Musst du unter Database -> Tilesets aktivieren.
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Musst du unter Database -> Tilesets aktivieren.
jo dat is cool aber ich habe die englische version wo kann ich dasd finden und wie geht es den bei dem RPG Maker XP:confused: :confused: :confused:
Database und Tilesets IST doch Englisch ._.
Ich empfehle dir mal n spannendes Buch von dem genialen Autor Dr.Alzheim:
DAS FORGOTTEN E-BOOK
draufklicken um zu Lesen...
Hallo? Oben gibt's einen Button, der zur Database führt. Da kannst du dein komplettes Spiel einstellen. Ohne geht gar nichts. Und irgendwo in der Database gibt's eine Seite, die heißt "Tileset", wo du deine Tilesets definierst. Wie das im Detail geht, schreibe ich jetzt aber nicht auf - dafür gibt's KDs schöne XP Kurse:
grundlagenkurs 1
grundlagenkurs 2
grundlagenkurs 3
Erst durchackern, danach weiterfragen ;)
so hab ich gemacht aber jetze sind sie alle nicht mehr zusehen (zumindest auf dem RPG Maker) tja ich muss jetze allet dort hin inpotieren und jetzt bleiben auch die inpotierten sachen auch drine.:D :D :D
schaut mal was ich gefundwn habe ich glaube das es irgend ein skript ist oder so. Tja hat sich doch noch jemand die mühe gemacht.(hab es mit LimeWire 4.12.11 gefunden)
#--------------------------------------------------------------------------
# �œ ŒöŠJƒCƒ „ƒXƒ^ƒ „ƒX • Ï�“
#--------------------------------------------------------------------------
attr_accessor: update_cp_only # CPƒ�� [ƒ^� [‚Ì ‚Ý ‚Ì�X�V
#--------------------------------------------------------------------------
# �œ ƒIƒuƒWƒFƒNƒg� ‰ Šú ‰“
#--------------------------------------------------------------------------
alias xrxs_bp1_initialize initialize
def initialize
@update_cp_only = false
xrxs_bp1_initialize
end
#--------------------------------------------------------------------------
# �œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
alias xrxs_bp1_refresh refresh
def refresh
if @update_cp_only == false
xrxs_bp1_refresh
end
for i in 0… $game_party.actors.size
actor = $game_party.actors [i]
actor_x = i * 160 + 4
draw_actor_cp_meter (actor, actor_x, 96, 120, 0)
end
end
#--------------------------------------------------------------------------
# �œ CPƒ�� [ƒ^� [‚Ì • `‰ æ
#--------------------------------------------------------------------------
def draw_actor_cp_meter (actor x dort width = 156 Typ = 0)
self.contents.font.color = system_color
self.contents.fill_rect (x-1, y+27, width+2,6, Color.new (0, 0, 0, 255))
nil-Eibe actor.cp ==
actor.cp = 0
end
w = width * [actor.cp, 65535] .min/65535
self.contents.fill_rect (x, y+28, w, 1, Color.new (255, 255, 128, 255))
self.contents.fill_rect (x, y+29, w, 1, Color.new (255, 255, 0, 255))
self.contents.fill_rect (x, y+30, w, 1, Color.new (192, 192, 0, 255))
self.contents.fill_rect (x, y+31, w, 1, Color.new (128, 128, 0, 255))
end
end
#==============================================================================
# � ¡ Scene_Battle
#==============================================================================
class Scene_Battle
# ‚± ‚± ‚ÉŒø ‰ Ê ‰ ¹ ‚ð�Ý' è ‚· ‚é ‚Æ�AƒAƒNƒ^� [ƒRƒ} ƒ „ƒh ‚ªƒ|ƒbƒv ‚µ ‚½ ‚Æ ‚„‚ÉŒø ‰ Ê ‰ ¹ ‚ð�Ä�¶
$data_system_command_up_se = ""
#--------------------------------------------------------------------------
# �œ ƒoƒgƒ ‹�I- ¹
# result: STELLENANGEBOTE ‹‰ Ê (0: �Ÿ-˜ 1: “ s-k 2: „¦ `-)
#--------------------------------------------------------------------------
alias xrxs_bp1_battle_end battle_end
def battle_end (result)
# CPƒJƒEƒ „ƒg' âŽ~
@cp_thread.stop
xrxs_bp1_battle_end (result)
end
#--------------------------------------------------------------------------
# �œ ƒvƒŒƒoƒgƒ ‹ƒtƒF� [ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase1 start_phase1
def start_phase1
@agi_total = 0
@cp_thread = Scene_Battle_CP.new
# ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ð�Ä�ì�¬
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new (160, [s1 s2 s3 s4 „Run“])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@actor_command_window.draw_item (4, $game_temp.battle_can_escape? @actor_command_window.normal_color: @actor_command_window.disabled_color)
xrxs_bp1_start_phase1
end
#--------------------------------------------------------------------------
# �œ ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒtƒF� [ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase2 start_phase2
def start_phase2
xrxs_bp1_start_phase2
@party_command_window.active = false
@party_command_window.visible = false
# ŽŸ ‚Ö
start_phase3
end
#--------------------------------------------------------------------------
# �œ ƒtƒŒ� [ƒ€�X�V (ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒtƒF� [ƒY)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase2 update_phase2
def update_phase2
# C ƒ {ƒ^ƒ „‚ª ‰ Ÿ ‚³ ‚ê ‚½ �ê� ‡
Input.trigger-Eibe? (Input:: C)
# ƒp� [ƒeƒBƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃J� [ƒ \ ƒ ‹ˆÊ' u ‚Å • ªŠò
Kasten @party_command_window.index
when 0 # �í ‚¤
# Œˆ' è ES ‚ð ‰ ‰ `t
$game_system.se_play ($data_system.decision_se)
@cp_thread.start
# ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒtƒF� [ƒYŠJŽn
start_phase3
end
return
end
xrxs_bp1_update_phase2
end
#--------------------------------------------------------------------------
# �œ ŽŸ ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
#--------------------------------------------------------------------------
def phase3_next_actor
# ƒ ‹� [ƒv
begin
# ƒAƒNƒ^� [‚Ì- ¾ - ŃGƒtƒFƒNƒg OFF
Eibe @active_battler! = nil
@active_battler.blink = false
end
# �Ō㠂̃AƒNƒ^� [‚Ì�ê� ‡
if @actor_index == $game_party.actors.size-1
# ƒ�ƒCƒ „ƒtƒF� [ƒYŠJŽn
@cp_thread.start
start_phase4
return
end
# ƒAƒNƒ^� [‚̃Cƒ „ƒfƒbƒNƒX ‚ð�i ‚ß ‚é
@actor_index += 1
@active_battler = $game_party.actors [@actor_index]
@active_battler.blink = true
@active_battler.inputableEibe? == false
@active_battler.current_action.kind = -1
end
# ƒAƒNƒ^� [‚ªƒRƒ} ƒ „ƒh „ü-Í ‚ðŽó ‚¯ • t ‚¯ ‚È ‚¢�ó `Ô ‚È ‚ç ‚an ‚¤ˆê „x
end until @active_battler.inputable?
@cp_thread.stop
# ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ðƒZƒbƒgƒAƒbƒv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# �œ `O ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
#--------------------------------------------------------------------------
def phase3_prior_actor
# ƒ ‹� [ƒv
begin
# ƒAƒNƒ^� [‚Ì- ¾ - ŃGƒtƒFƒNƒg OFF
Eibe @active_battler! = nil
@active_battler.blink = false
end
# �Å� ‰ ‚̃AƒNƒ^� [‚Ì�ê� ‡
if @actor_index == 0
# �Å� ‰ ‚Ö-ß ‚é
start_phase3
return
end
# ƒAƒNƒ^� [‚̃Cƒ „ƒfƒbƒNƒX ‚ð-ß ‚·
@actor_index - = 1
@active_battler = $game_party.actors [@actor_index]
@active_battler.blink = true
# ƒAƒNƒ^� [‚ªƒRƒ} ƒ „ƒh „ü-Í ‚ðŽó ‚¯ • t ‚¯ ‚È ‚¢�ó `Ô ‚È ‚ç ‚an ‚¤ˆê „x
end until @active_battler.inputable?
@cp_thread.stop
# ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚ðƒZƒbƒgƒAƒbƒv
@active_battler.now_guarding = false
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# �œ ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃ZƒbƒgƒAƒbƒv
#--------------------------------------------------------------------------
alias xrxs_bp1_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
# Œø ‰ Ê ‰ ¹ ‚Ì�Ä�¶
Audio.se_play ($data_system_command_up_se) if $data_system_command_up_se! = ""
# - ß ‚·
xrxs_bp1_phase3_setup_command_window
end
#--------------------------------------------------------------------------
# �œ ƒtƒŒ� [ƒ€�X�V (ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒtƒF� [ƒY: Šî- {ƒRƒ} ƒ „ƒh)
#--------------------------------------------------------------------------
alias xrxs_bsp1_update_phase3_basic_command update_phase3_basic_command
def update_phase3_basic_command
# C ƒ {ƒ^ƒ „‚ª ‰ Ÿ ‚³ ‚ê ‚½ �ê� ‡
Input.trigger-Eibe? (Input:: C)
# ƒAƒNƒ^� [ƒRƒ} ƒ „ƒhƒEƒBƒ „ƒhƒE ‚̃J� [ƒ \ ƒ ‹ˆÊ' u ‚Å • ªŠò
Kasten @actor_command_window.index
when 4 # „¦ ‚° ‚é
$game_temp.battle_can_escapeEibe
# Œˆ' è ES ‚ð ‰ ‰ `t
$game_system.se_play ($data_system.decision_se)
# ƒAƒNƒVƒ ‡ ƒ „‚ð�Ý' è
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
# ŽŸ ‚̃AƒNƒ^� [‚̃Rƒ} ƒ „ƒh „ü-Í ‚Ö
phase3_next_actor
Else
# ƒuƒU� [SE ‚ð ‰ ‰ `t
$game_system.se_play ($data_system.buzzer_se)
end
return
end
end
xrxs_bsp1_update_phase3_basic_command
end
#--------------------------------------------------------------------------
# �œ ƒ�ƒCƒ „ƒtƒF� [ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp1_start_phase4 start_phase4
def start_phase4
xrxs_bp1_start_phase4
# ƒGƒlƒ~� [ƒAƒNƒVƒ ‡ ƒ „�ì�¬
for enemy in $game_troop.enemies
Eibe enemy.cp > 65535
enemy.current_action.clear
enemy.current_action.kind = -1 # ƒ^� [ƒ „“ ò ‚Î ‚µ�B
next
end
enemy.make_action
end
# �s „®� ‡ �˜�ì�¬
make_action_orders
end
#--------------------------------------------------------------------------
# �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 1: ƒAƒNƒVƒ ‡ ƒ „�€“ õ)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step1 update_phase4_step1
def update_phase4_step1
# � ‰ Šú ‰“
@phase4_act_continuation = 0
# �Ÿ“ s““' è
judgeEibe
@cp_thread.stop
# �Ÿ-˜ ‚Ü ‚½ ‚Í“ s-k ‚Ì�ê� ‡: ƒ�ƒ \ ƒbƒh�I- ¹
return
end
# - ¢�s „®ƒoƒgƒ ‰ � [“ z-ñ ‚Ì�æ „ª ‚© ‚çŽæ „¾
@active_battler = @action_battlers [0]
# ƒXƒe� [ƒ^ƒX�X�V ‚ðCP ‚¾ ‚¯ ‚ÉŒÀ' è�B
@status_window.update_cp_only = true
# ƒXƒe� [ƒg�X�V ‚ð ‹ÖŽ~�B
@active_battler.slip_state_update_ban = true if @active_battler! = nil
# - ß ‚·
xrxs_bp1_update_phase4_step1
# ‹ÖŽ~ ‚ð ‰ ð�œ
@status_window.update_cp_only = false
@active_battler.slip_state_update_ban = false if @active_battler! = nil
end
#--------------------------------------------------------------------------
# �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 2: ƒAƒNƒVƒ ‡ ƒ „ŠJŽn)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step2 update_phase4_step2
def update_phase4_step2
# ‹�§ƒAƒNƒVƒ ‡ ƒ „‚Å ‚È ‚¯ ‚ê ‚Î
unless @active_battler.current_action.forcing
# CP ‚ª `„‚è ‚Ä ‚¢ ‚È ‚¢�ê� ‡
if @phase4_act_continuation == 0 and @active_battler.cp > 65535
@phase4_step = 6
return
end
# �§-ñ ‚ª [„G ‚ð' Ê�í�UŒ ‚‚· ‚é] ‚© [- ¡ • û ‚ð' Ê�í�UŒ ‚‚· ‚é] ‚Ì�ê� ‡
if @active_battler.restriction == 2, or @active_battler.restriction == 3
# ƒAƒNƒVƒ ‡ ƒ „‚É�UŒ ‚‚ð�Ý' è
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# �§-ñ ‚ª [�s „® ‚Å ‚„‚È ‚¢] ‚Ì�ê� ‡
if @active_battler.restriction == 4
# ƒAƒNƒVƒ ‡ ƒ „‹�§ `Î�Û ‚̃oƒgƒ ‰ � [‚ðƒNƒŠƒA
$game_temp.forcing_battler = nil
if @phase4_act_continuation == 0 and @active_battler.cp <> # ƒXƒe� [ƒgŽ© `R ‰ ð�œ
# ƒXƒe�[ƒgŽ©‘R‰ð�œ
@active_battler.remove_states_auto
# CP�Á“ ï
@active_battler.cp = [(@active_battler.cp - 65535), 0] .max
# ƒXƒe� [ƒ^ƒXƒEƒBƒ „ƒhƒE ‚ðƒŠƒtƒŒƒbƒVƒ…
@status_window.refresh
end
# ƒXƒeƒbƒv 1 ‚ɈÚ�s
@phase4_step = 1
return
end
end
# ƒAƒNƒVƒ ‡ ƒ „‚ÌŽí • Ê ‚Å • ªŠò
@active_battler.current_action.kind-Kasten
when 0
# �UŒ ‚¥-hŒä�E „¦ ‚° ‚é�E ‰ ½ ‚à ‚µ ‚È ‚¢Žž ‚Ì ‹¤' Ê�Á“ ïCP
@active_battler.cp - = 0 if @phase4_act_continuation == 0
when 1
# ƒXƒLƒ ‹Žg-pŽž ‚Ì�Á“ ïCP
@active_battler.cp - = 65535 if @phase4_act_continuation == 0
when 2
# ƒAƒCƒeƒ€Žg-pŽž ‚Ì�Á“ ïCP
@active_battler.cp - = 65535 if @phase4_act_continuation == 0
when -1
# CP ‚ª- ‚Ü ‚Á ‚Ä ‚¢ ‚È ‚¢
@phase4_step = 6
return
end
# CP ‰ ÁŽZ ‚ðˆêŽž' âŽ~ ‚· ‚é
@cp_thread.stop = true
# ƒXƒe� [ƒgŽ© `R ‰ ð�œ
@active_battler.remove_states_auto
xrxs_bp1_update_phase4_step2
end
#--------------------------------------------------------------------------
# �œ Šî- {ƒAƒNƒVƒ ‡ ƒ „Œ ‹‰ Ê�ì�¬
#--------------------------------------------------------------------------
alias xrxs_bp1_make_basic_action_result make_basic_action_result
def make_basic_action_result
# �UŒ ‚‚Ì�ê� ‡
if @active_battler.current_action.basic == 0 and @phase4_act_continuation == 0
@active_battler.cp - = 65535 # �UŒ ‚Žž ‚ÌCP�Á“ ï
end
# - hŒä ‚Ì�ê� ‡
if @active_battler.current_action.basic == 1 and @phase4_act_continuation == 0
@active_battler.cp - = 32767 # - hŒäŽž ‚ÌCP�Á“ ï
end
# „G ‚Ì „¦ ‚° ‚é ‚Ì�ê� ‡
Eibe @active_battler.is_a? (Game_Enemy) and
@active_battler.current_action.basic == 2 and @phase4_act_continuation == 0
@active_battler.cp - = 65535 # „¦ `- Žž ‚ÌCP�Á“ ï
end
# ‰ ½ ‚à ‚µ ‚È ‚¢ ‚Ì�ê� ‡
if @active_battler.current_action.basic == 3 and @phase4_act_continuation == 0
@active_battler.cp - = 32767 # ‰ ½ ‚an ‚µ ‚È ‚¢Žž ‚ÌCP�Á“ ï
end
# „¦ ‚° ‚é ‚Ì�ê� ‡
if @active_battler.current_action.basic == 4 and @phase4_act_continuation == 0
@active_battler.cp - = 65535 # „¦ `- Žž ‚ÌCP�Á“ ï
# „¦ `- ‰ “ \ ‚Å ‚Í ‚È ‚¢�Ê� ‡
if $game_temp.battle_can_escape == false
# ƒuƒU� [SE ‚ð ‰ ‰ `t
$game_system.se_play ($data_system.buzzer_se)
return
end
# Œˆ' è ES ‚ð ‰ ‰ `t
$game_system.se_play ($data_system.decision_se)
# „¦ `- �ˆ-�
update_phase2_escape
return
end
xrxs_bp1_make_basic_action_result
end
#--------------------------------------------------------------------------
# �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 5: ƒ_ƒ�� [ƒW • \ ަ)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step5 update_phase4_step5
def update_phase4_step5
# ƒXƒŠƒbƒvƒ_ƒ�� [ƒW
if @active_battler.hp < 0="" and=""> @active_battler.slip_damage_effect
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
xrxs_bp1_update_phase4_step5
end
#--------------------------------------------------------------------------
# �œ ƒtƒŒ� [ƒ€�X�V (ƒ�ƒCƒ „ƒtƒF� [ƒY ƒXƒeƒbƒv 6: ƒŠƒtƒŒƒbƒVƒ…)
#--------------------------------------------------------------------------
alias xrxs_bp1_update_phase4_step6 update_phase4_step6
def update_phase4_step6
# CP ‰ ÁŽZ ‚ð�ÄŠJ ‚· ‚é
@cp_thread.stop = false
# ƒwƒ ‹ƒvƒEƒBƒ „ƒhƒE ‚ð ‰ B ‚·
@help_window.visible = false
xrxs_bp1_update_phase4_step6
end
end
# �¥�£�¥ XRXS_BP 7. ƒoƒgƒ ‹ƒXƒe� [ƒ^ƒX�EƒNƒŠƒAƒfƒUƒCƒ „ver.1.02 �¥�£�¥
# by �÷ ‰ ë �Ý „dort TOMY
#==============================================================================
# � ¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus > Window_Base
#--------------------------------------------------------------------------
# �œ ŒöŠJƒCƒ „ƒXƒ^ƒ „ƒX • Ï�“
#--------------------------------------------------------------------------
attr_accessor: update_cp_only # CPƒ�� [ƒ^� [‚Ì ‚Ý ‚Ì�X�V
#--------------------------------------------------------------------------
# �œ ƒIƒuƒWƒFƒNƒg� ‰ Šú ‰“
#--------------------------------------------------------------------------
alias xrxs_bp7_initialize initialize
def initialize
xrxs_bp7_initialize
# � „Full-View ‚Ì�ê� ‡ ‚Í ‰ º „ñ�s ‚Ì # ‚ð�Á ‚µ ‚Ä ‚‚¾ ‚³ ‚¢�B
#self.opacity = 0
#self.back_opacity = 0
end
#--------------------------------------------------------------------------
# �œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
alias xrxs_bp7_refresh refresh
def refresh
Eibe @update_cp_only
xrxs_bp7_refresh
return
end
# • `ŽÊ ‚ð ‹ÖŽ~ ‚µ ‚È ‚ª ‚ç-ß ‚·
@draw_ban = true
xrxs_bp7_refresh
# • `ŽÊ ‚Ì ‹ÖŽ~ ‚ð ‰ ð�œ
@draw_ban = false
# • `ŽÊ ‚ðŠJŽn
@item_max = $game_party.actors.size
for i in 0… $game_party.actors.size
actor = $game_party.actors [i]
actor_x = i * 160 + 21
# • à�sƒLƒƒƒ ‰ ƒOƒ ‰ ƒtƒBƒbƒN ‚Ì • `ŽÊ
draw_actor_graphic (actor, actor_x - 9, 116)
# HP/SPƒ�� [ƒ^� [‚Ì • `ŽÊ
draw_actor_hp_meter_line (actor, actor_x, 72, 96, 12)
draw_actor_sp_meter_line (actor, actor_x, 104, 96, 12)
# HP�“' L ‚Ì • `ŽÊ
self.contents.font.size = 24 # HP/SP�“' l ‚Ì • ¶Žš ‚Ì `å ‚„‚³
self.contents.font.color = actor.hp == 0? knockout_color:
actor.hp >= actor.maxhp/4? crisis_color: normal_color
draw_shadow_text (actor_x-2, 58, 96, 24, actor.hp.to_s, 2)
# SP�“' L ‚Ì • `ŽÊ
self.contents.font.color = actor.sp == 0? knockout_color:
actor.sp >= actor.maxsp/4? crisis_color: normal_color
draw_shadow_text (actor_x-2, 90, 96, 24, actor.sp.to_s, 2)
# - pŒê�uHP�v ‚Æ-pŒê�uSP�v ‚Ì • `ŽÊ
self.contents.font.size = 12 # - pŒê�uHP/SP�v ‚Ì • ¶Žš ‚Ì `å ‚„‚³
self.contents.font.color = system_color # - pŒê�uHP/SP�v ‚Ì • ¶Žš ‚Ì�F
draw_shadow_text (actor_x, 60, 96, 12, $data_system.words.hp)
draw_shadow_text (actor_x, 92, 96, 12, $data_system.words.sp)
draw_actor_state (actor, actor_x, 100)
end
end
end
#==============================================================================
# � ¡ Window_Base
#==============================================================================
class Window_Base > Window
#--------------------------------------------------------------------------
# �œ HPƒ�� [ƒ^� [‚Ì • `‰ æ
#--------------------------------------------------------------------------
def draw_actor_hp_meter_line (actor, x, dort, width = 156, height = 4)
w = width * actor.hp/actor.maxhp
hp_color_1 = Color.new (255 0, 0 192)
hp_color_2 = Color.new (255, 255 0 192)
self.contents.fill_rect (x+8, y+4, width, (height/4) .floor, Color.new (0, 0, 0, 128))
draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
x - = 1
dort += (height/4) .floor
self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
x - = 1
dort += (height/4) .ceil
self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
x - = 1
dort += (height/4) .ceil
self.contents.fill_rect (x+8, y+4, width, (height/4) .floor, Color.new (0, 0, 0, 128))
draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
end
#--------------------------------------------------------------------------
# �œ SPƒ�� [ƒ^� [‚Ì • `‰ æ
#--------------------------------------------------------------------------
def draw_actor_sp_meter_line (actor, x, dort, width = 156, height = 4)
w = width * actor.sp/actor.maxsp
hp_color_1 = Color.new (0, 0 255, 192)
hp_color_2 = Color.new (0 255, 255, 192)
self.contents.fill_rect (x+8, y+4, width, (height/4) .floor, Color.new (0, 0, 0, 128))
draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
x - = 1
dort += (height/4) .floor
self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
x - = 1
dort += (height/4) .ceil
self.contents.fill_rect (x+8, y+4, width, (height/4) .ceil, Color.new (0, 0, 0, 128))
draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .ceil, hp_color_2)
x - = 1
dort += (height/4) .ceil
self.contents.fill_rect (x+8, y+4, width, (height/4) .floor, Color.new (0, 0, 0, 128))
draw_line (x, dort, x + w, dort, hp_color_1, (height/4) .floor, hp_color_2)
end
#--------------------------------------------------------------------------
# �œ - ¼ `O ‚Ì • `‰ æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_name draw_actor_name
def draw_actor_name (actor x) dort
xrxs_bp7_draw_actor_name (actor x) dort, if @draw_ban! = true
end
#--------------------------------------------------------------------------
# �œ ƒXƒe� [ƒg ‚Ì • `‰ æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_state draw_actor_state
def draw_actor_state (actor, x, dort, width = 120)
xrxs_bp7_draw_actor_state (actor, x, dort, width) if @draw_ban! = true
end
#--------------------------------------------------------------------------
# �œ HP ‚Ì • `‰ æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_hp draw_actor_hp
def draw_actor_hp (actor, x, dort, width = 144)
xrxs_bp7_draw_actor_hp (actor, x, dort, width) if @draw_ban! = true
end
#--------------------------------------------------------------------------
# �œ SP ‚Ì • `‰ æ
#--------------------------------------------------------------------------
alias xrxs_bp7_draw_actor_sp draw_actor_sp
def draw_actor_sp (actor, x, dort, width = 144)
xrxs_bp7_draw_actor_sp (actor, x, dort, width) if @draw_ban! = true
end
end
#==============================================================================
# �ž ŠO •“ ƒ ‰ ƒCƒuƒ ‰ ƒŠ
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# �œ ƒ ‰ ƒCƒ „• `‰ æ by �÷ ‰ ë �Ý „dort
#--------------------------------------------------------------------------
def draw_line (start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
# • `ŽÊ ‹- - £ ‚ÌŒvŽZ�B `å ‚„‚ß ‚É' ¼ ŠpŽž ‚Ì' · ‚³ �B
distance = (start_x - end_x) .abs + (start_y - end_y) .abs
# • `ŽÊŠJŽn
if end_color == start_color
for i in 1. .distance
x = (start_x + 1.0 * (end_x - start_x) * i/distance) .to_i
= dort (start_y + 1.0 * (end_y - start_y) * i/distance) .to_i
self.contents.fill_rect (x, dort, width, width, start_color)
end
Else
for i in 1. .distance
x = (start_x + 1.0 * (end_x - start_x) * i/distance) .to_i
= dort (start_y + 1.0 * (end_y - start_y) * i/distance) .to_i
r = start_color.red * (Distanz-i) /distance + end_color.red * i/distance
g = start_color.green * (Distanz-i) /distance + end_color.green * i/distance
b = start_color.blue * (Distanz-i) /distance + end_color.blue * i/distance
a = start_color.alpha * (Distanz-i) /distance + end_color.alpha * i/distance
self.contents.fill_rect (x, dort, width, width, Color.new (r, g, b, a))
end
end
end
#--------------------------------------------------------------------------
# �œ ‰ e • ¶Žš • `‰ æ by TOMY
#--------------------------------------------------------------------------
def draw_shadow_text (x, dort, width, height, string, align = 0)
# Œ ³ ‚Ì�F ‚ð • Û `¶ ‚µ ‚Ä ‚¨ ‚
color = self.contents.font.color.dup
# � • Žš ‚Å ‰ e • `‰ æ
self.contents.font.color = Color.new (0, 0, 0)
self.contents.draw_text (x + 2, dort + 2, width, height, string, align)
# Œ ³ ‚Ì�F ‚É-ß ‚µ ‚Ä • `‰ æ
self.contents.font.color = color
self.contents.draw_text (x, dort, width, height, string, align)
end
end
na um so besser den ich habe den XP kommischerweise war er kostenlos:confused: :confused: :confused: na is ja auch egal ich glaube der ist für ein kampfsystem oder menü gedacht. wie kann ich den über haut ins spiel einbauen???
ROFL!
Bist du dir wirklich sicher, dass du dir keinen Grund vorstellen kannst warum du den Maker kostenlos bekommen hast, wärend alle anderen die den eine legale Version des Makers erstanden haben 60$ bezahlen mussten?
Ansonsten solltest du dir vielleicht folgenden Thread durch lesen (ich weis, dass die Links auf der Seite nicht mehr funktionieren - das sollte mal ein Mod ändern)
RMXP FAQ
Desweiteren bringt es dir nichts einfach irgendwelche Scripte wahllos in dein Spiel einzufügen.
Vorallem solltest du keine Scripte einfügen von denen du nicht weist woher sie kommen und was sie bewirken, denn RMXp-Scripte könnten auch Viren enthalten.
Falls du gezielt irgendwelche Scripte suchst würde ich dir folgende Foren empfehlen, da in unserm Forum die RMXP-Sparte unterrepräsentiert ist.
http://rmxp.org/
http://www.creationasylum.net/
@Macros: Man muss nicht immer die falsche Version des Makers besitzen, vielleicht hat er nur die 30-Tage Trial Version. ;)
ja das könnte auch sein, aber ich habe es ja nicht runtergeladen hab ich einfach geschenkt bekommen:confused: :confused: :confused: nja werde ich schon sehen:D :D :D
j aok es was doch eine test version und ich glaube ich kaufe mir denauch (aber wo??) so etzt mal was für den Rpg Maker XP http://i231.photobucket.com/albums/e...g?t=1194206673
ist durch zufall endstanden
meines wissens nach: hier
super. und was ist das?
Blaues Licht.Zitat:
Zitat von Marian
Es leuchtet blau.Zitat:
und was macht das??
hey is ja cool es leuchtet blau??? hab ich garnicht gewusst.Also Eigendlich habe ich da nur farben gemischt (rot,gelb braun und irgend wan hab ich noch ne andere farbe genommen)und da kamm es reus, aber wenn es blau lechtet bast es sehr gut für das was ich for haben.Tja wie bringt man das den zum leuchten???