bojjenclon
Member
Thanks. Looks pretty good. I won't be using it, I am sticking with Mr.Mo's ABS but it looks good.
def draw_text_shadowed_2(x, y, width, height, text, align = 1)
def draw_text_shadowed(x, y, width, height, text, align = 1)
class Color
def copy
return Color.new(red, green, blue, alpha)
end
end
def min(a,b)
if a<b
return a
else
return b
end
end
def max(a,b)
if a>b
return a
else
return b
end
end
@reflect_state_id = 17
@rigene_state_id = 18
@expx2_state_id = 32
@reflect_animation_id = 102
#-----------------------------------------
def draw_actor_battle_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y, bitmap, src_rect)
end
#-----------------------------------------
def draw_actor_battle_graphic_opacity(actor, x, y, opacity)
bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y, bitmap, src_rect, opacity)
end
def draw_actor_battle_graphic(actor, x, y, opacity = 255)
class Window_Test < Window_Selectable
def initialize
super(100, 100, 100, 100)
@oh = 64
end
end
$fontface=["MS UI Gothic", "Arial"]
$fontsize=18
self.contents.font.name = "MS UI Gothic"
self.contents.font.size = 14
self.contents.font.bold=false
self.contents.draw_text(x,y,100,32,"Name:")
self.contents.font.name = "Ballpark"
self.contents.font.size = 18
draw_actor_name(actor, x+100, y)
y=y+24
self.contents.font.name = "MS UI Gothic"
self.contents.font.size = 14
self.contents.font.bold=false
self.contents.draw_text(x,y,100,32,"Class:")
#self.contents.font.name = "Ballpark"
draw_actor_class(actor, x+100, y)
y=y+24
self.contents.font.name = "MS UI Gothic"
self.contents.font.size = 14
self.contents.font.bold=false
self.contents.draw_text(x,y,100,32,"Level:")
#self.contents.font.name = "Ballpark"
self.contents.draw_text(x+100,y,100,32,actor.level.to_s)
#draw_actor_level(actor, x+100, y)
y=y+16
self.contents.font.name = "MS UI Gothic"
self.contents.font.size = 14
self.contents.font.bold=false
self.contents.draw_text(x,y,100,32,"Exp:")
#self.contents.font.name = "Ballpark"
self.contents.draw_text(x+100,y,100,32,actor.exp.to_s)
#draw_actor_level(actor, x+100, y)
y=y+16
self.contents.font.name = "MS UI Gothic"
self.contents.font.size = 14
self.contents.font.bold=false
self.contents.draw_text(x,y,100,32,"Next:")
#self.contents.font.name = "Ballpark"
self.contents.draw_text(x+100,y,100,32,actor.next_rest_exp_s)
#draw_actor_level(actor, x+100, y)
y=y+24
self.contents.font.name = "MS UI Gothic"
self.contents.font.size = 14
self.contents.font.bold=false
self.contents.draw_text(x,y,100,32,"Status:")
draw_actor_state(actor, x + 100, y)
self.contents.font.bold=false
#self.contents.font.color=text_color(12)
self.contents.draw_text(x,y,200,32,"Equipment:")
self.contents.font.bold=true
y=y+24
self.contents.font.color=system_color
self.contents.draw_text(x, y, 96, 32, $data_system.words.weapon)
self.contents.font.color=normal_color
draw_item_name($data_weapons[@actor.weapon_id], x+200, y)
y+=18
self.contents.font.color=system_color
self.contents.draw_text(x, y, 96, 32, $data_system.words.armor1)
self.contents.font.color=normal_color
draw_item_name($data_armors[@actor.armor1_id], x+200, y)
y+=18
self.contents.font.color=system_color
self.contents.draw_text(x, y, 96, 32, $data_system.words.armor2)
self.contents.font.color=normal_color
draw_item_name($data_armors[@actor.armor2_id], x+200, y)
y+=18
self.contents.font.color=system_color
self.contents.draw_text(x, y, 96, 32, $data_system.words.armor3)
self.contents.font.color=normal_color
draw_item_name($data_armors[@actor.armor3_id], x+200, y)
y+=18
self.contents.font.color=system_color
self.contents.draw_text(x, y, 96, 32, $data_system.words.armor4)
self.contents.font.color=normal_color
draw_item_name($data_armors[@actor.armor4_id], x+200, y)
@hp_bar=RPG::Cache.picture("hp_bar")
@sp_bar=RPG::Cache.picture("sp_bar")
@bar_1=RPG::Cache.picture("bar_1")
@bar_2=RPG::Cache.picture("bar_2")
@bar_3=RPG::Cache.picture("bar_3")
@bar_4=RPG::Cache.picture("bar_4")
@bar_5=RPG::Cache.picture("bar_5")
@bar_6=RPG::Cache.picture("bar_6")
@bar_7=RPG::Cache.picture("bar_7")
@bar_8=RPG::Cache.picture("bar_8")
attr_accessor :visible_memory
def initialize(actor=nil)
[...]
visible_memory=false
end
def update
################################
######## initial resize ########
################################
return
if self.visible
if self.y > 0
self.y -=60
end
else
self.y = 480
end
################################
super
end
def is_technique()
if self.element_set.include?($game_temp.techniques_elem_id)
return true
else
return false
end
end
def is_technique
return self.element_set.include?($game_temp.techniques_elem_id)
end
debug_string=""
if @active_battler==bq_[i]
if @animation_frame == 0
self.contents.font.color = normal_color
if size>0
dst_cw=size
dst_ch=size
else
dst_cw = bitmap.width
dst_ch = bitmap.height
end
charlie.lee;284117":2r8h94hd said:13) What's the problem with self.contents.font.name = $fontface?
Diedrupo;284921 said:Didn't you read what Trickster wrote? $fontface is only in the illegal version of RMXP. This means that you are using the illegal version, which is not supported on this forum.
You can download the legal version here: http://www.enterbrain.co.jp/tkool/RPG_XP/eng/download.html
charlie.lee;284929":3o9kghk7 said:You can define $fontface (or $fontname, or $myfont or whatever) and then you can use it in your classes with or without the illegal version. So that doesn't mean anything. Thank you for your priceless comment.
Diedrupo;284932 said:You can, but the fact that you are using in your CBS clearly shows what version you are using.
Do you expect people who use the legal version to go and define $fontface and $fontsize in Main just so they can run your script? Or do you expect illegal version users to use your script instead?
charlie.lee;284944":2xxere81 said:You haven't read the code, uh? The definition of these globals is already included in the project (because I don't have it in my original classes, does this suggest anything to you?). There's no need to define anything, just import the scripts. And what I expect is that people draw advantage for my project and my ideas and give some comments and/or critiques.
Diedrupo;284953 said:I don't want to make a bigger deal out of this than necessary so this is my last post on this.
What are the odds that you magically came up with the global name $fontface, which just happens to match a global variable used only in the illegal or japanese versions of RMXP?
In either case, you questioned why you had to change anything regarding that global variable and I was merely informing you of why. If you don't want the stigma associated with $fontface, replace it with the recommended alternative.
@stationary_enemies = false#true
kamiya_;285235 said:i think there's a glitch in your demo, when using arts "consuming inferno" 3 or 4 times, some of the enemies disappear, but not dead, just invisible.... then they will attack normally, then disappear again.......