bei Die Reise ins All und Wolfenhain mit großen Erwartungen an das Game rann gehen. Und gerade ich bin ein großer Freund von Endzeitwelten die genau dieses Thema auffassen. Ich hoffe ich viel davon zu hören und mich in diese große Welt rein leben zu können und die Gefahren der Atomaren Welt erleben zu können, so wie es sich gehört. Freu mich schon drauf, wie gesagt. Noch viel Spaß und Glück beim Bearbeiten und erarbeiten des Games. Treuer Fan. Sarab

  5. #25
    @ FlipelyFlip
    Ich sichte gerade bestehende Systeme und gucke, inwieweit die zu meinen Absichten passen bzw. ob ich durch den bloßen Kontakt zur technischen Möglichkeit eine zusätzliche spielerische Idee entwickle.
    Ah, eine Frage habe ich gleich: Kann ich ein RGSS-Script per Switch an- und ausschalten?

    @ SARAB
    Danke für die guten Wünsche. Solange du keine Mad-Max-Rockerkannibalen einbaust, werden sich unser beider Projekte schon noch unterscheiden.

  6. #26
    Das, mein Guter, werde ich schon lassen. Aber schon lustig das wir zur fast selben Zeit die gleiche Idee hatten. Btw. ich finde den jetztigen Trailer, den ich mir jetzt nochmal ohne ruckeln angucken konnte da mein Internetstick endlich wieder richtig läuft, den finde ich einfach nur süper. Und macht auch noch viel mehr Spaß auf das kommende Game.

  7. #27
    Kommt drauf an was das Script macht, aber grundsätzlich kann man da alles per Switches ansteuern um so Scripts an und aus zu schalten (:

  8. #28
    @ SARAB
    Der Trailer ist der Vorspann des Spiels. Ich mag keine Post-Apokalypsen, die sich um die Darstellung der Zerstörung herummogeln, also zerballere ich im Intro die Welt und der Spieler darf dann in den Resten toben.

    @ FlipelyFlip
    Ich möchte dieses Script (zeigt die HP-Balken der Gegner) jederzeit an- bzw. ausschalten können, je nachdem, ob der Schalter mit der ID 100 an ist.
    Code:
    
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    # Enemy/Actor HP & SP Bars +
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    # By: El Conducter +
    # Updated: January/08/08 +
    # Version: 4.0 +
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    #
    # Update History: 
    # Version 1.0 - Displays enemy & actor HP & SP bars in battle.
    #
    # Version 2.0 - Made the enemy HP bars more centered aligned with the
    # enemy. Actor bars now also show in menu screen.
    #
    # Version 3.0 - Module added to change bar lengths easier.
    #
    # Version 4.0 - System Rebuilt, new look for bars, new scrolling ability,
    # more customizable features, bars on menu screen is lost,
    # SDK compatible
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # What it Does:
    # See enemy and actor HP/SP bars during battle.
    #
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # How it Works: 
    #
    # This version of the script works similar to the previous versions,
    # however it runs a lot differently. Rather than the invisible window
    # to display the bars as in previous versions, sub-sprites are used
    # instead. The same effects can be achieved this way with more efficeincy
    # and less code. New fetures can be taken advantage of through this new
    # system like the ability for visual filling and depletion of bars.
    # Though not built directly for the SDK, this script will work with or
    # without it.
    # 
    # Lengths and settings for the bars are stored in module Bar_Config.
    #
    # New and altered scripts are:
    #
    # - module Bar_Length
    # - Sprite_HP_Bar
    # - Sprite_SP_Bar
    # - Sprite_Battler
    # - Game_Battler
    # - Scene_Battle
    #
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # How to Use This Script:
    # Just copy it and paste it above Main. If using the SDK, paste below SDK
    # and above Main.
    #
    # To change the bar lengths and other settings go to module Bar_Config
    # and change the values there.
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # Comments:
    # I hope my script is easy for you to use and modify. Study this script
    # to learn the ways of RGSS and join the ranks of those known as 'Scripters'. 
    #----------------------------------------------------------------------------
    
    
    
    #==============================================================================
    # ** Module Bar_Config
    #------------------------------------------------------------------------------
    # Contains various configurations for bars. The lengths, colors, and speeds
    # are assigned to constants that will be referenced later in the script.
    #==============================================================================
    
    module Bar_Config
    # CONSTANTS
    
    # Bar Size
    LENGTH = 75
    WIDTH = 8
    
    # Bar Colors
    # Full bar color
    GREEN = Color.new(50, 200, 50, 255)
    # Bar low color
    RED = Color.new(200, 50, 50, 255)
    # Colors for HP Bar
    YELLOW = Color.new(200, 200, 0, 255)
    ORANGE = Color.new(220, 150, 0, 255)
    # Colors for SP Bar
    INDIGO = Color.new(50, 50, 200, 255)
    VIOLET = Color.new(120, 50, 180, 255)
    # Color for bar border
    BLACK = Color.new(0, 0, 0, 255)
    
    # Bar fill & decrease speed
    FASTEST = 10
    FAST = Graphics.frame_rate / 2
    MEDUIM = Graphics.frame_rate
    SLOW = Graphics.frame_rate * 2
    SLOWEST = 100
    # Set this to the above desired speed
    CURRENT_SPEED = FAST
    
    # Visibility for bars. Set which bars you want visible for battle.
    ACTOR_HP_USED = false
    ACTOR_SP_USED = false
    ENEMY_HP_USED = true
    ENEMY_SP_USED = false
    end
    
    #==============================================================================
    # ** Sprite_HP_Bar
    #------------------------------------------------------------------------------
    # This sprite is used to display the HP_Bar for the battler. It inherits form
    # RPG::Sprite. 
    #==============================================================================
    
    class Sprite_HP_Bar < RPG::Sprite
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :battler
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(viewport, battler)
    super(viewport)
    # Assign battler and variables used in drawing bar
    @battler = battler
    @battler_hp = 0
    @accu_damages = 0
    @counter = 0
    # Only call setup method if @battler is not equal to nothing
    if @battler != nil
    setup
    end
    end
    #--------------------------------------------------------------------------
    # * Setup: this prepares the bitmap
    #--------------------------------------------------------------------------
    def setup
    @battler_hp = @battler.hp
    self.bitmap = Bitmap.new(Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
    # Determine if bar is visible for Actor or Enemy
    if @battler.is_a?(Game_Enemy)
    self.visible = Bar_Config::ENEMY_HP_USED
    elsif @battler.is_a?(Game_Actor)
    self.visible = Bar_Config::ACTOR_HP_USED
    end
    # Set bar placement
    self.x = @battler.screen_x
    self.y = @battler.screen_y + 10
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height
    # Call method to draw bars
    draw_bars
    update
    end
    #--------------------------------------------------------------------------
    # * Method that draws the bars
    #--------------------------------------------------------------------------
    def draw_bars
    # Clear previous bars if any
    self.bitmap.clear
    # Use formula to get length ratio to health
    length = Bar_Config::LENGTH * @battler_hp / @battler.maxhp
    # Specify bar & border
    bar_border = Rect.new(0, 0, Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
    bar = Rect.new(1, 1, length, Bar_Config::WIDTH - 2)
    # Draw the bar with border
    self.bitmap.fill_rect(bar_border, Bar_Config::BLACK)
    self.bitmap.fill_rect(bar, get_color)
    end
    #--------------------------------------------------------------------------
    # * Determine the appropriate color based on battler's health
    #--------------------------------------------------------------------------
    def get_color
    # Variables
    full = @battler.maxhp
    half = @battler.maxhp / 2
    quarter = @battler.maxhp / 4
    # Change bar color depending on amount HP
    case @battler.hp
    when full
    color = Bar_Config::GREEN # Green when full
    when half...full
    color = Bar_Config::YELLOW # Yellow when above half
    when quarter...half
    color = Bar_Config::ORANGE # Orange when below half
    when 0...quarter
    color = Bar_Config::RED # Red when below quarter
    end 
    # Return the appropriate color
    return color
    end
    #--------------------------------------------------------------------------
    # * Process when battler receives damage
    #--------------------------------------------------------------------------
    def damage_dealing(damages)
    # Don't do process if damage is a String "Miss"
    unless damages.is_a?(String)
    # Add new damage to accumulitive damages
    @accu_damages += damages
    # Counter will be how many times the bars will be refreshed
    # for the 'fill' effect.
    @counter = Bar_Config::CURRENT_SPEED
    # Rate is how many points will be altered for every refresh
    @rate = @accu_damages / @counter
    end
    end
    #--------------------------------------------------------------------------
    # * Refresh Method
    #--------------------------------------------------------------------------
    def refresh
    # Do only while @battler is not equal to nothing
    unless @battler == nil
    # Do only if @counter isn't equal to 0
    unless @counter == 0
    # Minus variables by rate amount of rate
    @accu_damages -= @rate
    @battler_hp -= @rate
    # Check for healing over the bar amount. If so, fix amount
    if @battler_hp > @battler.maxhp
    @battler_hp = @battler.maxhp
    end
    end
    # Call method to draw bars
    draw_bars
    end
    end
    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
    unless self.bitmap == nil
    self.bitmap.dispose
    end
    super
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    super
    # Clear if Battler is nil
    if @battler.nil?
    self.bitmap.clear unless self.bitmap.nil?
    return
    end
    # If @counter is greater than zero, decrement @counter and refresh bars
    if @counter > 0
    # If counter is on last iteration
    if @counter == 1
    # Adjust variables in case of floating point number in-accuracy
    @battler_hp = @battler.hp
    @accu_damages = 0
    end
    @counter -= 1
    refresh
    end
    end
    end
    
    #==============================================================================
    # ** Sprite_SP_Bar
    #------------------------------------------------------------------------------
    # This sprite is used to display the SP Bar for the battler. It inherits form
    # RPG::Sprite. 
    #==============================================================================
    
    class Sprite_SP_Bar < RPG::Sprite
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :battler
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(viewport, battler)
    super(viewport)
    # Assign battler and variables used in drawing bar
    @battler = battler
    @battler_sp = 0
    @accu_magic = 0
    @counter = 0
    # Only call setup method if @battler is not equal to nothing
    if @battler != nil
    setup
    end
    end
    #--------------------------------------------------------------------------
    # * Setup: this prepares the bitmap
    #--------------------------------------------------------------------------
    def setup
    @battler_sp = @battler.sp
    self.bitmap = Bitmap.new(Bar_Config::LENGTH + 2, 9)
    # Determine if bar is visible for Actor or Enemy
    if @battler.is_a?(Game_Enemy)
    self.visible = Bar_Config::ENEMY_SP_USED
    elsif @battler.is_a?(Game_Actor)
    self.visible = Bar_Config::ACTOR_SP_USED
    end
    # Set bar placement
    self.x = @battler.screen_x
    self.y = @battler.screen_y + self.bitmap.height
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height
    # Call method to draw bars
    draw_bars
    update
    end
    #--------------------------------------------------------------------------
    # * Method that draws the bars
    #--------------------------------------------------------------------------
    def draw_bars
    # Clear previous bars if any
    self.bitmap.clear
    # Use formula to get length ratio to SP
    length = Bar_Config::LENGTH * @battler_sp / @battler.maxsp
    # Specify bar & border
    bar_border = Rect.new(0, 0, Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
    bar = Rect.new(1, 1, length, Bar_Config::WIDTH - 2)
    # Draw the bar with border
    self.bitmap.fill_rect(bar_border, Bar_Config::BLACK)
    self.bitmap.fill_rect(bar, get_color)
    end
    #--------------------------------------------------------------------------
    # * Determine the appropriate color based on battler's SP
    #--------------------------------------------------------------------------
    def get_color
    # Variables
    full = @battler.maxsp
    half = @battler.maxsp / 2
    quarter = @battler.maxsp / 4
    # Change bar color depending on amount SP
    case @battler.sp
    when full
    color = Bar_Config::GREEN # Green when full
    when half...full
    color = Bar_Config::INDIGO # Indigo when above half
    when quarter...half
    color = Bar_Config::VIOLET # Violet when below half
    when 0...quarter
    color = Bar_Config::RED # Red when below quarter
    end 
    # Return the appropriate color
    return color
    end
    #--------------------------------------------------------------------------
    # * Process when battler uses skills
    #--------------------------------------------------------------------------
    def skill_use(magic_used)
    # Add new magic_used to accumulitive magic_used
    @accu_magic += magic_used
    # Counter will be how many times the bars will be refreshed
    # for the 'fill' effect.
    @counter = Bar_Config::CURRENT_SPEED
    # Rate is how many points will be altered for every refresh
    @rate = @accu_magic / @counter
    end
    #--------------------------------------------------------------------------
    # * Refresh Method
    #--------------------------------------------------------------------------
    def refresh
    # Do only while @battler is not equal to nothing
    unless @battler == nil
    # Do only if @counter isn't equal to 0
    unless @counter == 0
    # Minus variables by rate amount of rate
    @accu_magic -= @rate
    @battler_sp -= @rate
    # Check for recovering SP over the bar amount. If so, fix amount
    if @battler_sp > @battler.maxsp
    @battler_sp = @battler.maxsp
    end
    end
    # Call method to draw bars
    draw_bars
    end
    end
    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
    unless self.bitmap == nil
    self.bitmap.dispose
    end
    super
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    super
    # Clear if Battler is nil
    if @battler.nil?
    self.bitmap.clear unless self.bitmap.nil?
    return
    end
    # If @counter is greater than zero, decrement @counter and refresh bars
    if @counter > 0
    # If counter is on last iteration
    if @counter == 1
    # Adjust variables in case of floating point number in-accuracy
    @battler_sp = @battler.sp
    @accu_magic = 0
    end
    @counter -= 1
    refresh
    end
    end
    end
    
    #==============================================================================
    # ** Sprite_Battler
    #==============================================================================
    
    class Sprite_Battler
    #--------------------------------------------------------------------------
    # * Alias Methods
    #--------------------------------------------------------------------------
    alias_method :bar_initialize_init, :initialize
    alias_method :bar_dispose_dispose, :dispose
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(viewport, battler = nil)
    # Original Initialization
    bar_initialize_init(viewport, battler)
    # Create bar sprites
    @hp_bar = Sprite_HP_Bar.new(viewport, @battler)
    @sp_bar = Sprite_SP_Bar.new(viewport, @battler)
    end
    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
    # Original Method
    bar_dispose_dispose
    # Dispose Battler Bars
    @hp_bar.dispose
    @sp_bar.dispose
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    super
    # If the HP bar sprite doesn't have a battler, assign one to it
    if @battler != nil && @hp_bar.battler == nil
    @hp_bar.battler = @battler
    @hp_bar.setup
    end
    # If the SP bar sprite doesn't have a battler, assign one to it
    if @battler != nil && @sp_bar.battler == nil
    @sp_bar.battler = @battler
    @sp_bar.setup
    end
    # If battler is changed, notify the bar sprites
    if @battler != @hp_bar.battler
    @hp_bar.battler = @battler
    @sp_bar.battler = @battler
    @hp_bar.setup
    @sp_bar.setup
    end
    @hp_bar.update
    @sp_bar.update
    # If battler is nil
    if @battler == nil
    self.bitmap = nil
    loop_animation(nil)
    return
    end
    # If file name or hue are different than current ones
    if @battler.battler_name != @battler_name or
    @battler.battler_hue != @battler_hue
    # Get and set bitmap
    @battler_name = @battler.battler_name
    @battler_hue = @battler.battler_hue
    self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
    @width = bitmap.width
    @height = bitmap.height
    self.ox = @width / 2
    self.oy = @height
    # Change opacity level to 0 when dead or hidden
    if @battler.dead? or @battler.hidden
    self.opacity = 0
    end
    end
    # If animation ID is different than current one
    if @battler.damage == nil and
    @battler.state_animation_id != @state_animation_id
    @state_animation_id = @battler.state_animation_id
    loop_animation($data_animations[@state_animation_id])
    end
    # If actor which should be displayed
    if @battler.is_a?(Game_Actor) and @battler_visible
    # Bring opacity level down a bit when not in main phase
    if $game_temp.battle_main_phase
    self.opacity += 3 if self.opacity < 255
    else
    self.opacity -= 3 if self.opacity > 207
    end
    end
    # Blink
    if @battler.blink
    blink_on
    else
    blink_off
    end
    # If invisible
    unless @battler_visible
    # Appear
    if not @battler.hidden and not @battler.dead? and
    (@battler.damage == nil or @battler.damage_pop)
    appear
    @hp_bar.appear
    @battler_visible = true
    end
    end
    # If visible
    if @battler_visible
    # Escape
    if @battler.hidden
    $game_system.se_play($data_system.escape_se)
    escape
    @battler_visible = false
    end
    # White flash
    if @battler.white_flash
    whiten
    @battler.white_flash = false
    end
    # Animation
    if @battler.animation_id != 0
    animation = $data_animations[@battler.animation_id]
    #@hp_bar.duration = animation.frame_max
    animation(animation, @battler.animation_hit)
    @battler.animation_id = 0
    end
    # Damage
    if @battler.damage_pop
    damage(@battler.damage, @battler.critical)
    @hp_bar.damage_dealing(@battler.damage)
    @battler.damage = nil
    @battler.critical = false
    @battler.damage_pop = false
    end
    # Using Skill
    if @battler.magic_casting
    @sp_bar.skill_use(@battler.sp_used)
    @battler.sp_used = nil
    @battler.magic_casting = false
    end
    # Collapse
    if @battler.damage == nil and @battler.dead?
    if @battler.is_a?(Game_Enemy)
    $game_system.se_play($data_system.enemy_collapse_se)
    else
    $game_system.se_play($data_system.actor_collapse_se)
    end
    collapse
    @hp_bar.battler = nil
    @hp_bar.collapse
    @sp_bar.collapse
    @battler_visible = false
    end
    end
    # Set sprite coordinates
    self.x = @battler.screen_x
    self.y = @battler.screen_y
    self.z = @battler.screen_z
    end
    end
    
    #==============================================================================
    # ** Game_Battler
    #==============================================================================
    
    class Game_Battler
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :magic_casting # sp bar update flag
    attr_accessor :sp_used # skill points used
    #--------------------------------------------------------------------------
    # * Alias
    #--------------------------------------------------------------------------
    alias bar_initialize_init initialize
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
    # Added variables
    @magic_casting = false
    @sp_used = nil
    # Original method execution
    bar_initialize_init
    end
    end
    
    #==============================================================================
    # ** Scene_Battle
    #==============================================================================
    
    class Scene_Battle
    #--------------------------------------------------------------------------
    # * Make Skill Action Results
    #--------------------------------------------------------------------------
    def make_skill_action_result
    # Get skill
    @skill = $data_skills[@active_battler.current_action.skill_id]
    # If not a forcing action
    unless @active_battler.current_action.forcing
    # If unable to use due to SP running out
    unless @active_battler.skill_can_use?(@skill.id)
    # Clear battler being forced into action
    $game_temp.forcing_battler = nil
    # Shift to step 1
    @phase4_step = 1
    return
    end
    end
    # Use up SP
    @active_battler.sp -= @skill.sp_cost
    # Set amount used for use with sp bar
    @active_battler.sp_used = @skill.sp_cost
    # Refresh status window
    @status_window.refresh
    # Show skill name on help window
    @help_window.set_text(@skill.name, 1)
    # Set animation ID
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    # Set command event ID
    @common_event_id = @skill.common_event_id
    # Set target battlers
    set_target_battlers(@skill.scope)
    # Apply skill effect
    for target in @target_battlers
    target.skill_effect(@active_battler, @skill)
    end
    end
    #--------------------------------------------------------------------------
    # * Frame Update (main phase step 3 : animation for action performer)
    #--------------------------------------------------------------------------
    def update_phase4_step3
    # Animation for action performer (if ID is 0, then white flash)
    if @animation1_id == 0
    @active_battler.white_flash = true
    else
    @active_battler.animation_id = @animation1_id
    @active_battler.animation_hit = true
    end
    # Set flag to update sp bar sprite
    if @active_battler.sp_used != nil
    @active_battler.magic_casting = true
    end
    # Shift to step 4
    @phase4_step = 4
    end
    end
    Eigentlich dachte ich, es gehe so:

    if $game_switches[100] = true
    [hier Code]
    end

    Klappt aber nicht.

  9. #29
    In der Hinsicht sind Programmiersprachen etwas fies: $game_switches[100] = true testet nicht, ob der Switch an ist, sondern setzt ihn auf true. Um auf Gleichheit zu testen, muss ein Doppel-Gleichheitszeichen benutzt werden, also:

    if $game_switches[100] == true

  10. #30
    @ Kelven
    Ah, danke. Das ist wirklich eine etwas eigene Ausdrucksweise.

    Ich scheine aber noch wesentlich mehr nicht zu beachten. Wenn ich das Script mit dieser if-Klammer versehe, bricht der RPG Maker XP direkt mit der Meldung eines "NoMethodError" ab. Vermutlich fehlen Vordefinitionen in einer wie auch immer gearteten Kopfzeile. Ist doch alles komplizierter als gedacht. Entweder lese ich mich da vertiefend ein oder ich handhabe auch diese Makerversion im ursprünglichen Sinne und nutze nur die Möglichkeiten, die keine echten Programmierkenntnisse verlangen. Auch in der Form bietet der XP-Maker durchaus noch seine spezifischen Vorzüge.

  11. #31
    Vielleicht hast du die Abfrage an der falschen Stelle eingesetzt. Eine (wenig elegante) Lösung wäre vielleicht, nur das Anzeigen der Balken auszuklammern.

    Code:
    def draw_bars
       # Clear previous bars if any
       self.bitmap.clear
       if $game_switches[100] == true
         # Use formula to get length ratio to health
         length = Bar_Config::LENGTH * @battler_hp / @battler.maxhp
         # Specify bar & border
         bar_border = Rect.new(0, 0, Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
         bar = Rect.new(1, 1, length, Bar_Config::WIDTH - 2)
         # Draw the bar with border
         self.bitmap.fill_rect(bar_border, Bar_Config::BLACK)
         self.bitmap.fill_rect(bar, get_color)
      end
    end

  12. #32
    @Kelven & realTroll:
    Damit löst du lediglich die eine draw_bars-Funktionen die es gibt. Witzigerweise sind zwei verbaut (einmal HP und einmal SP), was aber nicht viel mehr aufwand ist sogesehen. Ich hätte es allgemein eher so gelöst:

    Code:
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    # Enemy/Actor HP & SP Bars +
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    # By: El Conducter +
    # Updated: January/08/08 +
    # Version: 4.0 +
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    #
    # Update History: 
    # Version 1.0 - Displays enemy & actor HP & SP bars in battle.
    #
    # Version 2.0 - Made the enemy HP bars more centered aligned with the
    # enemy. Actor bars now also show in menu screen.
    #
    # Version 3.0 - Module added to change bar lengths easier.
    #
    # Version 4.0 - System Rebuilt, new look for bars, new scrolling ability,
    # more customizable features, bars on menu screen is lost,
    # SDK compatible
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # What it Does:
    # See enemy and actor HP/SP bars during battle.
    #
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # How it Works: 
    #
    # This version of the script works similar to the previous versions,
    # however it runs a lot differently. Rather than the invisible window
    # to display the bars as in previous versions, sub-sprites are used
    # instead. The same effects can be achieved this way with more efficeincy
    # and less code. New fetures can be taken advantage of through this new
    # system like the ability for visual filling and depletion of bars.
    # Though not built directly for the SDK, this script will work with or
    # without it.
    # 
    # Lengths and settings for the bars are stored in module Bar_Config.
    #
    # New and altered scripts are:
    #
    # - module Bar_Length
    # - Sprite_HP_Bar
    # - Sprite_SP_Bar
    # - Sprite_Battler
    # - Game_Battler
    # - Scene_Battle
    #
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # How to Use This Script:
    # Just copy it and paste it above Main. If using the SDK, paste below SDK
    # and above Main.
    #
    # To change the bar lengths and other settings go to module Bar_Config
    # and change the values there.
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # Comments:
    # I hope my script is easy for you to use and modify. Study this script
    # to learn the ways of RGSS and join the ranks of those known as 'Scripters'. 
    #----------------------------------------------------------------------------
    
    
    
    #==============================================================================
    # ** Module Bar_Config
    #------------------------------------------------------------------------------
    # Contains various configurations for bars. The lengths, colors, and speeds
    # are assigned to constants that will be referenced later in the script.
    #==============================================================================
    
    module Bar_Config
    # CONSTANTS
    
    # Bar Size
    LENGTH = 75
    WIDTH = 8
    
    # Bar Colors
    # Full bar color
    GREEN = Color.new(50, 200, 50, 255)
    # Bar low color
    RED = Color.new(200, 50, 50, 255)
    # Colors for HP Bar
    YELLOW = Color.new(200, 200, 0, 255)
    ORANGE = Color.new(220, 150, 0, 255)
    # Colors for SP Bar
    INDIGO = Color.new(50, 50, 200, 255)
    VIOLET = Color.new(120, 50, 180, 255)
    # Color for bar border
    BLACK = Color.new(0, 0, 0, 255)
    
    # Bar fill & decrease speed
    FASTEST = 10
    FAST = Graphics.frame_rate / 2
    MEDUIM = Graphics.frame_rate
    SLOW = Graphics.frame_rate * 2
    SLOWEST = 100
    # Set this to the above desired speed
    CURRENT_SPEED = FAST
    
    # Visibility for bars. Set which bars you want visible for battle.
    ACTOR_HP_USED = false
    ACTOR_SP_USED = false
    ENEMY_HP_USED = true
    ENEMY_SP_USED = false
    end
    
    #==============================================================================
    # ** Sprite_HP_Bar
    #------------------------------------------------------------------------------
    # This sprite is used to display the HP_Bar for the battler. It inherits form
    # RPG::Sprite. 
    #==============================================================================
    
    class Sprite_HP_Bar < RPG::Sprite
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :battler
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(viewport, battler)
    super(viewport)
    # Assign battler and variables used in drawing bar
    @battler = battler
    @battler_hp = 0
    @accu_damages = 0
    @counter = 0
    # Only call setup method if @battler is not equal to nothing
    if @battler != nil
    setup
    end
    end
    #--------------------------------------------------------------------------
    # * Setup: this prepares the bitmap
    #--------------------------------------------------------------------------
    def setup
    @battler_hp = @battler.hp
    self.bitmap = Bitmap.new(Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
    # Determine if bar is visible for Actor or Enemy
    if @battler.is_a?(Game_Enemy)
    self.visible = Bar_Config::ENEMY_HP_USED
    elsif @battler.is_a?(Game_Actor)
    self.visible = Bar_Config::ACTOR_HP_USED
    end
    # Set bar placement
    self.x = @battler.screen_x
    self.y = @battler.screen_y + 10
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height
    # Call method to draw bars
    draw_bars if $game_switches[100]
    update
    end
    #--------------------------------------------------------------------------
    # * Method that draws the bars
    #--------------------------------------------------------------------------
    def draw_bars
    # Clear previous bars if any
    self.bitmap.clear
    # Use formula to get length ratio to health
    length = Bar_Config::LENGTH * @battler_hp / @battler.maxhp
    # Specify bar & border
    bar_border = Rect.new(0, 0, Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
    bar = Rect.new(1, 1, length, Bar_Config::WIDTH - 2)
    # Draw the bar with border
    self.bitmap.fill_rect(bar_border, Bar_Config::BLACK)
    self.bitmap.fill_rect(bar, get_color)
    end
    #--------------------------------------------------------------------------
    # * Determine the appropriate color based on battler's health
    #--------------------------------------------------------------------------
    def get_color
    # Variables
    full = @battler.maxhp
    half = @battler.maxhp / 2
    quarter = @battler.maxhp / 4
    # Change bar color depending on amount HP
    case @battler.hp
    when full
    color = Bar_Config::GREEN # Green when full
    when half...full
    color = Bar_Config::YELLOW # Yellow when above half
    when quarter...half
    color = Bar_Config::ORANGE # Orange when below half
    when 0...quarter
    color = Bar_Config::RED # Red when below quarter
    end 
    # Return the appropriate color
    return color
    end
    #--------------------------------------------------------------------------
    # * Process when battler receives damage
    #--------------------------------------------------------------------------
    def damage_dealing(damages)
    # Don't do process if damage is a String "Miss"
    unless damages.is_a?(String)
    # Add new damage to accumulitive damages
    @accu_damages += damages
    # Counter will be how many times the bars will be refreshed
    # for the 'fill' effect.
    @counter = Bar_Config::CURRENT_SPEED
    # Rate is how many points will be altered for every refresh
    @rate = @accu_damages / @counter
    end
    end
    #--------------------------------------------------------------------------
    # * Refresh Method
    #--------------------------------------------------------------------------
    def refresh
    # Do only while @battler is not equal to nothing
    unless @battler == nil
    # Do only if @counter isn't equal to 0
    unless @counter == 0
    # Minus variables by rate amount of rate
    @accu_damages -= @rate
    @battler_hp -= @rate
    # Check for healing over the bar amount. If so, fix amount
    if @battler_hp > @battler.maxhp
    @battler_hp = @battler.maxhp
    end
    end
    # Call method to draw bars
    draw_bars if $game_switches[100]
    end
    end
    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
    unless self.bitmap == nil
    self.bitmap.dispose
    end
    super
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    super
    # Clear if Battler is nil
    if @battler.nil?
    self.bitmap.clear unless self.bitmap.nil?
    return
    end
    # If @counter is greater than zero, decrement @counter and refresh bars
    if @counter > 0
    # If counter is on last iteration
    if @counter == 1
    # Adjust variables in case of floating point number in-accuracy
    @battler_hp = @battler.hp
    @accu_damages = 0
    end
    @counter -= 1
    refresh
    end
    end
    end
    
    #==============================================================================
    # ** Sprite_SP_Bar
    #------------------------------------------------------------------------------
    # This sprite is used to display the SP Bar for the battler. It inherits form
    # RPG::Sprite. 
    #==============================================================================
    
    class Sprite_SP_Bar < RPG::Sprite
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :battler
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(viewport, battler)
    super(viewport)
    # Assign battler and variables used in drawing bar
    @battler = battler
    @battler_sp = 0
    @accu_magic = 0
    @counter = 0
    # Only call setup method if @battler is not equal to nothing
    if @battler != nil
    setup
    end
    end
    #--------------------------------------------------------------------------
    # * Setup: this prepares the bitmap
    #--------------------------------------------------------------------------
    def setup
    @battler_sp = @battler.sp
    self.bitmap = Bitmap.new(Bar_Config::LENGTH + 2, 9)
    # Determine if bar is visible for Actor or Enemy
    if @battler.is_a?(Game_Enemy)
    self.visible = Bar_Config::ENEMY_SP_USED
    elsif @battler.is_a?(Game_Actor)
    self.visible = Bar_Config::ACTOR_SP_USED
    end
    # Set bar placement
    self.x = @battler.screen_x
    self.y = @battler.screen_y + self.bitmap.height
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height
    # Call method to draw bars
    draw_bars if $game_switches[100]
    update
    end
    #--------------------------------------------------------------------------
    # * Method that draws the bars
    #--------------------------------------------------------------------------
    def draw_bars
    # Clear previous bars if any
    self.bitmap.clear
    # Use formula to get length ratio to SP
    length = Bar_Config::LENGTH * @battler_sp / @battler.maxsp
    # Specify bar & border
    bar_border = Rect.new(0, 0, Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
    bar = Rect.new(1, 1, length, Bar_Config::WIDTH - 2)
    # Draw the bar with border
    self.bitmap.fill_rect(bar_border, Bar_Config::BLACK)
    self.bitmap.fill_rect(bar, get_color)
    end
    #--------------------------------------------------------------------------
    # * Determine the appropriate color based on battler's SP
    #--------------------------------------------------------------------------
    def get_color
    # Variables
    full = @battler.maxsp
    half = @battler.maxsp / 2
    quarter = @battler.maxsp / 4
    # Change bar color depending on amount SP
    case @battler.sp
    when full
    color = Bar_Config::GREEN # Green when full
    when half...full
    color = Bar_Config::INDIGO # Indigo when above half
    when quarter...half
    color = Bar_Config::VIOLET # Violet when below half
    when 0...quarter
    color = Bar_Config::RED # Red when below quarter
    end 
    # Return the appropriate color
    return color
    end
    #--------------------------------------------------------------------------
    # * Process when battler uses skills
    #--------------------------------------------------------------------------
    def skill_use(magic_used)
    # Add new magic_used to accumulitive magic_used
    @accu_magic += magic_used
    # Counter will be how many times the bars will be refreshed
    # for the 'fill' effect.
    @counter = Bar_Config::CURRENT_SPEED
    # Rate is how many points will be altered for every refresh
    @rate = @accu_magic / @counter
    end
    #--------------------------------------------------------------------------
    # * Refresh Method
    #--------------------------------------------------------------------------
    def refresh
    # Do only while @battler is not equal to nothing
    unless @battler == nil
    # Do only if @counter isn't equal to 0
    unless @counter == 0
    # Minus variables by rate amount of rate
    @accu_magic -= @rate
    @battler_sp -= @rate
    # Check for recovering SP over the bar amount. If so, fix amount
    if @battler_sp > @battler.maxsp
    @battler_sp = @battler.maxsp
    end
    end
    # Call method to draw bars
    draw_bars if $game_switches[100]
    end
    end
    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
    unless self.bitmap == nil
    self.bitmap.dispose
    end
    super
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    super
    # Clear if Battler is nil
    if @battler.nil?
    self.bitmap.clear unless self.bitmap.nil?
    return
    end
    # If @counter is greater than zero, decrement @counter and refresh bars
    if @counter > 0
    # If counter is on last iteration
    if @counter == 1
    # Adjust variables in case of floating point number in-accuracy
    @battler_sp = @battler.sp
    @accu_magic = 0
    end
    @counter -= 1
    refresh
    end
    end
    end
    
    #==============================================================================
    # ** Sprite_Battler
    #==============================================================================
    
    class Sprite_Battler
    #--------------------------------------------------------------------------
    # * Alias Methods
    #--------------------------------------------------------------------------
    alias_method :bar_initialize_init, :initialize
    alias_method :bar_dispose_dispose, :dispose
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(viewport, battler = nil)
    # Original Initialization
    bar_initialize_init(viewport, battler)
    # Create bar sprites
    @hp_bar = Sprite_HP_Bar.new(viewport, @battler)
    @sp_bar = Sprite_SP_Bar.new(viewport, @battler)
    end
    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
    # Original Method
    bar_dispose_dispose
    # Dispose Battler Bars
    @hp_bar.dispose
    @sp_bar.dispose
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    super
    # If the HP bar sprite doesn't have a battler, assign one to it
    if @battler != nil && @hp_bar.battler == nil
    @hp_bar.battler = @battler
    @hp_bar.setup
    end
    # If the SP bar sprite doesn't have a battler, assign one to it
    if @battler != nil && @sp_bar.battler == nil
    @sp_bar.battler = @battler
    @sp_bar.setup
    end
    # If battler is changed, notify the bar sprites
    if @battler != @hp_bar.battler
    @hp_bar.battler = @battler
    @sp_bar.battler = @battler
    @hp_bar.setup
    @sp_bar.setup
    end
    @hp_bar.update
    @sp_bar.update
    # If battler is nil
    if @battler == nil
    self.bitmap = nil
    loop_animation(nil)
    return
    end
    # If file name or hue are different than current ones
    if @battler.battler_name != @battler_name or
    @battler.battler_hue != @battler_hue
    # Get and set bitmap
    @battler_name = @battler.battler_name
    @battler_hue = @battler.battler_hue
    self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
    @width = bitmap.width
    @height = bitmap.height
    self.ox = @width / 2
    self.oy = @height
    # Change opacity level to 0 when dead or hidden
    if @battler.dead? or @battler.hidden
    self.opacity = 0
    end
    end
    # If animation ID is different than current one
    if @battler.damage == nil and
    @battler.state_animation_id != @state_animation_id
    @state_animation_id = @battler.state_animation_id
    loop_animation($data_animations[@state_animation_id])
    end
    # If actor which should be displayed
    if @battler.is_a?(Game_Actor) and @battler_visible
    # Bring opacity level down a bit when not in main phase
    if $game_temp.battle_main_phase
    self.opacity += 3 if self.opacity < 255
    else
    self.opacity -= 3 if self.opacity > 207
    end
    end
    # Blink
    if @battler.blink
    blink_on
    else
    blink_off
    end
    # If invisible
    unless @battler_visible
    # Appear
    if not @battler.hidden and not @battler.dead? and
    (@battler.damage == nil or @battler.damage_pop)
    appear
    @hp_bar.appear
    @battler_visible = true
    end
    end
    # If visible
    if @battler_visible
    # Escape
    if @battler.hidden
    $game_system.se_play($data_system.escape_se)
    escape
    @battler_visible = false
    end
    # White flash
    if @battler.white_flash
    whiten
    @battler.white_flash = false
    end
    # Animation
    if @battler.animation_id != 0
    animation = $data_animations[@battler.animation_id]
    #@hp_bar.duration = animation.frame_max
    animation(animation, @battler.animation_hit)
    @battler.animation_id = 0
    end
    # Damage
    if @battler.damage_pop
    damage(@battler.damage, @battler.critical)
    @hp_bar.damage_dealing(@battler.damage)
    @battler.damage = nil
    @battler.critical = false
    @battler.damage_pop = false
    end
    # Using Skill
    if @battler.magic_casting
    @sp_bar.skill_use(@battler.sp_used)
    @battler.sp_used = nil
    @battler.magic_casting = false
    end
    # Collapse
    if @battler.damage == nil and @battler.dead?
    if @battler.is_a?(Game_Enemy)
    $game_system.se_play($data_system.enemy_collapse_se)
    else
    $game_system.se_play($data_system.actor_collapse_se)
    end
    collapse
    @hp_bar.battler = nil
    @hp_bar.collapse
    @sp_bar.collapse
    @battler_visible = false
    end
    end
    # Set sprite coordinates
    self.x = @battler.screen_x
    self.y = @battler.screen_y
    self.z = @battler.screen_z
    end
    end
    
    #==============================================================================
    # ** Game_Battler
    #==============================================================================
    
    class Game_Battler
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :magic_casting # sp bar update flag
    attr_accessor :sp_used # skill points used
    #--------------------------------------------------------------------------
    # * Alias
    #--------------------------------------------------------------------------
    alias bar_initialize_init initialize
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
    # Added variables
    @magic_casting = false
    @sp_used = nil
    # Original method execution
    bar_initialize_init
    end
    end
    
    #==============================================================================
    # ** Scene_Battle
    #==============================================================================
    
    class Scene_Battle
    #--------------------------------------------------------------------------
    # * Make Skill Action Results
    #--------------------------------------------------------------------------
    def make_skill_action_result
    # Get skill
    @skill = $data_skills[@active_battler.current_action.skill_id]
    # If not a forcing action
    unless @active_battler.current_action.forcing
    # If unable to use due to SP running out
    unless @active_battler.skill_can_use?(@skill.id)
    # Clear battler being forced into action
    $game_temp.forcing_battler = nil
    # Shift to step 1
    @phase4_step = 1
    return
    end
    end
    # Use up SP
    @active_battler.sp -= @skill.sp_cost
    # Set amount used for use with sp bar
    @active_battler.sp_used = @skill.sp_cost
    # Refresh status window
    @status_window.refresh
    # Show skill name on help window
    @help_window.set_text(@skill.name, 1)
    # Set animation ID
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    # Set command event ID
    @common_event_id = @skill.common_event_id
    # Set target battlers
    set_target_battlers(@skill.scope)
    # Apply skill effect
    for target in @target_battlers
    target.skill_effect(@active_battler, @skill)
    end
    end
    #--------------------------------------------------------------------------
    # * Frame Update (main phase step 3 : animation for action performer)
    #--------------------------------------------------------------------------
    def update_phase4_step3
    # Animation for action performer (if ID is 0, then white flash)
    if @animation1_id == 0
    @active_battler.white_flash = true
    else
    @active_battler.animation_id = @animation1_id
    @active_battler.animation_hit = true
    end
    # Set flag to update sp bar sprite
    if @active_battler.sp_used != nil
    @active_battler.magic_casting = true
    end
    # Shift to step 4
    @phase4_step = 4
    end
    end
    Da ein Switch lediglich nur true/false haben kann als Wert (ist seine einzige Gültigkeit, nicht so wie bei Variablen, dass diese auch Strings haben können), reicht lediglich folgendes für die Abfrage:

    Code:
    if $game_switches[100]
    Die Abfrage verlangt ja lediglich nur, ob das Ergebnis true ist. Es kommt nun aufs selbe raus, ob wir direkt hier true als Ergebnis erhalten, oder es zuerst mit true abgleichen (:
    Für die False-Abfrage (also ob ein Switch False ist) reicht es lediglich folgendes zu machen:

    Code:
    if !$game_switches[id]
    Das Rufezeichen invertiert die Aussage, was bedeutet: Ist der Switch auf true gesetzt, gibt dies nun ein False zurück und der Inhalt der Abfrage wird übersprungen. Bei False wäre
    nun genau das umgekehrte der Fall und würde aus dem False ein true machen (:


    Aber um kurz auf meine Änderung im Script einzugehen, also was ich geändert habe ist folgendes:
    Es wird ja in der setup-Methode das draw_bars aufgerufen. Ich hab lediglich nur eine Abfrage eingefügt (draw_bars if $game_switches[100]). Diese Abfrage bedeutet soviel wie:
    Code:
    if $game_switches[100]
      draw_bars
    end
    in kurz (:
    Ist sehr zu empfehlen, wenn man mal einzelne Zeilen so verstecken will.


    Bei deiner Fehlermeldung realTroll hast du wohl das gesamte Script in die Abfrage gepackt (vermute ich zumindest mal). Der Maker geht beim Playtest einmal die gesamte Scriptlist durch und schaut mal kurz durch, ob Fehler auftreten und initialisiert nur einen minimalen Anteil an den benötigten Daten (Game_System grundsätzlich) und startet danach erst die Scene_Title. Das führt dazu, dass in diesem Fehlerdurchlauf geschaut wird, ob ein End oder ähnliches vergessen wurde. Da die $game_switches noch nicht erstellt wurden, geht das System davon aus, dass hier ein Fehler in der Syntax ist und wirft deswegen den NoMethodError aus (:
    Die Variable $game_switches wird nämlich erst im Scene_Title initialisiert, bzw. beim Start dessen (:

    lg flipy

  13. #33
    Danke für die Hilfe. Ganz klappt es noch nicht. In eurer Variante werden die Lebensbalken der Gegner nunmehr erst erstellt, wenn der Feind getroffen wurde, anstatt von Anfang an angezeigt zu werden.
    Und vielen Dank für die Erklärung, in welcher Reihenfolge der Maker die Scripte initiiert. Dadurch hat sich ein kryptisches Mirakel in einen rationalen Umstand verwandelt.

  14. #34
    Du schaltest den Switch erst im Kampf ein, oder? Ich hab das Script mal getestet. Wenn der Switch vor dem Kampf eingeschaltet wird, dann sieht man die Balken sofort, schaltet man den Switch aber erst im Kampf ein, dann sieht man die Balken erst nach einem Treffer. Da bin ich auf die Schnelle überfragt, wie man das Problem am besten löst.

  15. #35
    Ich würde es so lösen:

    Code:
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    # Enemy/Actor HP & SP Bars +
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    # By: El Conducter +
    # Updated: January/08/08 +
    # Version: 4.0 +
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    #
    # Update History: 
    # Version 1.0 - Displays enemy & actor HP & SP bars in battle.
    #
    # Version 2.0 - Made the enemy HP bars more centered aligned with the
    # enemy. Actor bars now also show in menu screen.
    #
    # Version 3.0 - Module added to change bar lengths easier.
    #
    # Version 4.0 - System Rebuilt, new look for bars, new scrolling ability,
    # more customizable features, bars on menu screen is lost,
    # SDK compatible
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # What it Does:
    # See enemy and actor HP/SP bars during battle.
    #
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # How it Works: 
    #
    # This version of the script works similar to the previous versions,
    # however it runs a lot differently. Rather than the invisible window
    # to display the bars as in previous versions, sub-sprites are used
    # instead. The same effects can be achieved this way with more efficeincy
    # and less code. New fetures can be taken advantage of through this new
    # system like the ability for visual filling and depletion of bars.
    # Though not built directly for the SDK, this script will work with or
    # without it.
    # 
    # Lengths and settings for the bars are stored in module Bar_Config.
    #
    # New and altered scripts are:
    #
    # - module Bar_Length
    # - Sprite_HP_Bar
    # - Sprite_SP_Bar
    # - Sprite_Battler
    # - Game_Battler
    # - Scene_Battle
    #
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # How to Use This Script:
    # Just copy it and paste it above Main. If using the SDK, paste below SDK
    # and above Main.
    #
    # To change the bar lengths and other settings go to module Bar_Config
    # and change the values there.
    #----------------------------------------------------------------------------
    
    #----------------------------------------------------------------------------
    # Comments:
    # I hope my script is easy for you to use and modify. Study this script
    # to learn the ways of RGSS and join the ranks of those known as 'Scripters'. 
    #----------------------------------------------------------------------------
    
    
    
    #==============================================================================
    # ** Module Bar_Config
    #------------------------------------------------------------------------------
    # Contains various configurations for bars. The lengths, colors, and speeds
    # are assigned to constants that will be referenced later in the script.
    #==============================================================================
    
    module Bar_Config
      # CONSTANTS
      
      # Bar Size
      LENGTH = 75
      WIDTH = 8
      
      # Bar Colors
      # Full bar color
      GREEN = Color.new(50, 200, 50, 255)
      # Bar low color
      RED = Color.new(200, 50, 50, 255)
      # Colors for HP Bar
      YELLOW = Color.new(200, 200, 0, 255)
      ORANGE = Color.new(220, 150, 0, 255)
      # Colors for SP Bar
      INDIGO = Color.new(50, 50, 200, 255)
      VIOLET = Color.new(120, 50, 180, 255)
      # Color for bar border
      BLACK = Color.new(0, 0, 0, 255)
      
      # Bar fill & decrease speed
      FASTEST = 10
      FAST = Graphics.frame_rate / 2
      MEDUIM = Graphics.frame_rate
      SLOW = Graphics.frame_rate * 2
      SLOWEST = 100
      # Set this to the above desired speed
      CURRENT_SPEED = FAST
      
      # Visibility for bars. Set which bars you want visible for battle.
      ACTOR_HP_USED = false
      ACTOR_SP_USED = false
      ENEMY_HP_USED = true
      ENEMY_SP_USED = false
    end
    
    #==============================================================================
    # ** Sprite_HP_Bar
    #------------------------------------------------------------------------------
    # This sprite is used to display the HP_Bar for the battler. It inherits form
    # RPG::Sprite. 
    #==============================================================================
    
    class Sprite_HP_Bar < RPG::Sprite
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :battler
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(viewport, battler)
        super(viewport)
        # Assign battler and variables used in drawing bar
        @battler = battler
        @battler_hp = 0
        @accu_damages = 0
        @counter = 0
        # Only call setup method if @battler is not equal to nothing
        if @battler != nil
          setup
        end
      end
      #--------------------------------------------------------------------------
      # * Setup: this prepares the bitmap
      #--------------------------------------------------------------------------
      def setup
        @battler_hp = @battler.hp
        self.bitmap = Bitmap.new(Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
        # Determine if bar is visible for Actor or Enemy
        if @battler.is_a?(Game_Enemy)
          self.visible = Bar_Config::ENEMY_HP_USED
        elsif @battler.is_a?(Game_Actor)
          self.visible = Bar_Config::ACTOR_HP_USED
        end
        # Set bar placement
        self.x = @battler.screen_x
        self.y = @battler.screen_y + 10
        self.ox = self.bitmap.width / 2
        self.oy = self.bitmap.height
        # Call method to draw bars
        draw_bars
        update
      end
      #--------------------------------------------------------------------------
      # * Method that draws the bars
      #--------------------------------------------------------------------------
      def draw_bars
        # Clear previous bars if any
        self.bitmap.clear
        # Use formula to get length ratio to health
        length = Bar_Config::LENGTH * @battler_hp / @battler.maxhp
        # Specify bar & border
        bar_border = Rect.new(0, 0, Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
        bar = Rect.new(1, 1, length, Bar_Config::WIDTH - 2)
        # Draw the bar with border
        self.bitmap.fill_rect(bar_border, Bar_Config::BLACK)
        self.bitmap.fill_rect(bar, get_color)
      end
      #--------------------------------------------------------------------------
      # * Determine the appropriate color based on battler's health
      #--------------------------------------------------------------------------
      def get_color
        # Variables
        full = @battler.maxhp
        half = @battler.maxhp / 2
        quarter = @battler.maxhp / 4
        # Change bar color depending on amount HP
        case @battler.hp
        when full
          color = Bar_Config::GREEN # Green when full
        when half...full
          color = Bar_Config::YELLOW # Yellow when above half
        when quarter...half
          color = Bar_Config::ORANGE # Orange when below half
        when 0...quarter
          color = Bar_Config::RED # Red when below quarter
        end 
        # Return the appropriate color
        return color
      end
      #--------------------------------------------------------------------------
      # * Process when battler receives damage
      #--------------------------------------------------------------------------
      def damage_dealing(damages)
        # Don't do process if damage is a String "Miss"
        unless damages.is_a?(String)
          # Add new damage to accumulitive damages
          @accu_damages += damages
          # Counter will be how many times the bars will be refreshed
          # for the 'fill' effect.
          @counter = Bar_Config::CURRENT_SPEED
          # Rate is how many points will be altered for every refresh
          @rate = @accu_damages / @counter
        end
      end
      #--------------------------------------------------------------------------
      # * Refresh Method
      #--------------------------------------------------------------------------
      def refresh
        # Do only while @battler is not equal to nothing
        unless @battler == nil
          # Do only if @counter isn't equal to 0
          unless @counter == 0
            # Minus variables by rate amount of rate
            @accu_damages -= @rate
            @battler_hp -= @rate
            # Check for healing over the bar amount. If so, fix amount
            if @battler_hp > @battler.maxhp
              @battler_hp = @battler.maxhp
            end
          end
          # Call method to draw bars
          draw_bars
        end
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        unless self.bitmap == nil
          self.bitmap.dispose
        end
        super
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        # Clear if Battler is nil
        if @battler.nil?
          self.bitmap.clear unless self.bitmap.nil?
          return
        end
        self.visible = $game_switches[100] if @battler.is_a?(Game_Enemy)
        # If @counter is greater than zero, decrement @counter and refresh bars
        if @counter > 0
          # If counter is on last iteration
          if @counter == 1
            # Adjust variables in case of floating point number in-accuracy
            @battler_hp = @battler.hp
            @accu_damages = 0
          end
          @counter -= 1
          refresh
          end
        end
      end
    
    #==============================================================================
    # ** Sprite_SP_Bar
    #------------------------------------------------------------------------------
    # This sprite is used to display the SP Bar for the battler. It inherits form
    # RPG::Sprite. 
    #==============================================================================
    
    class Sprite_SP_Bar < RPG::Sprite
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :battler
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(viewport, battler)
        super(viewport)
        # Assign battler and variables used in drawing bar
        @battler = battler
        @battler_sp = 0
        @accu_magic = 0
        @counter = 0
        # Only call setup method if @battler is not equal to nothing
        if @battler != nil
        setup
        end
      end
      #--------------------------------------------------------------------------
      # * Setup: this prepares the bitmap
      #--------------------------------------------------------------------------
      def setup
        @battler_sp = @battler.sp
        self.bitmap = Bitmap.new(Bar_Config::LENGTH + 2, 9)
        # Determine if bar is visible for Actor or Enemy
        if @battler.is_a?(Game_Enemy)
          self.visible = Bar_Config::ENEMY_SP_USED
        elsif @battler.is_a?(Game_Actor)
          self.visible = Bar_Config::ACTOR_SP_USED
        end
        # Set bar placement
        self.x = @battler.screen_x
        self.y = @battler.screen_y + self.bitmap.height
        self.ox = self.bitmap.width / 2
        self.oy = self.bitmap.height
        # Call method to draw bars
        draw_bars
        update
      end
      #--------------------------------------------------------------------------
      # * Method that draws the bars
      #--------------------------------------------------------------------------
      def draw_bars
        # Clear previous bars if any
        self.bitmap.clear
        # Use formula to get length ratio to SP
        length = Bar_Config::LENGTH * @battler_sp / @battler.maxsp
        # Specify bar & border
        bar_border = Rect.new(0, 0, Bar_Config::LENGTH + 2, Bar_Config::WIDTH)
        bar = Rect.new(1, 1, length, Bar_Config::WIDTH - 2)
        # Draw the bar with border
        self.bitmap.fill_rect(bar_border, Bar_Config::BLACK)
        self.bitmap.fill_rect(bar, get_color)
      end
      #--------------------------------------------------------------------------
      # * Determine the appropriate color based on battler's SP
      #--------------------------------------------------------------------------
      def get_color
        # Variables
        full = @battler.maxsp
        half = @battler.maxsp / 2
        quarter = @battler.maxsp / 4
        # Change bar color depending on amount SP
        case @battler.sp
        when full
          color = Bar_Config::GREEN # Green when full
        when half...full
          color = Bar_Config::INDIGO # Indigo when above half
        when quarter...half
          color = Bar_Config::VIOLET # Violet when below half
        when 0...quarter
          color = Bar_Config::RED # Red when below quarter
        end 
        # Return the appropriate color
        return color
      end
      #--------------------------------------------------------------------------
      # * Process when battler uses skills
      #--------------------------------------------------------------------------
      def skill_use(magic_used)
        # Add new magic_used to accumulitive magic_used
        @accu_magic += magic_used
        # Counter will be how many times the bars will be refreshed
        # for the 'fill' effect.
        @counter = Bar_Config::CURRENT_SPEED
        # Rate is how many points will be altered for every refresh
        @rate = @accu_magic / @counter
      end
      #--------------------------------------------------------------------------
      # * Refresh Method
      #--------------------------------------------------------------------------
      def refresh
        # Do only while @battler is not equal to nothing
        unless @battler == nil
          # Do only if @counter isn't equal to 0
          unless @counter == 0
            # Minus variables by rate amount of rate
            @accu_magic -= @rate
            @battler_sp -= @rate
            # Check for recovering SP over the bar amount. If so, fix amount
            if @battler_sp > @battler.maxsp
              @battler_sp = @battler.maxsp
            end
          end
          # Call method to draw bars
          draw_bars
        end
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        unless self.bitmap == nil
          self.bitmap.dispose
        end
        super
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        # Clear if Battler is nil
        if @battler.nil?
          self.bitmap.clear unless self.bitmap.nil?
          return
        end
        # If @counter is greater than zero, decrement @counter and refresh bars
        if @counter > 0
          # If counter is on last iteration
          if @counter == 1
            # Adjust variables in case of floating point number in-accuracy
            @battler_sp = @battler.sp
            @accu_magic = 0
          end
          @counter -= 1
          refresh
        end
      end
    end
    
    #==============================================================================
    # ** Sprite_Battler
    #==============================================================================
    
    class Sprite_Battler
      #--------------------------------------------------------------------------
      # * Alias Methods
      #--------------------------------------------------------------------------
      alias_method :bar_initialize_init, :initialize
      alias_method :bar_dispose_dispose, :dispose
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(viewport, battler = nil)
        # Original Initialization
        bar_initialize_init(viewport, battler)
        # Create bar sprites
        @hp_bar = Sprite_HP_Bar.new(viewport, @battler)
        @sp_bar = Sprite_SP_Bar.new(viewport, @battler)
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        # Original Method
        bar_dispose_dispose
        # Dispose Battler Bars
        @hp_bar.dispose
        @sp_bar.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        # If the HP bar sprite doesn't have a battler, assign one to it
        if @battler != nil && @hp_bar.battler == nil
          @hp_bar.battler = @battler
          @hp_bar.setup
        end
        # If the SP bar sprite doesn't have a battler, assign one to it
        if @battler != nil && @sp_bar.battler == nil
          @sp_bar.battler = @battler
          @sp_bar.setup
        end
        # If battler is changed, notify the bar sprites
        if @battler != @hp_bar.battler
          @hp_bar.battler = @battler
          @sp_bar.battler = @battler
          @hp_bar.setup
          @sp_bar.setup
        end
        @hp_bar.update
        @sp_bar.update
        # If battler is nil
        if @battler == nil
          self.bitmap = nil
          loop_animation(nil)
          return
        end
        # If file name or hue are different than current ones
        if @battler.battler_name != @battler_name or
          @battler.battler_hue != @battler_hue
          # Get and set bitmap
          @battler_name = @battler.battler_name
          @battler_hue = @battler.battler_hue
          self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
          @width = bitmap.width
          @height = bitmap.height
          self.ox = @width / 2
          self.oy = @height
          # Change opacity level to 0 when dead or hidden
          if @battler.dead? or @battler.hidden
            self.opacity = 0
          end
        end
        # If animation ID is different than current one
        if @battler.damage == nil and
          @battler.state_animation_id != @state_animation_id
          @state_animation_id = @battler.state_animation_id
          loop_animation($data_animations[@state_animation_id])
        end
        # If actor which should be displayed
        if @battler.is_a?(Game_Actor) and @battler_visible
          # Bring opacity level down a bit when not in main phase
          if $game_temp.battle_main_phase
            self.opacity += 3 if self.opacity < 255
          else
            self.opacity -= 3 if self.opacity > 207
          end
        end
        # Blink
        if @battler.blink
          blink_on
        else
          blink_off
        end
        # If invisible
        unless @battler_visible
          # Appear
          if not @battler.hidden and not @battler.dead? and
            (@battler.damage == nil or @battler.damage_pop)
            appear
            @hp_bar.appear
            @battler_visible = true
          end
        end
        # If visible
        if @battler_visible
          # Escape
          if @battler.hidden
            $game_system.se_play($data_system.escape_se)
            escape
            @battler_visible = false
          end
          # White flash
          if @battler.white_flash
            whiten
            @battler.white_flash = false
          end
          # Animation
          if @battler.animation_id != 0
            animation = $data_animations[@battler.animation_id]
            #@hp_bar.duration = animation.frame_max
            animation(animation, @battler.animation_hit)
            @battler.animation_id = 0
          end
          # Damage
          if @battler.damage_pop
            damage(@battler.damage, @battler.critical)
            @hp_bar.damage_dealing(@battler.damage)
            @battler.damage = nil
            @battler.critical = false
            @battler.damage_pop = false
          end
          # Using Skill
          if @battler.magic_casting
            @sp_bar.skill_use(@battler.sp_used)
            @battler.sp_used = nil
            @battler.magic_casting = false
          end
          # Collapse
          if @battler.damage == nil and @battler.dead?
            if @battler.is_a?(Game_Enemy)
              $game_system.se_play($data_system.enemy_collapse_se)
            else
              $game_system.se_play($data_system.actor_collapse_se)
            end
            collapse
            @hp_bar.battler = nil
            @hp_bar.collapse
            @sp_bar.collapse
            @battler_visible = false
          end
        end
        # Set sprite coordinates
        self.x = @battler.screen_x
        self.y = @battler.screen_y
        self.z = @battler.screen_z
      end
    end
    
    #==============================================================================
    # ** Game_Battler
    #==============================================================================
    
    class Game_Battler
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :magic_casting # sp bar update flag
      attr_accessor :sp_used # skill points used
      #--------------------------------------------------------------------------
      # * Alias
      #--------------------------------------------------------------------------
      alias bar_initialize_init initialize
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        # Added variables
        @magic_casting = false
        @sp_used = nil
        # Original method execution
        bar_initialize_init
      end
    end
    
    #==============================================================================
    # ** Scene_Battle
    #==============================================================================
    
    class Scene_Battle
      #--------------------------------------------------------------------------
      # * Make Skill Action Results
      #--------------------------------------------------------------------------
      def make_skill_action_result
        # Get skill
        @skill = $data_skills[@active_battler.current_action.skill_id]
        # If not a forcing action
        unless @active_battler.current_action.forcing
          # If unable to use due to SP running out
          unless @active_battler.skill_can_use?(@skill.id)
            # Clear battler being forced into action
            $game_temp.forcing_battler = nil
            # Shift to step 1
            @phase4_step = 1
            return
          end
        end
        # Use up SP
        @active_battler.sp -= @skill.sp_cost
        # Set amount used for use with sp bar
        @active_battler.sp_used = @skill.sp_cost
        # Refresh status window
        @status_window.refresh
        # Show skill name on help window
        @help_window.set_text(@skill.name, 1)
        # Set animation ID
        @animation1_id = @skill.animation1_id
        @animation2_id = @skill.animation2_id
        # Set command event ID
        @common_event_id = @skill.common_event_id
        # Set target battlers
        set_target_battlers(@skill.scope)
        # Apply skill effect
        for target in @target_battlers
          target.skill_effect(@active_battler, @skill)
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update (main phase step 3 : animation for action performer)
      #--------------------------------------------------------------------------
      def update_phase4_step3
        # Animation for action performer (if ID is 0, then white flash)
        if @animation1_id == 0
          @active_battler.white_flash = true
        else
          @active_battler.animation_id = @animation1_id
          @active_battler.animation_hit = true
        end
        # Set flag to update sp bar sprite
        if @active_battler.sp_used != nil
          @active_battler.magic_casting = true
        end
        # Shift to step 4
        @phase4_step = 4
      end
    end
    Dadurch wird es sofort angezeigt, wenn der Switch 100 auf true gesetzt wird (:
    Einzig allein, musste ich in der update-Methode von Sprite_HP_Bars eine Zeile ergänzen, welche folgende wäre:

    Code:
    self.visible = $game_switches[100] if @battler.is_a?(Game_Enemy)
    Dadurch wird nur dann die Zeile ausgeführt, wenn der aktuelle @battler ein Gegner ist. Würde die if-Abfrage fehlen, würde es auch für Helden gelten und
    diese würden dann auch eine Anzeigeleiste bekommen (:

  16. #36
    @ Kelven
    Nee, der Schalter fragt schon vor dem Kampf die Erfüllung einer Bedingung ab, ist also bereits aktiv. Erst dachte ich, eventuell beißt sich etwas mit einem anderen Script, aber die Nachforschung hat mir FlipelyFlip dankenswerterweise erspart.

    @ FlipelyFlip
    Super, es klappt. Und dank deiner Erklärung weiß ich sogar, weshalb. Dann kann ich mich ja jetzt in unbelasteter Leichtfertigkeit auf dynamische Lichteffekte stürzen. Die sind zum Glück nicht nur schick, sondern auch spielmechanisch attraktiv.

  17. #37
    Ein riesigesSpiel wie Wolfenhain gerade erst beendet und schon am nächsten Meisterwerk arbeiten. Du bist echt Toll, woher nimmst du nur die Ausdauer?! Und danke, dass du dem Grafikstil treu bleibst! Viel Spaß beim Werkeln, freue mich schon auf das Ergebnis, denn der Trailer macht Lust auf mehr! Grüße ein Fanboy

  18. #38
    @ C3lv1c3
    Endzeit wird kleiner als "Wolfenhain" oder die "Allreise". Ganz so unverwüstlich bin ich dann doch nicht, als dass ich nach dem gerade fertigen Spielzeitkoloss bereits die Puste für den nächsten hätte.

  19. #39
    Zitat Zitat von C3lv1c3 Beitrag anzeigen
    Du bist echt Troll, woher nimmst du nur die Ausdauer?!
    fixed.

    my apologies, i couldn't resist

  20. #40


    Eine der angenehme Seiten einer in Europa angesiedelten Endzeit ist die Abkehr von überstrapazierten Bildmotiven. Freiheitsstatue zerdeppert, Wolkenkratzer mal wieder geborstene Stümpfe, dazwischen die immergleichen Funktionsbauten mit flachem Dach und ohne Gesicht. Das ist nicht per se schlimm (ich gucke ja selbst mit unverwüstlichem Beharren solche Filme), aber ein gelegentlicher Ausbruch aus der Standardrotation kann der Postapokalypse neue Eindrücke abgewinnen. Belgien wird seit der Antike besiedelt und mit Eifer bebaut, es hält also genug zum kreativen Kaputtmachen bereit. Da bin ich gerade mit Freude dabei.

    Hitze, Druckwelle und Strahlung sind ein vergnügliches Trio, die ich als Einwirkungsfaktoren dem Brüsseler Umland überstülpe und daraus möglichst unterhaltsame Konstellationen entwickle. Interessant wird es auch dann, wenn die Endzeit auf die Bausubstanz des Mittelalters trifft. Wie ist sie denn so, die Postapokalypse in einer Burg? In Europa ist eben auch das Zusammentreffen von modernen Gefahren in klassischen Rollenspielkulissen möglich, woraus ein ganz eigener Charme erwachsen kann.

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