XP 스크립트

FF시리즈의 전투후 입수 금액/EXP/아이템을 보여주는 것과 비슷한 스타일입니다. 어떻게 되는지는 첨부된 데모를 보세요.


class Game_Actor < Game_Battler
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1

# NEW - David
$d_new_skill = nil

for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)

# NEW - David
skill = $data_skills[j.skill_id]
$d_new_skill = skill.name

end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end

#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end

end

class Window_LevelUp < Window_Base

#----------------------------------------------------------------
def initialize(actor, pos)
@actor = actor
y = (pos * 120)
super(280, y, 360, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
if $d_dum == false
refresh
end
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 18
draw_actor_face(@actor, 4, 0)
draw_actor_name(@actor, 111, 0)
draw_actor_level(@actor, 186, 0)
show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
min_bar = @actor.level == 99 ? 1 : @actor.now_exp
max_bar = @actor.level == 99 ? 1 : @actor.next_exp
draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp)
end


#----------------------------------------------------------------
def level_up
self.contents.font.color = system_color
self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
end

#----------------------------------------------------------------
def update
super
end

end # of Window_LevelUp

#=================================
#Window_EXP
# Written by: David Schooley
#=================================

class Window_EXP < Window_Base

#----------------------------------------------------------------
def initialize(exp)
super(0, 0, 280, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(exp)
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh(exp)
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
self.contents.font.color = normal_color
self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
end

#----------------------------------------------------------------
def update
super
end

end # of Window_EXP

#=================================
#Window_Money_Items
# Written by: David Schooley
#=================================

class Window_Money_Items < Window_Base

#----------------------------------------------------------------
def initialize(money, treasures)
@treasures = treasures
super(0, 60, 280, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(money)
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh(money)
@money = money
self.contents.clear

self.contents.font.color = system_color
self.contents.draw_text(4, 4, 100, 32, "Items Found:")
self.contents.font.color = normal_color

y = 32
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end

cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
end

def update
super
end

end # of Window_Money_Items


class Scene_Battle
alias raz_battle_report_main main
alias raz_battle_report_be battle_end

def main
# NEW - David
#$battle_end = false
@lvup_window = []
@show_dummies = true # Show dummy windows or not?
raz_battle_report_main
# NEW - David
@lvup_window = nil
@level_up = nil
@ch_stats = nil
@ch_compare_stats = nil
end

def battle_end(result)
raz_battle_report_be(result)
# NEW - David
@status_window.visible = false
@spriteset.dispose
Graphics.transition
if result == 0
display_lv_up(@exp, @gold, @treasures)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
break
end
end
trash_lv_up
end

end

def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]

# NEW - David
@treasures = treasures
@exp = exp
@gold = gold


for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@phase5_wait_count = 10
end

def update_phase5
if @phase5_wait_count > 0
@phase5_wait_count -= 1
if @phase5_wait_count == 0

# NEW - David
$game_temp.battle_main_phase = false
end
return
end

# NEW - David
battle_end(0)

end

def display_lv_up(exp, gold, treasures)

$d_dum = false
d_extra = 0
i = 0
for actor in $game_party.actors
# Fill up the Lv up windows
@lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i)
i += 1
end

# Make Dummies
if @show_dummies == true
$d_dum = true
for m in i..3
@lvup_window[m] = Window_LevelUp.new(m, m)
end
end

@exp_window = Window_EXP.new(exp)
@m_i_window = Window_Money_Items.new(gold, treasures)
@press_enter = nil
gainedexp = exp
@level_up = [0, 0, 0, 0]
@d_new_skill = ["", "", "", ""]
@d_breakout = false
@m_i_window.refresh(gold)
wait_for_OK

@d_remember = $game_system.bgs_memorize
Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)

# NEW - David
max_exp = exp
value = 28
for n in 0..gainedexp - (max_exp / value)
exp -= (max_exp / value)
if @d_breakout == false
Input.update
end

for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += (max_exp / value)
# Fill up the Lv up windows
if @d_breakout == false
@lvup_window[i].refresh
@exp_window.refresh(exp)
end

if actor.level > last_level
@level_up[i] = 5
Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
if $d_new_skill
@d_new_skill[i] = $d_new_skill
end
end

if @level_up[i] == 0
@d_new_skill[i] = ""
end

if @level_up[i] > 0
@lvup_window[i].level_up
end

if Input.trigger?(Input::C) or exp <= 0
@d_breakout = true
end
end

if @d_breakout == false
if @level_up[i] >0
@level_up[i] -= 1
end
Graphics.update
end
end

if @d_breakout == true
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
actor.exp += exp
end
end
exp = 0
break
end
end
Audio.bgs_stop
@d_remember = $game_system.bgs_restore

for i in 0...$game_party.actors.size
@lvup_window[i].refresh
end
@exp_window.refresh(exp)
Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
$game_party.gain_gold(gold)
@m_i_window.refresh(0)
Graphics.update
end

def trash_lv_up
# NEW - David
i=0

for i in 0 ... 4
@lvup_window[i].visible = false
end
@exp_window.visible = false
@m_i_window.visible = false
@lvup_window = nil
@exp_window = nil
@m_i_window = nil
end

# Wait until OK key is pressed
def wait_for_OK
loop do
Input.update
Graphics.update
if Input.trigger?(Input::C)
break
end
end
end

end

class Window_Base < Window
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.picture("Faces/" + actor.character_name)
self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
end

#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end

end


**RTAB사용자는 아래 것을 사용하기 바랍니다:

class Game_Actor < Game_Battler
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1

# NEW - David
$d_new_skill = nil

for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)

# NEW - David
skill = $data_skills[j.skill_id]
$d_new_skill = skill.name

end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end

#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end

end

class Window_LevelUp < Window_Base

#----------------------------------------------------------------
def initialize(actor, pos)
@actor = actor
y = (pos * 120)
super(280, y, 360, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
if $d_dum == false
refresh
end
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 18
draw_actor_face(@actor, 4, 0)
draw_actor_name(@actor, 111, 0)
draw_actor_level(@actor, 186, 0)
show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
min_bar = @actor.level == 99 ? 1 : @actor.now_exp
max_bar = @actor.level == 99 ? 1 : @actor.next_exp
draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp)
end


#----------------------------------------------------------------
def level_up
self.contents.font.color = system_color
self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
end

#----------------------------------------------------------------
def update
super
end

end # of Window_LevelUp

#=================================
#Window_EXP
# Written by: David Schooley
#=================================

class Window_EXP < Window_Base

#----------------------------------------------------------------
def initialize(exp)
super(0, 0, 280, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(exp)
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh(exp)
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
self.contents.font.color = normal_color
self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
end

#----------------------------------------------------------------
def update
super
end

end # of Window_EXP

#=================================
#Window_Money_Items
# Written by: David Schooley
#=================================

class Window_Money_Items < Window_Base

#----------------------------------------------------------------
def initialize(money, treasures)
@treasures = treasures
super(0, 60, 280, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(money)
end

#----------------------------------------------------------------
def dispose
super
end

#----------------------------------------------------------------
def refresh(money)
@money = money
self.contents.clear

self.contents.font.color = system_color
self.contents.draw_text(4, 4, 100, 32, "Items Found:")
self.contents.font.color = normal_color

y = 32
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end

cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
end

def update
super
end

end # of Window_Money_Items


class Scene_Battle
alias raz_battle_report_main main
alias raz_battle_report_be battle_end

def main
# NEW - David
#$battle_end = false
@lvup_window = []
@show_dummies = true # Show dummy windows or not?
raz_battle_report_main
# NEW - David
@lvup_window = nil
@level_up = nil
@ch_stats = nil
@ch_compare_stats = nil
end

def battle_end(result)
raz_battle_report_be(result)
# NEW - David

if @status_window.visible == true
@status_window.dispose
end

@spriteset.dispose
Graphics.transition
if result == 0
display_lv_up(@exp, @gold, @treasures)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
break
end
end
trash_lv_up
end

end

def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]

# NEW - David
@treasures = treasures
@exp = exp
@gold = gold


for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@phase5_wait_count = 10
end

def update_phase5
if @phase5_wait_count > 0
@phase5_wait_count -= 1
if @phase5_wait_count == 0

# NEW - David
$game_temp.battle_main_phase = false
end
return
end

# NEW - David
battle_end(0)

end

def display_lv_up(exp, gold, treasures)

$d_dum = false
d_extra = 0
i = 0
for actor in $game_party.actors
# Fill up the Lv up windows
@lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i)
i += 1
end

# Make Dummies
if @show_dummies == true
$d_dum = true
for m in i..3
@lvup_window[m] = Window_LevelUp.new(m, m)
end
end

@exp_window = Window_EXP.new(exp)
@m_i_window = Window_Money_Items.new(gold, treasures)
@press_enter = nil
gainedexp = exp
@level_up = [0, 0, 0, 0]
@d_new_skill = ["", "", "", ""]
@d_breakout = false
@m_i_window.refresh(gold)
wait_for_OK

@d_remember = $game_system.bgs_memorize
Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)

# NEW - David
max_exp = exp
value = 28
for n in 0..gainedexp - (max_exp / value)
exp -= (max_exp / value)
if @d_breakout == false
Input.update
end

for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += (max_exp / value)
# Fill up the Lv up windows
if @d_breakout == false
@lvup_window[i].refresh
@exp_window.refresh(exp)
end

if actor.level > last_level
@level_up[i] = 5
Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
if $d_new_skill
@d_new_skill[i] = $d_new_skill
end
end

if @level_up[i] == 0
@d_new_skill[i] = ""
end

if @level_up[i] > 0
@lvup_window[i].level_up
end

if Input.trigger?(Input::C) or exp <= 0
@d_breakout = true
end
end

if @d_breakout == false
if @level_up[i] >0
@level_up[i] -= 1
end
Graphics.update
end
end

if @d_breakout == true
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
actor.exp += exp
end
end
exp = 0
break
end
end
Audio.bgs_stop
@d_remember = $game_system.bgs_restore

for i in 0...$game_party.actors.size
@lvup_window[i].refresh
end
@exp_window.refresh(exp)
Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
$game_party.gain_gold(gold)
@m_i_window.refresh(0)
Graphics.update
end

def trash_lv_up
# NEW - David
i=0

for i in 0 ... 4
@lvup_window[i].visible = false
end
@exp_window.visible = false
@m_i_window.visible = false
@lvup_window = nil
@exp_window = nil
@m_i_window = nil
end

# Wait until OK key is pressed
def wait_for_OK
loop do
Input.update
Graphics.update
if Input.trigger?(Input::C)
break
end
end
end

end

class Window_Base < Window
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.picture("Faces/" + actor.character_name)
self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
end

#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end

end

Who's 백호

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이상혁입니다.

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첨부 '3'
Comment '1'
  • ?
    용호작무 2009.08.23 04:59

    편하긴 할텐데... 매번마다 창 뜨면 플레이어들이 귀찮아지지 않을려나?; 싶네요;


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954 그래픽 Bitmap update 2.0 by Linkin_T 1 백호 2009.02.22 985
953 스킬 Blacksmith System 2.0 by ForeverZer0 4 Alkaid 2011.09.07 1768
952 전투 Blizz-ABS 1.95 27 아방스 2008.03.05 4028
951 기타 Boat Script 백호 2009.02.21 729
950 기타 Book Event v2 by Bruth 5 백호 2009.02.22 1694
949 메뉴 Breath Of Fire 스타일의 메뉴 3 file 백호 2009.02.21 2342
948 맵/타일 Call Map Event by DerVVulfman Alkaid 2011.12.21 1861
947 아이템 Categorized Items Menu 1.3 by albertfish 1 file Alkaid 2010.09.09 1795
946 오디오 CG, 음악 감상 스크립트 [한글화] 11 file 백호 2009.02.21 2403
945 기타 CG그림 감상 스크립트 file 백호 2009.02.21 1735
944 기타 CG모드 도입 스크립트 file 백호 2009.02.21 1383
943 기타 Chaos Project Debug System 1.06b by Blizzard file Alkaid 2010.09.07 1367
942 저장 Chaos Project Save Layout 1.4 by Fantasist, Blizzard file Alkaid 2010.10.08 1558
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