1 Name on Event Sun Oct 24, 2010 12:05 pm
duongtiep
Admin
Chức năng: Thêm một dòng chữ trên Event
- Code:
#==============================================================================#
#= = = = = = = = = = = = = = = =Nome nos eventos= = = = = = = = = = = = = = = =#
#------------------#===========================================================#
#-----Darklich-----#
#-----27/05/09-----#
#------------------#
#------------------------------------------------------------------------------#
# Instruções: #
# Para usar esse script, apenas coloque um [n] antes do nome, então o nome #
# aparecera em cima dele! #
#------------------------------------------------------------------------------#
module Name
# Nome da fonte Utilizada
Fonte = "UmePlus Gothic"
# Tamanho da fonte do nome
Tamanho = 18
# cor da fonte(vermelho,verde,azul,transparencia)
Cor = Color.new(255,0,0,150)
# Usar em negrito?
Negrito = true
# Usar em itálico?
Italico = true
# Switch para desabilitar os nomes
Desativar = 1
# Mostrar o nome do herói?
Heroi = true
end
#==============================================================================#
#==============================================================================#
class Sprite_Character < Sprite_Base
def initialize(viewport, character = nil,name = "")
super(viewport)
@character = character
@balloon_duration = 0
@name = name
start_name
update
start_name
end
alias char_dispose dispose
def dispose
char_dispose
@name_sprite.dispose
end
alias char_update update
def update
char_update
update_name
end
def start_name
@name_sprite = ::Sprite.new(viewport)
@name_sprite.bitmap = Bitmap.new(100,32)
@name_sprite.bitmap.font.name = Name::Fonte
@name_sprite.bitmap.font.size = Name::Tamanho
@name_sprite.bitmap.font.color = Name::Cor
@name_sprite.bitmap.font.bold = Name::Negrito
@name_sprite.bitmap.font.italic = Name::Italico
@name_sprite.bitmap.draw_text(@name_sprite.bitmap.rect,@name,1)
@name_sprite.ox = 16
@name_sprite.oy = 32
end
def update_name
if $game_switches[Name::Desativar]
@name_sprite.opacity = 0
else
@name_sprite.opacity = 255
end
@name_sprite.x = x - width
@name_sprite.y = y - height
@name_sprite.z = z + 200
end
end
class Spriteset_Map
def create_characters
@character_sprites = []
for i in $game_map.events.keys.sort
m = load_data(sprintf("Data/Map%03d.rvdata", $game_map.map_id))
if m.events[i].name.include?("[n]")
a = m.events[i].name
a[0] = ""
a[0] = ""
a[0] = ""
sprite = Sprite_Character.new(@viewport1, $game_map.events[i],a)
@character_sprites.push(sprite)
else
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
end
for vehicle in $game_map.vehicles
sprite = Sprite_Character.new(@viewport1, vehicle)
@character_sprites.push(sprite)
end
if Name::Heroi
nome = $game_party.members[0].name
else
nome = ""
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player,nome))
end
end
- Code:
#==============================================================================#
#= = = = = = = = = = = = = = = =Nome nos eventos= = = = = = = = = = = = = = = =#
#------------------#===========================================================#
#-----Darklich-----#
#-----27/05/09-----#
#------------------#
#------------------------------------------------------------------------------#
# Instruções: #
# Para usar esse script, apenas coloque um [n] antes do nome, então o nome #
# aparecera em cima dele! #
#------------------------------------------------------------------------------#
module Name
# Nome da fonte Utilizada
Fonte = "UmePlus Gothic"
# Tamanho da fonte do nome
Tamanho = 18
# cor da fonte(vermelho,verde,azul,transparencia)
Cor = Color.new(255,0,0,150)
# Usar em negrito?
Negrito = true
# Usar em itálico?
Italico = true
# Switch para desabilitar os nomes
Desativar = 1
# Mostrar o nome do herói?
Heroi = true
end
#==============================================================================#
#==============================================================================#
class Sprite_Character < Sprite_Base
def initialize(viewport, character = nil,name = "")
super(viewport)
@character = character
@balloon_duration = 0
@name = name
start_name
update
start_name
end
alias char_dispose dispose
def dispose
char_dispose
@name_sprite.dispose
end
alias char_update update
def update
char_update
update_name
end
def start_name
@name_sprite = ::Sprite.new(viewport)
@name_sprite.bitmap = Bitmap.new(100,32)
@name_sprite.bitmap.font.name = Name::Fonte
@name_sprite.bitmap.font.size = Name::Tamanho
@name_sprite.bitmap.font.color = Name::Cor
@name_sprite.bitmap.font.bold = Name::Negrito
@name_sprite.bitmap.font.italic = Name::Italico
@name_sprite.bitmap.draw_text(@name_sprite.bitmap.rect,@name,1)
@name_sprite.ox = 16
@name_sprite.oy = 32
end
def update_name
if $game_switches[Name::Desativar]
@name_sprite.opacity = 0
else
@name_sprite.opacity = 255
end
@name_sprite.x = x - width
@name_sprite.y = y - height
@name_sprite.z = z + 200
end
end
class Spriteset_Map
def create_characters
@character_sprites = []
for i in $game_map.events.keys.sort
m = load_data(sprintf("Data/Map%03d.rvdata", $game_map.map_id))
if m.events[i].name.include?("[n]")
a = m.events[i].name
a[0] = ""
a[0] = ""
a[0] = ""
sprite = Sprite_Character.new(@viewport1, $game_map.events[i],a)
@character_sprites.push(sprite)
else
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
end
for vehicle in $game_map.vehicles
sprite = Sprite_Character.new(@viewport1, vehicle)
@character_sprites.push(sprite)
end
if Name::Heroi
nome = $game_party.members[0].name
else
nome = ""
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player,nome))
end
end
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- Code:
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