RPG OTAKU
¡Hola! te invitamos a que te unas a RPG-OTAKU,
foro de desarrollo de videojuego con RPG MAKER y ademas de que tenemos del infaltable ocio.

Si deseas disfrutar del foro al 100%,
registrate, en poco minutos, sin confirmación de e-mail y totalmente gratis, si ya estas registrado, solamente conectate, y si lo que quieres es observar el foro como invitado, solo ignora este mensaje.
¡Eres libre de escoger lo que tu quieras!

JMB_Name Character

Ver el tema anterior Ver el tema siguiente Ir abajo

JMB_Name Character

Mensaje por JMB GISOKA el Mar Nov 22, 2011 9:30 am

Bueno e credo este pequeño script que lo que hace es mostrar el nombre de los personajes debajo el mapa
aqui una foto

FOTO


aqui os dejo el script
en las lineas 293, 308, y 323 podeis cambiar el nombre de los personajes

Código:
#==============================================================================
# ** Created by JMB GISOKA
#------------------------------------------------------------------------------
#  RGSS 2
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    $game_map.refresh
    @spriteset = Spriteset_Map.new
    @message_window = Window_Message.new
      @gisoka = JMB_GISOKA.new(0,0)
      @gisokan = JMB_GISOKAN.new(160,0)
      @gisokun = JMB_GISOKUN.new(320,0)
      @gisaku = JMB_GISAKU.new(480,0)
  end
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def perform_transition
    if Graphics.brightness == 0      # After battle or loading, etc.
      fadein(30)
    else                              # Restoration from menu, etc.
      Graphics.transition(15)
    end
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    if $scene.is_a?(Scene_Battle)    # If switching to battle screen
      @spriteset.dispose_characters  # Hide characters for background creation
    end
    snapshot_for_background
    @spriteset.dispose
    @message_window.dispose
    if $scene.is_a?(Scene_Battle)    # If switching to battle screen
      perform_battle_transition      # Execute pre-battle transition
      @gisoka.dispose
      @gisokan.dispose
      @gisokun.dispose
      @gisaku.dispose
    end
  end
  #--------------------------------------------------------------------------
  # * Basic Update Processing
  #--------------------------------------------------------------------------
  def update_basic
    Graphics.update                  # Update game screen
    Input.update                      # Update input information
    $game_map.update                  # Update map
    @spriteset.update                # Update sprite set
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    $game_map.interpreter.update      # Update interpreter
    $game_map.update                  # Update map
    $game_player.update              # Update player
    $game_system.update              # Update timer
    @spriteset.update                # Update sprite set
    @message_window.update            # Update message window
    unless $game_message.visible      # Unless displaying a message
      update_transfer_player
      update_encounter
      update_call_menu
      update_call_debug
      update_scene_change
    end
  end
  #--------------------------------------------------------------------------
  # * Fade In Screen
  #    duration : time
  #    If you use Graphics.fadeout directly on the map screen, a number of
  #    problems can occur, such as weather effects and parallax  scrolling
  #    being stopped. So instead, perform a dynamic fade-in.
  #--------------------------------------------------------------------------
  def fadein(duration)
    Graphics.transition(0)
    for i in 0..duration-1
      Graphics.brightness = 255 * i / duration
      update_basic
    end
    Graphics.brightness = 255
  end
  #--------------------------------------------------------------------------
  # * Fade Out Screen
  #    duration : time
  #    As with the fadein above, Graphics.fadein is not used directly.
  #--------------------------------------------------------------------------
  def fadeout(duration)
    Graphics.transition(0)
    for i in 0..duration-1
      Graphics.brightness = 255 - 255 * i / duration
      update_basic
    end
    Graphics.brightness = 0
  end
  #--------------------------------------------------------------------------
  # * Player Transfer  Processing
  #--------------------------------------------------------------------------
  def update_transfer_player
    return unless $game_player.transfer?
    fade = (Graphics.brightness > 0)
    fadeout(30) if fade
    @spriteset.dispose              # Dispose of sprite set
    $game_player.perform_transfer  # Execute player transfer
    $game_map.autoplay              # Automatically switch BGM and BGS
    $game_map.update
    Graphics.wait(15)
    @spriteset = Spriteset_Map.new  # Recreate sprite set
    fadein(30) if fade
    Input.update
  end
  #--------------------------------------------------------------------------
  # * Encounter Processing
  #--------------------------------------------------------------------------
  def update_encounter
    return if $game_player.encounter_count > 0        # Check steps
    return if $game_map.interpreter.running?          # Event being executed?
    return if $game_system.encounter_disabled        # Encounters forbidden?
    troop_id = $game_player.make_encounter_troop_id  # Determine troop
    return if $data_troops[troop_id] == nil          # Troop is invalid?
    $game_troop.setup(troop_id)
    $game_troop.can_escape = true
    $game_temp.battle_proc = nil
    $game_temp.next_scene = "battle"
    preemptive_or_surprise
  end
  #--------------------------------------------------------------------------
  # * Determine Preemptive Strike and Surprise Attack Chance
  #--------------------------------------------------------------------------
  def preemptive_or_surprise
    actors_agi = $game_party.average_agi
    enemies_agi = $game_troop.average_agi
    if actors_agi >= enemies_agi
      percent_preemptive = 5
      percent_surprise = 3
    else
      percent_preemptive = 3
      percent_surprise = 5
    end
    if rand(100) < percent_preemptive
      $game_troop.preemptive = true
    elsif rand(100) < percent_surprise
      $game_troop.surprise = true
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Menu is Called due to Cancel Button
  #--------------------------------------------------------------------------
  def update_call_menu
    if Input.trigger?(Input::B)
      return if $game_map.interpreter.running?        # Event being executed?
      return if $game_system.menu_disabled            # Menu forbidden?
      $game_temp.menu_beep = true                    # Set SE play flag
      $game_temp.next_scene = "menu"
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Bug Call Due to F9 key
  #--------------------------------------------------------------------------
  def update_call_debug
    if $TEST and Input.press?(Input::F9)    # F9 key during test play
      $game_temp.next_scene = "debug"
    end
  end
  #--------------------------------------------------------------------------
  # * Execute Screen Switch
  #--------------------------------------------------------------------------
  def update_scene_change
    return if $game_player.moving?    # Is player moving?
    case $game_temp.next_scene
    when "battle"
      call_battle
    when "shop"
      call_shop
    when "name"
      call_name
    when "menu"
      call_menu
    when "save"
      call_save
    when "debug"
      call_debug
    when "gameover"
      call_gameover
    when "title"
      call_title
    else
      $game_temp.next_scene = nil
    end
  end
  #--------------------------------------------------------------------------
  # * Switch to Battle Screen
  #--------------------------------------------------------------------------
  def call_battle
    @spriteset.update
    Graphics.update
    $game_player.make_encounter_count
    $game_player.straighten
    $game_temp.map_bgm = RPG::BGM.last
    $game_temp.map_bgs = RPG::BGS.last
    RPG::BGM.stop
    RPG::BGS.stop
    Sound.play_battle_start
    $game_system.battle_bgm.play
    $game_temp.next_scene = nil
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Shop Screen
  #--------------------------------------------------------------------------
  def call_shop
    $game_temp.next_scene = nil
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Name Input Screen
  #--------------------------------------------------------------------------
  def call_name
    $game_temp.next_scene = nil
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    if $game_temp.menu_beep
      Sound.play_decision
      $game_temp.menu_beep = false
    end
    $game_temp.next_scene = nil
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Save Screen
  #--------------------------------------------------------------------------
  def call_save
    $game_temp.next_scene = nil
    $scene = Scene_File.new(true, false, true)
  end
  #--------------------------------------------------------------------------
  # * Switch to Debug Screen
  #--------------------------------------------------------------------------
  def call_debug
    Sound.play_decision
    $game_temp.next_scene = nil
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Game Over Screen
  #--------------------------------------------------------------------------
  def call_gameover
    $game_temp.next_scene = nil
    $scene = Scene_Gameover.new
  end
  #--------------------------------------------------------------------------
  # * Switch to Title Screen
  #--------------------------------------------------------------------------
  def call_title
    $game_temp.next_scene = nil
    $scene = Scene_Title.new
    fadeout(60)
  end
  #--------------------------------------------------------------------------
  # * Execute Pre-battle Transition
  #--------------------------------------------------------------------------
  def perform_battle_transition
    Graphics.transition(80, "Graphics/System/BattleStart", 80)
    Graphics.freeze
  end
end
#--------------------------------------------------------------
# Name Character
#----------------------------------------------------------------
class JMB_GISOKA < Window_Base
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, 360, 160, WLH + 32)
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 130, WLH , "Gisoka", 1)
end
end
#--------------------------------------------------------------
# Name Character 1
#----------------------------------------------------------------
class JMB_GISOKAN < Window_Base
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, 360, 160, WLH + 32)
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 130, WLH , "Engel", 1)
end
end
#--------------------------------------------------------------
# Name Character 2
#----------------------------------------------------------------
class JMB_GISOKUN < Window_Base
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, 360, 160, WLH + 32)
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 130, WLH , "Andromeda", 1)
end
end
#--------------------------------------------------------------
# Number Charcter
#----------------------------------------------------------------
class JMB_GISAKU < Window_Base
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, 360, 64, WLH + 32)
refresh
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 36, WLH , "3", 1)
end
end
avatar
JMB GISOKA
Nuevo miembro
Nuevo miembro

Edad : 28
Localización : D
Mensajes : 22
Fecha de inscripción : 19/11/2011
Creditos : 58

Ver perfil de usuario

Volver arriba Ir abajo

Ver el tema anterior Ver el tema siguiente Volver arriba

- Temas similares

 
Permisos de este foro:
No puedes responder a temas en este foro.