VX 스크립트

말그대로... 게이지에 몬스터와 만나려면 몇걸음 남았는지

게이지 형식으로 메뉴에 표시하는 스크립트입니다.

그러니까... 걍 MAIN위에 붙여넣으시면 알아서 게이지를 형성합니다아>.

좀 쓸모 없을 지도 모르지만,, 뭐 아이템에 콜 스크립트로 쓰실 수도 있으니... 아이템에 이용하셔도 될듯..

 

#===============================================================================
# Encounter Gauge by Deriru
# Version 1.0
# How to install:
# --Put under Materials and above Main
#
# Enabling/Disabling Gauge:
# Script: $EncGaugeCtrl.turn_on or $EncGaugeCtrl.turn_off
#
# Checking the Gauge if disabled/enabled(use as a conditional branch)
# Script: $EncGaugeCtrl.is_on? or $EncGaugeCtrl.is_off?
#===============================================================================

#-------------------------------------------------------------------------------
# DO NOT TOUCH PARTS BELOW PLEASE!
#-------------------------------------------------------------------------------
module Deriru
module EncGauge
#-------------------------------------------------------------------------------
# DO NOT TOUCH PARTS ABOVE PLEASE!
#-------------------------------------------------------------------------------

#===============================================================================
# Setup Begin
#-------------------------------------------------------------------------------
# X and Y of the gauge.
# X range: 0 to 400
# Y range: 0 to 350
#-------------------------------------------------------------------------------
GX = 0
GY = 0
#-------------------------------------------------------------------------------
# Opacity when player is underneath the gauge.
#-------------------------------------------------------------------------------
BEHIND_OPAC = 128
#-------------------------------------------------------------------------------
# Maps that are encounter areas.
#-------------------------------------------------------------------------------
ENCMAPS = [1]
#-------------------------------------------------------------------------------
# Color for the border of the Gauge
#-------------------------------------------------------------------------------
BORDER = Color.new(0,0,0,255)
#-------------------------------------------------------------------------------
# Set to false if you do not want to see the gauge in non-encounter areas.
#-------------------------------------------------------------------------------
SHOW_TOWN = true
#-------------------------------------------------------------------------------
# Color of the Gauge
#-------------------------------------------------------------------------------
LV = Array.new # DO NOT TOUCH!
LV[0] = Color.new(225,255,255,128) # No encounter
LV[1] = Color.new(0,255,0,128) # 0/5 of encounter
LV[2] = Color.new(0,128,0,128) # 1/5 of encounter
LV[3] = Color.new(128,128,0,128) # 2/5 of encounter
LV[4] = Color.new(128,0,0,128) # 3/5 of encounter
LV[5] = Color.new(225,0,0,128) # 4/5 of encounter
#-------------------------------------------------------------------------------
# Setup End
#===============================================================================
#-------------------------------------------------------------------------------
# DO NOT TOUCH PARTS BELOW PLEASE!
#-------------------------------------------------------------------------------
end
end

class Window_DeriruEncHUD < Window_Base

$encgauge = true
MYX = Deriru::EncGauge::GX
MYY = Deriru::EncGauge::GY
if MYX > 400
MYX = 400
elsif MYX < 0
MYX = 0
end
if MYY > 350
MYY = 350
elsif MYY < 0
MYY = 0
end
def initialize
super(MYX,Deriru::EncGauge::GY,150,120)
self.z = 1
self.opacity = 0
end

def refresh(color)
self.contents.clear
if Deriru::EncGauge::ENCMAPS.include?($game_map.map_id)
redraw(color,true)
else
redraw(0,false)
end
end

def redraw(color, encmap)
if encmap == true
enc_gauge = @enc_need - @enc_step
enc_gauge = 1 if enc_gauge < 1
gauge = 100 * enc_gauge / (@enc_need - 1)
self.contents.fill_rect(0,20,104,13,Deriru::EncGauge::BORDER)
self.contents.gradient_fill_rect(2,22,gauge,9,Deriru::EncGauge::LV[1],Deriru::EncGauge::LV[color])
self.contents.draw_text(0,0,300,32,"Encounter")
else
self.contents.fill_rect(0,20,104,13,Deriru::EncGauge::BORDER)
self.contents.fill_rect(2,22,100,9,Deriru::EncGauge::LV[0])
self.contents.draw_text(0,0,300,32,"No Encounter")
end
end

def clearself
self.contents.dispose
end

def setopac(num)
self.contents_opacity = num
end

def update_enc
@enc_need = $game_map.encounter_step
@enc_step = $game_player.encounter_count
one_fifth = Integer(@enc_need/5)
two_fifth = Integer(@enc_need/2.5)
three_fifth = Integer(@enc_need/1.67)
four_fifth = Integer(@enc_need/1.25)
if @enc_step < one_fifth
self.refresh(5)
elsif @enc_step < two_fifth
self.refresh(4)
elsif @enc_step < three_fifth
self.refresh(3)
elsif @enc_step < four_fifth
self.refresh(2)
else
self.refresh(1)
end
end

end

class Scene_Map < Scene_Base

alias der_start start
def start
der_start
if $encgauge == true
if Deriru::EncGauge::SHOW_TOWN == true
@enchud = Window_DeriruEncHUD.new if @enchud == nil
@enchud.update_enc if @enchud != nil
else
if Deriru::EncGauge::ENCMAPS.include?($game_map.map_id)
@enchud = Window_DeriruEncHUD.new if @enchud == nil
@enchud.update_enc if @enchud != nil
end
end
else
if @enchud != nil
@enchud.dispose
@enchud = nil
end
end
end

alias der_update update
def update
der_update
if $encgauge == true
if Deriru::EncGauge::SHOW_TOWN == true
@enchud = Window_DeriruEncHUD.new if @enchud == nil
@enchud.update_enc if @enchud != nil
else
if Deriru::EncGauge::ENCMAPS.include?($game_map.map_id)
@enchud = Window_DeriruEncHUD.new if @enchud == nil
@enchud.update_enc if @enchud != nil
else
@enchud.contents.dispose if @enchud != nil
@enchud = nil if @enchud != nil
end
end
if $game_player.screen_x + 16 > Deriru::EncGauge::GX + 48 and
$game_player.screen_y + 4 > Deriru::EncGauge::GY + 48 and
$game_player.screen_x - 16 < Deriru::EncGauge::GX + 120 and
$game_player.screen_y - 28 < Deriru::EncGauge::GY + 48
@enchud.setopac(Deriru::EncGauge::BEHIND_OPAC) if @enchud != nil
else
@enchud.setopac(255) if @enchud != nil
end
else
if @enchud != nil
@enchud.dispose
@enchud = nil
end
end
end

alias der_terminate terminate
def terminate
if @enchud != nil
@enchud.dispose
@enchud = nil
end
der_terminate
end



end

class EncCtrl
def turn_on
$encgauge = true
end
def turn_off
$encgauge = false
end
def is_on?
if $encgauge == true
return true
else
return false
end
end
def is_off?
if $encgauge == false
return true
else
return false
end
end
end

$EncGaugeCtrl = EncCtrl.new



Deriru님이 만드신 인카운터 게이지 스크립틉니다.

유옹하게 쓰시길 바라겠습니다.

Comment '2'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5404
637 전투 VLAD ABS [액알 시스템] 65 아방스 2009.01.07 12566
636 전투 vampyr SBABS-Requiem ABS 9(액알) 101 file 담먹캐 2009.11.01 12005
635 HUD rpg 만들기 vx - 맵이름 띠우는 스크립트 ^^ 74 아방스 2008.01.27 11928
634 HUD PRABS v1.0 [hud,주석액알,원거리공격,hotkeys,vx] 대박감이다. 47 유칸지 2008.08.13 11114
633 전투 사이드뷰배틀3.3 + ATB1.1 스크립트. 65 할렘 2009.02.01 10946
632 전투 ORBS [새로운 전투 방식] 48 file 아방스 2009.03.04 10210
631 그래픽 3D그래픽 파티클엔진 45 file RPGbooster 2008.10.08 10130
630 전투 rpgvx 간단액알 스크립트 제작: 41 *PS 2008.02.07 9824
629 메뉴 (모그메뉴 풀세트팩 SEL Style.) 유니크급 자료 147 file 할렘 2009.02.07 9558
628 전투 RPG Tankentai SBS 3.3 + ATB Kaduki Eng 58 아방스 2009.02.05 9071
627 전투 ATB전투방식.(사이드뷰X 백발의카임전투방식O) 14 file 이피쿤 2009.06.24 9035
626 메뉴 일본에서 만든 멋있는메뉴변경 스크립트 (한글 VX에서 쓰시면 자동으로 바뀜) 45 유칸지 2008.04.09 8861
625 전투 WGB배틀 시스템. 59 file 카르와푸딩의아틀리에 2009.06.30 8777
624 전투 Crissaegrim ABS 2.0.5 최신 48 file RPGbooster 2008.10.08 8768
623 전투 Requiem ABS 8 - 액션 배틀 시스템 8 36 아방스 2009.06.24 8540
622 전투 RPGTankentai SBS3.3b 버전 (사이드뷰) 21 file 카르와푸딩의아틀리에 2009.07.01 8455
621 전투 사이드뷰 스크립트 [2003 전투 방식] 39 아방스 2008.03.09 8406
620 맵/타일 RPG 만들기 VX 로 구현한 3D~ 42 아방스 2008.09.02 8405
619 메뉴 메뉴변경 스크립트 34 아방스 2008.01.24 7938
618 전투 PRABS 2.0 액션배틀시스템 58 file RPGbooster 2008.10.08 7575
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 32 Next
/ 32