![]() ![]() ![]() Lo stesso script è anche presente per il VX.Īltre istruzioni all'interno dello script. #=# ** MSX - Window_SaveFile II#=# Author: Melosx# Versione: 1.0# Release Date: #=# * Description# -# This script change the Window_SaveFile by adding more information.# This release add: actor name, level, class, map name and gold.#=# * Instruction# -# Place the script under Materials and above Main.#=#=# ** DataManager#=module DataManager def self.make_save_header header = " draw_text(4, 0, 200, line_height, name) = text_size(name).width draw_playtime(0, contents.height - line_height, contents.width - 4, 2) draw_info draw_party_characters(150, 117) end def draw_party_characters(x, y) header = return unless header header.each_with_index do |data, i| draw_character(data, data, x + i * 115, y) end end def draw_playtime(x, y, width, align) header = return unless header draw_text(x, y, width, line_height, "Playtime: " + header, 2) end def draw_info header = return unless header header.each_with_index do |data, i| draw_face(data, data, 70 + i * 115, 23) draw_text(70 + i * 115, 3, 110, line_height, data, 0) draw_text(75 + i * 115, 38, 110, line_height, Vocab.level_a + " " + data.to_s, 0) draw_text(75 + i * 115, 23, 105, line_height, data, 0) draw_text(0, contents.height - line_height, contents.width - 4, line_height, "Map: " + data, 1) draw_text(4, contents.height - line_height, contents.width - 4, line_height, "Gold: " + data.to_s + Vocab::currency_unit, 0) end endend#=# ** Scene_File#=class Scene_File < Scene_MenuBase def visible_max return 2 endendendĬon questo script,potete avere le barre HP, MP etc,in stile diverso,come potete vedere dalle immagini ^^ Consiglio l'utilizzo dello script Text Cache per una corretta resa delle stringhe di testo.Ĭopiare lo script Sopra Main e sotto Materials ![]() Nuova finestra di salvataggio con più elementi. ![]()
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