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    Elemental Radar Graph

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    samuel6406
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    Mensagens : 49
    Créditos : 11

    Elemental Radar Graph Empty Elemental Radar Graph

    Mensagem por samuel6406 Qua Jun 13, 2012 6:57 pm

    Element Radar Graph


    Introdução

    Um script que cria uma nova window_status com um radar elemental que calcula a vulnerabilidade a cada elemento de um personagen.

    Características

    Mostra a fraqueza elemental dos personagens em um grafico.

    Screenshots
    Elemental Radar Graph Indexphpactiondlattachtr
    Como usar

    Cole o script acima do main.

    Voce pode configurar o numero de elementos que o radar vai calcular e que elementos iram aparecer nestas linhas:
    ELEMENT_NUMBER = 8 # Numero de elementos NO RADAR.
    ELEMENTS = [1, 2, 3, 4, 5, 6, 7, 8] # ID dos elementos que apareceram no radar
    Demo

    Não nescessita.

    Script
    Código:
    #===============================================================================
    # Gráfico de radar elemental
    #===============================================================================
    class Bitmap
    def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
    distance = (start_x - end_x).abs + (start_y - end_y).abs
    if end_color == start_color
    for i in 1..distance
    x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
    y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
    if width == 1
    self.set_pixel(x, y, start_color)
    else
    self.fill_rect(x, y, width, width, start_color)
    end
    end
    else
    for i in 1..distance
    x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
    y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
    r = start_color.red * (distance-i)/distance + end_color.red * i/distance
    g = start_color.green * (distance-i)/distance + end_color.green * i/distance
    b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
    a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
    if width == 1
    self.set_pixel(x, y, Color.new(r, g, b, a))
    else
    self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
    end
    end
    end
    end
    end
    #==============================================================================
    #
    #==============================================================================
    class MENUSETTINGS
    #--------------------------------------------------------------------------
    # Constantes de elementos
    #--------------------------------------------------------------------------
    ELEMENT_NUMBER = 8 # Numeros de elementos en la rueda.
    ELEMENTS = [1, 2, 3, 4, 5, 6, 7, 8] # Elementos que apareceran en la rueda, en orden.
    end
    #===============================================================================
    # ■ Window_Base
    #===============================================================================
    class Window_Base
    FONT_SIZE = 16
    GRAPH_SCALINE_COLOR = Color.new(255, 255, 255, 128)
    GRAPH_SCALINE_COLOR_SHADOW = Color.new( 0, 0, 0, 192)
    GRAPH_LINE_COLOR = Color.new(255, 255, 64, 255)
    GRAPH_LINE_COLOR_MINUS = Color.new( 64, 255, 255, 255)
    GRAPH_LINE_COLOR_PLUS = Color.new(255, 64, 64, 255)
    #--------------------------------------------------------------------------
    # Proceso de rueda
    #--------------------------------------------------------------------------
    def draw_actor_element_radar_graph(actor, x, y, radius = 43)
    cx = x + radius + FONT_SIZE + 48
    cy = y + radius + FONT_SIZE + 32
    for loop_i in 0..MENUSETTINGS::ELEMENT_NUMBER
    if loop_i != 0
    @pre_x = @now_x
    @pre_y = @now_y
    @pre_ex = @now_ex
    @pre_ey = @now_ey
    @color1 = @color2
    end
    if loop_i == MENUSETTINGS::ELEMENT_NUMBER
    eo = MENUSETTINGS::ELEMENTS[0]
    else
    eo = MENUSETTINGS::ELEMENTS[loop_i]
    end
    er = actor.element_rate(eo)
    estr = $data_system.elements[eo]
    @color2 = er < 0 ? GRAPH_LINE_COLOR_MINUS : er > 100 ? GRAPH_LINE_COLOR_PLUS : GRAPH_LINE_COLOR
    er = er.abs
    th = Math::PI * (0.5 - 2.0 * loop_i / MENUSETTINGS::ELEMENT_NUMBER)
    @now_x = cx + (radius * Math.cos(th)).floor
    @now_y = cy - (radius * Math.sin(th)).floor
    @now_wx = cx - 6 + ((radius + FONT_SIZE * 3 / 2) * Math.cos(th)).floor - FONT_SIZE
    @now_wy = cy - ((radius + FONT_SIZE * 1 / 2) * Math.sin(th)).floor - FONT_SIZE/2
    @now_vx = cx + ((radius + FONT_SIZE * 8 / 2) * Math.cos(th)).floor - FONT_SIZE
    @now_vy = cy - ((radius + FONT_SIZE * 3 / 2) * Math.sin(th)).floor - FONT_SIZE/2
    @now_ex = cx + (er*radius/100 * Math.cos(th)).floor
    @now_ey = cy - (er*radius/100 * Math.sin(th)).floor
    if loop_i == 0
    @pre_x = @now_x
    @pre_y = @now_y
    @pre_ex = @now_ex
    @pre_ey = @now_ey
    @color1 = @color2
    else
    end
    next if loop_i == 0
    self.contents.draw_line(cx+1,cy+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
    self.contents.draw_line(@pre_x+1,@pre_y+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
    self.contents.draw_line(cx,cy, @now_x,@now_y, GRAPH_SCALINE_COLOR)
    self.contents.draw_line(@pre_x,@pre_y, @now_x,@now_y, GRAPH_SCALINE_COLOR)
    self.contents.draw_line(@pre_ex,@pre_ey, @now_ex,@now_ey, @color1, 2, @color2)
    self.contents.font.color = system_color
    self.contents.draw_text(@now_wx,@now_wy, FONT_SIZE*3.1, FONT_SIZE, estr, 1)
    self.contents.font.color = Color.new(255,255,255,128)
    self.contents.draw_text(@now_vx,@now_vy, FONT_SIZE*2, FONT_SIZE, er.to_s + "%", 2)
    self.contents.font.color = normal_color
    end
    end
    end
    #==============================================================================
    # ** Window_Status
    #==============================================================================
    class Window_Status < Window_Base
    #--------------------------------------------------------------------------
    # * Object Initialization
    # actor : actor
    #--------------------------------------------------------------------------
    def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 40, 112)
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 4 + 144, 0)
    draw_actor_level(@actor, 96, 32)
    draw_actor_state(@actor, 96, 64)
    draw_actor_hp(@actor, 96, 100, 172)
    draw_actor_sp(@actor, 96, 132, 172)
    draw_actor_exp(@actor, 96, 164)
    #---------------------------------------------------
    draw_actor_element_radar_graph(@actor, 300, 20)
    #---------------------------------------------------
    draw_actor_parameter(@actor, 96, 208, 0)
    draw_actor_parameter(@actor, 96, 240, 1)
    draw_actor_parameter(@actor, 96, 272, 2)
    draw_actor_parameter(@actor, 96, 304, 3)
    draw_actor_parameter(@actor, 96, 336, 4)
    draw_actor_parameter(@actor, 96, 368, 5)
    draw_actor_parameter(@actor, 96, 400, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 208, 96, 32, "Equipamento")
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 250)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 298)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 346)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 394)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 442)
    end
    end

      Data/hora atual: Qui Nov 21, 2024 1:29 pm