XP 스크립트





1. Window_Base 에서 아래의 문장을 찾습니다. ( 193 라인 근처입니다. )
------------------------------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
 bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
 cw = bitmap.width / 4
 ch = bitmap.height / 4
 src_rect = Rect.new(0, 0, cw, ch)
 self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
------------------------------------------------------------------------------------------------

2. 위문장 아래에 다음의 문장을 추가해줍니다.
------------------------------------------------------------------------------------------------
#--------------------------------------------------------------------------
# ?This def lets you use the battler graphic in the Window classes
#--------------------------------------------------------------------------
def draw_actor_battler_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# Draw A Picture Using draw_picture
#--------------------------------------------------------------------------
def draw_picture(image, x, y)
 bitmap = RPG::Cache.picture(image)
 iw=bitmap.width
 ih=bitmap.height
 self.contents.blt(x, y , bitmap, Rect.new(0, 0, iw, ih))
end
--------------------------------------------------------------------------------------------------

3. Scene_Status 에서 아래의 문장을 찾습니다. ( 55라인 근처입니다. )
--------------------------------------------------------------------------------------------------
# R ボタンが押された場合
 if Input.trigger?(Input::R)
  # カーソル SE を演奏
  $game_system.se_play($data_system.cursor_se)
  # 次のアクターへ
  @actor_index += 1
  @actor_index %= $game_party.actors.size
  # 別のステータス画面に切り替え
  $scene = Scene_Status.new(@actor_index)
  return
 end
 # L ボタンが押された場合
 if Input.trigger?(Input::L)
  # カーソル SE を演奏
  $game_system.se_play($data_system.cursor_se)
  # 前のアクターへ
  @actor_index += $game_party.actors.size - 1
  @actor_index %= $game_party.actors.size
  # 別のステータス画面に切り替え
  $scene = Scene_Status.new(@actor_index)
------------------------------------------------------------------------------------------------

4. 위의 문장을 아래의 문장으로 교체해줍니다.
------------------------------------------------------------------------------------------------
# Right Trigger Input
 if Input.trigger?(Input::RIGHT)
  # Cursor SE
  $game_system.se_play($data_system.cursor_se)
  # Change Of Party Member (+1)
  @actor_index += 1
  @actor_index %= $game_party.actors.size
  # Refreshing Scene_Status
  $scene = Scene_Status.new(@actor_index)
  return
 end
 # Left Trigger Input
 if Input.trigger?(Input::LEFT)
  # Cursor SE
  $game_system.se_play($data_system.cursor_se)
  # Change Of Party Member (-1)
  @actor_index += $game_party.actors.size - 1
  @actor_index %= $game_party.actors.size
  # Refreshing Of Scene_Status
  $scene = Scene_Status.new(@actor_index)
--------------------------------------------------------------------------------------------------

5.  Window_Status 을 아래의 문장으로 교체해줍니다. (교체하기전 오류를 대비해 Window_Status 는 백업해주세요. )
--------------------------------------------------------------------------------------------------
#==============================================================================
# ■ Window_Status
# ● New Status Screen V2
# ● Created by: SunZeroX
#==============================================================================

class Window_Status < Window_Base
#--------------------------------------------------------------------------
# ● Initialision of the definations
#--------------------------------------------------------------------------
def initialize(actor)
 super(0, 0, 640, 480)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = $fontface
 self.contents.font.size = $fontsize
 @actor = actor
 refresh
end
#--------------------------------------------------------------------------
# ● The layout of the Status Screen
#--------------------------------------------------------------------------
def refresh
 self.contents.clear
 draw_picture("L-Cursor.png", 0, 0)
 draw_picture("R-Cursor.png", 560, 0)
 draw_actor_battler_graphic(@actor, 500, 400)
 draw_actor_name(@actor, 169, 0)
 draw_actor_level(@actor, 241, 0)
 draw_actor_state(@actor, 312, 0)
 draw_actor_hp(@actor, 0, 35, 172)
 draw_actor_sp(@actor, 0, 63, 172)
 draw_actor_parameter(@actor, 400, 35, 0)
 draw_actor_parameter(@actor, 400, 63, 1)
 draw_actor_parameter(@actor, 400, 91, 2)
 draw_actor_parameter(@actor, 200, 35, 3)
 draw_actor_parameter(@actor, 200, 63, 4)
 draw_actor_parameter(@actor, 200, 91, 5)
 draw_actor_parameter(@actor, 200, 119, 6)
 self.contents.font.color = system_color
 self.contents.draw_text(0, 91, 80, 32, "Exp")
 self.contents.draw_text(0, 119, 80, 32, "Next")
 self.contents.font.color = normal_color
 self.contents.draw_text(82 + 0, 91, 80, 32, @actor.exp_s, 2)
 self.contents.draw_text(82 + 0, 119, 80, 32, @actor.next_rest_exp_s, 2)
 self.contents.font.color = system_color
 self.contents.draw_text(0, 175, 80, 32, "Weapon")
 self.contents.draw_text(0, 231, 80, 32, "Shield")
 self.contents.draw_text(0, 287, 80, 32, "Helmet")
 self.contents.draw_text(0, 343, 80, 32, "Armor")
 self.contents.draw_text(0, 399, 80, 32, "Accessory")
 draw_item_name($data_weapons[@actor.weapon_id], 0 + 16, 203)
 draw_item_name($data_armors[@actor.armor1_id], 0 + 16, 259)
 draw_item_name($data_armors[@actor.armor2_id], 0 + 16, 315)
 draw_item_name($data_armors[@actor.armor3_id], 0 + 16, 371)
 draw_item_name($data_armors[@actor.armor4_id], 0 + 16, 427)
end
def dummy
 self.contents.font.color = system_color
 self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
 self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
 self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
 self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
 self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
 draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
 draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
 draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
 draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
 draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
-------------------------------------------------------------------------------------------------------

6. 위에 그림중 2번째 3번째 그림을 당신의 게임제작 폴더 pictures 에 복사합니다.

끝~

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6153
681 기타 Shift Puzzles v2 by SephirothSpawn (SDK호환) 3 file 백호 2009.02.22 1170
680 장비 SIBruno's Advanced Equip Screen v2 file 백호 2009.02.22 1246
679 전투 SimpleAction (출처 -RPGXP 포럼 비밀소년님의 자작품) 1 file 백호 2009.02.21 1194
678 전투 Single/All Target Switching by RPG Advocate 백호 2009.02.22 816
677 기타 Sized Events 0.1 by Toby@rmxp.org file 백호 2009.02.22 845
676 스킬 Skill Requirements by SephirothSpawn (SDK호환) file 백호 2009.02.22 763
675 스킬 Skill Shop by SephirothSpawn file 백호 2009.02.22 813
674 스킬 Skill Shop by Trickster@rmxp.org file 백호 2009.02.22 1073
673 스킬 Skills_Consume_Hp[By: Gando] - HP를 소비하는 스킬 스크립트 4 쉴더 2009.02.21 1385
672 기타 Sphere Grid System file 백호 2009.02.21 765
671 전투 SRPGコンバータⅡ by AD.Bank 1 습작 2013.05.13 1769
670 전투 srpg용 스크립트라는데 4 세죠 2010.03.26 3524
» 메뉴 Star Ocean 3 형식으로 스테이터스 화면 변경 1 file 백호 2009.02.21 1570
668 전투 Star Ocean Battle System 3 file 백호 2009.02.22 1228
667 기타 Steal Script (SDK Required) file 백호 2009.02.21 1182
666 전투 Steal Script 5.5 by trickster@rmxp.net (SDK호환) file 백호 2009.02.22 1206
665 전투 Stealing/Mugging/Scanning 6.0 Final by Trickster (SDK호환) file 백호 2009.02.22 885
664 메뉴 Stormtronics CMS 5.39b - Hybrid Edition by Blizzard 4 file Alkaid 2010.09.06 1742
663 저장 StupidStormy36's Custom Save System 3 Alkaid 2010.10.05 1199
662 저장 StupidStormy36's Custom Save System 2010-10-06(05?) Edition 1 Alkaid 2010.10.07 1247
Board Pagination Prev 1 ... 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 ... 52 Next
/ 52