VX 스크립트

던전에 적정 레벨이 뭔지 표시해주는(화면상에)스크립트입니다.

그러니까 화면상에... 스위치 71(디폴트 온오프 스위치) 를 on시키면 표시를 하지 않고, off시키면 표시를 해주는 스크립트입니다.

직접 만든 HUD도 첨부했으니 꼭 "Lvname.PNG"로 시스템(Graphics/System)에 넣어주시길.

변수(조정 변수-default27)을 꼭 장소 이동 전(예를 들면 문에라던가...)를 조정해주시면, 그 변수의 값 대로 LV를 표시해 줍니다.

꼭 유용한데 쓰시길 바라겠습니다.

아래부터 복사..

#--------------------------------------------------------------
# [VX] Level Range Indicator
#--------------------------------------------------------------
# by Kilin (kilin08@hotmail.com)
# Shaltix Games
# Version: 1.0
# Notes: This was written to work next to Mog's Map Location
# HUD script. This script can be used with or without it, but
# the basic layout is pretty much the same, with altered
# variable names.
#--------------------------------------------------------------
# The idea of this script is to display a recommended level
# value upon entering a map. The range is determined by one
# variable which can be changed through a call script. The
# script is useful for letting players know when they're in
# an area that they won't be able to survive in.
# You will need to declare the variable BEFORE you enter the
# map in order for it to work. A good place to change it is in
# the Transfer Player event.
#--------------------------------------------------------------
# REQUIREMENTS BEFORE USE:
# Set aside a switch and a variable for this script. The default
# number for both the switch and variable are 11. Let's say you
# already have a switch or variable in slot 11. Simply change the
# value in SWITCH_LEVELRANGE_OFF or LVVAR to match the slots you're
# using. Then when your player is changing rooms, change the
# level variable to whatever you wish and it will show in the
# next room.
#--------------------------------------------------------------
module LevelRange
#==============================================================
# SCRIPT SETUP - Declares customizable variables (You can change
# any of these values and the script will still run.
#==============================================================
SWITCH_LEVELRANGE_OFF = 71 # Turn this switch (default slot 71) on to stop showing the level range
LVVAR = 27 # This is the editable variable (default slot 27) that you'll change through variable actions
# - it signifies the level indication
LVFONT = "Georgia" # Text font
LVFADE = true # Fading on or off - This lets you keep it on the screen at all times if set to false
LVFADETIME = 10 # Fading time - This has no effect if LVFADE is set to false
LVWPOS = 2 # Window Position. 0 - Top Left, 1 - Bottom Left, 2 - Top Right, 3 - Bottom Right
end
#==============================================================
# Game_System - Declares secondary variables.
#==============================================================
class Game_System
attr_accessor :fadetm
attr_accessor :lvrn_x
attr_accessor :lvrn_y
alias lvrn_ini initialize
def initialize
lvrn_ini
@fadetm = 255 + 40 * LevelRange::LVFADETIME
if LevelRange::LVWPOS == 0
@lvrn_x = -300
@lvrn_y = 48
elsif LevelRange::LVWPOS == 1
@lvrn_x = -300
@lvrn_y = 272
elsif LevelRange::LVWPOS == 2
@lvrn_x = 640
@lvrn_y = 48
else
@lvrn_x = 640
@lvrn_y = 272
end 
end
def lvrn_x
return @lvrn_x
end
def lvrn_y
return @lvrn_y
end
def fadetm
if @fadetm <= 0
@fadetm = 0
end
return @fadetm
end
end
#==============================================================
# Window_Base - Controls text and icon drawing.
#==============================================================
class Window_Base < Window
def nd_lvpic
lvic = Cache.system("")    
end
def draw_lvname(x,y)
lvic = Cache.system("Lvname") rescue nd_lvic
cw = lvic.width 
ch = lvic.height
sr_rec = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 65, lvic, sr_rec)
self.contents.font.name = LevelRange::LVFONT
self.contents.font.size = 16
self.contents.font.bold = true
self.contents.font.shadow = true
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x - 12, y + 32, 160, 32, "Level " + $game_variables[LevelRange::LVVAR].to_s,1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x - 11, y + 31, 160, 32, "Level " + $game_variables[LevelRange::LVVAR].to_s,1)
end
end
#==============================================================
# Lvname - Declares a final class.
#==============================================================
class Lvname < Window_Base
def initialize(x , y)
super($game_system.lvrn_x, $game_system.lvrn_y, 250, WLH + 70)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_lvname(10,0)   
end
end
#~ #==============================================================
# Scene_Map - Does all the drawing.
#==============================================================
class Scene_Map
alias lvrn_start start
def start
@lvrn = Lvname.new($game_system.lvrn_x, $game_system.lvrn_y)
@lvrn.contents_opacity = $game_system.fadetm
if $game_switches[LevelRange::SWITCH_LEVELRANGE_OFF] == false
@lvrn.visible = true
else
@lvrn.visible = false 
end 
lvrn_start
end 
alias lvrn_term terminate
def terminate
lvrn_term
@lvrn.dispose
end
alias lvrn_upd update
def update
lvrn_upd 
$game_system.lvrn_x = @lvrn.x
$game_system.lvrn_y = @lvrn.y
if $game_switches[LevelRange::SWITCH_LEVELRANGE_OFF] == true or $game_system.fadetm <= 0
@lvrn.visible = false
else
@lvrn.visible = true
end
if LevelRange::LVWPOS == 0 or LevelRange::LVWPOS == 1
if @lvrn.x < -50
@lvrn.x += 5
elsif @lvrn.x >= -50
@lvrn.x = -50
end  
else
if @lvrn.x > 400
@lvrn.x -= 5
elsif @lvrn.x <= 400
@lvrn.x = 400
end    
end
@lvrn.contents_opacity = $game_system.fadetm
if LevelRange::LVFADE == true
$game_system.fadetm -= 3
end
end
alias lvrn_upd_trans_player update_transfer_player
def update_transfer_player
return unless $game_player.transfer?
@lvrn.contents_opacity = 0
lvrn_upd_trans_player
if LevelRange::LVWPOS == 0
$game_system.lvrn_x = -340
$game_system.lvrn_y = 48
elsif LevelRange::LVWPOS == 1
$game_system.lvrn_x = -340
$game_system.lvrn_y = 320
elsif LevelRange::LVWPOS == 2
$game_system.lvrn_x = 640
$game_system.lvrn_y = 48
else
$game_system.lvrn_x = 640
$game_system.lvrn_y = 320
end 
@lvrn.y = $game_system.lvrn_y
@lvrn.x = $game_system.lvrn_x
$game_system.fadetm = 255 + 60 * LevelRange::LVFADETIME
@lvrn.refresh
end
end

이상 루시페르였습니다!

Comment '5'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 4686
319 기타 미니게임테트리스 스크립트 ㅋㅋㅋ 27 file 유즈미짱 2009.06.30 3653
318 직업 서브클래스 선택 시스템 Subclass Selection System 7 file 유즈미짱 2009.06.30 3598
317 기타 경험치 백분율 계산 2 허걱 2009.06.30 3045
316 기타 그림을 각도로 회전시키기 1 허걱 2009.06.30 2300
315 메시지 조합한글 21 file 허걱 2009.06.27 4361
314 전투 ATB전투방식.(사이드뷰X 백발의카임전투방식O) 14 file 이피쿤 2009.06.24 8964
313 전투 Requiem ABS 8 - 액션 배틀 시스템 8 36 아방스 2009.06.24 8509
312 메뉴 전투승리시 아이템 경험치팝업창 스크립트 18 file 유즈미짱 2009.06.23 3717
311 온라인 VX Phoenix 온라인 스크립트 1.3버전 12 AVANGS 2009.06.18 3427
310 전투 카운트배틀 시스템(스크립트 한글살짝번역) 10 file 유즈미짱 2009.06.17 5475
309 타이틀/게임오버 맵 타이틀 스크립트 48 아방스 2009.06.17 5469
308 메뉴 스테이터스 화면 개조 - 커스텀 버전 13 file 훈덕 2009.06.15 4874
307 기타 적 선택시 스킬창 비표시 + 타겟 플래쉬 7 훈덕 2009.06.14 2080
306 기타 좀 뭐랄까... 어이없는 "비행선 더 높게 날아오르게 하기!"스크립트.... 8 루시페르 2009.06.06 2406
305 기타 문장의 스크롤! 13 루시페르 2009.06.06 2496
» 기타 던전에 적정 레벨이 어떤건지 스크린에 표시해주는 스크립트! 5 file 루시페르 2009.06.06 2880
303 기타 (좀 이상한 or 쓸모없을 듯 한)화면상에 몬스터와 만나려면 몇걸음 남았는지 표시하는 스크립트! 2 루시페르 2009.06.06 2311
302 메뉴 시스템 옵션 스크립트의 사용방법 6 아방스 2009.06.04 2805
301 기타 KGC 스크립트 라이브러리 7 훈덕 2009.05.31 2580
300 기타 <중수이상>RPG VX의 대표적 참조값 6 까까까 2009.05.31 3137
Board Pagination Prev 1 ... 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 ... 32 Next
/ 32