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Nome Script: KMS Cursor Animation
Versione: N/D
Autore/i: tomy, traduzione EN by Mr. Bubble

Informazioni:
Visualizza un cursore animato nelle finestre di selezione del menù.

Istruzioni:
Inserite lo script sotto Material e inserite questa immagine nella cartella Graphic/System:

CursorAnimation.png

Script:
 

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/    ◆ Animated Cursor - KMS_CursorAnimation ◆ VX Ace ◆
#_/    ◇ Last update : 2012/01/22 (TOMY@Kamesoft) ◇
#_/    ◇ Website: http://ytomy.sakura.ne.jp/ ◇
#_/    ◇ Translated by Mr. Bubble ◇
#_/----------------------------------------------------------------------------
#_/  Displays an animated cursor for menu selection windows.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
# This script adds a cursor animation for selectable windows. The number
# of frames a cursor animation graphic can have is unlimited as long as the
# cursor graphic supports that many frames.
#----------------------------------------------------------------------------
#   Script Calls
#----------------------------------------------------------------------------
# Script calls are used in "Script..." event commands located under Tab 3.
#
# show_cursor_animation
#   Shows the cursor animation if it is not visible already.
#    
# hide_cursor_animation
#   Hides the cursor animation if it is visable.
#----------------------------------------------------------------------------
#   Conditional Branch Script Calls
#----------------------------------------------------------------------------
# Conditional branch script calls are used in the "Script" box in Conditional
# Branch event commands.
#
# cursor_animation_visible?
#    Returns true if the cursor is visble. Returns false if cursor is hidden
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

#==============================================================================
# ★ BEGIN Setting ★
#==============================================================================

module KMS_CursorAnimation
  # * Default Cursor Visibility Setting
  #  true  : Show cursor animation by default (can be seen on title screen)
  #  false : Hide cursor animation by default (only seen in a new/loaded game)
  DEFAULT_ANIMATION = true

  # * Cursor Animation File
  #  Cursor graphics are placed in the "Graphics/System" folder in your project
  ANIMATION_FILE = "CursorAnimation"
  # * Cursor Frame Count
  #  The number of frames in the cursor animation graphic. Cursor frame
  #  counts are unlimited as long as the cursor graphic supports that
  #  many frames.
  FRAME_COUNT    = 12
  # * Cursor Animation speed
  #  Higher values make the cursor animation slower.
  ANIMATION_WAIT = 4

  # * Cursor Opacity
  OPACITY       = 224
  # * Cursor Blending Type
  #  0 : Normal
  #  1 : Add  
  #  2 : Sub
  BLEND_TYPE    = 1
  # * Cursor Base Position
  #  0 : Higher
  #  1 : Center  
  #  2 : Lower
  BASE_POSITION = 0
  # * Cursor Position Adjustment [x, y]
  POSITION_REV  = [-4, 0]
end

#==============================================================================
# ☆ END Setting ☆
#==============================================================================

$kms_imported = {} if $kms_imported == nil
$kms_imported["CursorAnimation"] = true

# *****************************************************************************

#==============================================================================
# □ KMS_Commands
#==============================================================================

module KMS_Commands
  module_function
  #--------------------------------------------------------------------------
  # ○ カーソルアニメを表示
  #--------------------------------------------------------------------------
  def show_cursor_animation
    $game_system.cursor_animation_visible = true
  end
  #--------------------------------------------------------------------------
  # ○ カーソルアニメを非表示
  #--------------------------------------------------------------------------
  def hide_cursor_animation
    $game_system.cursor_animation_visible = false
  end
  #--------------------------------------------------------------------------
  # ○ カーソルアニメ表示状態の取得
  #--------------------------------------------------------------------------
  def cursor_animation_visible?
    return $game_system.cursor_animation_visible
  end
end

#==============================================================================
# ■ Game_Interpreter
#==============================================================================

class Game_Interpreter
  # イベントコマンドから直接コマンドを叩けるようにする
  include KMS_Commands
end

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ○ クラス変数
  #--------------------------------------------------------------------------
  @@__cursor_animation = nil  # カーソルアニメ
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     x       : ウィンドウの X 座標
  #     y       : ウィンドウの Y 座標
  #     width   : ウィンドウの幅
  #     height  : ウィンドウの高さ
  #--------------------------------------------------------------------------
  alias initialize_KMS_CursorAnimation initialize
  def initialize(x, y, width, height)
    initialize_KMS_CursorAnimation(x, y, width, height)

    @@__cursor_animation.add_window(self)
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  unless method_defined?(:dispose_KMS_CursorAnimation)
    alias dispose_KMS_CursorAnimation dispose
  end
  def dispose
    @@__cursor_animation.remove_window(self)

    dispose_KMS_CursorAnimation
  end
  #--------------------------------------------------------------------------
  # ○ カーソルアニメを生成
  #--------------------------------------------------------------------------
  def self.create_cursor_animation
    @@__cursor_animation = Cursor_Animation.new
  end
  #--------------------------------------------------------------------------
  # ○ カーソルアニメを破棄
  #--------------------------------------------------------------------------
  def self.dispose_cursor_animation
    @@__cursor_animation.dispose
  end
  #--------------------------------------------------------------------------
  # ○ カーソルアニメを表示
  #--------------------------------------------------------------------------
  def self.show_cursor_animation
    @@__cursor_animation.visible = true
    @@__cursor_animation.update
  end
  #--------------------------------------------------------------------------
  # ○ カーソルアニメを隠す
  #--------------------------------------------------------------------------
  def self.hide_cursor_animation
    @@__cursor_animation.visible = false
    @@__cursor_animation.update
  end
  #--------------------------------------------------------------------------
  # ○ カーソルアニメを更新
  #--------------------------------------------------------------------------
  def self.update_cursor_animation
    @@__cursor_animation.update
  end
end

#==============================================================================
# ■ Game_System
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # ○ 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_writer :cursor_animation_visible
  #--------------------------------------------------------------------------
  # ○ オブジェクト初期化
  #--------------------------------------------------------------------------
  alias initialize_KMS_CursorAnimation initialize
  def initialize
    initialize_KMS_CursorAnimation

    @cursor_animation_visible = KMS_CursorAnimation::DEFAULT_ANIMATION
  end
  #--------------------------------------------------------------------------
  # ○ カーソルアニメ可否フラグを取得
  #--------------------------------------------------------------------------
  def cursor_animation_visible
    if @cursor_animation_visible.nil?
      @cursor_animation_visible = KMS_CursorAnimatin::DEFAULT_ANIMATION
    end
    return @cursor_animation_visible
  end
end

#==============================================================================
# □ Sprite_CursorAnimation
#------------------------------------------------------------------------------
#  カーソルアニメーション用の処理を追加したスプライトのクラスです。
#==============================================================================

class Sprite_CursorAnimation < Sprite
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     viewport : ビューポート
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    @duration    = 0
    @frame_count = 0

    self.bitmap = Cache.system(KMS_CursorAnimation::ANIMATION_FILE)
    self.src_rect.width  = bitmap.width / 8
    self.src_rect.height = bitmap.height /
      ([KMS_CursorAnimation].max / 8 + 1)
    self.ox         = src_rect.width  / 2
    self.oy         = src_rect.height / 2
    self.opacity    = KMS_CursorAnimation::OPACITY
    self.blend_type = KMS_CursorAnimation::BLEND_TYPE
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    return unless visible

    @frame_count += 1
    return if @frame_count % KMS_CursorAnimation::ANIMATION_WAIT != 0

    @frame_count  = 0
    @duration    -= 1
    if @duration < 0
      @duration = KMS_CursorAnimation::FRAME_COUNT - 1
    end
    update_animation
  end
  #--------------------------------------------------------------------------
  # ○ アニメーションを更新
  #--------------------------------------------------------------------------
  def update_animation
    self.src_rect.x = src_rect.width  * (@duration % 8)
    self.src_rect.y = src_rect.height * (@duration / 8)
  end
end

#==============================================================================
# □ Cursor_Animation
#------------------------------------------------------------------------------
#  カーソル周りのアニメーションを扱うクラスです。
#==============================================================================

class Cursor_Animation
  #--------------------------------------------------------------------------
  # ○ 公開インスタンス変数
  #--------------------------------------------------------------------------
  attr_accessor :visible
  #--------------------------------------------------------------------------
  # ○ オブジェクト初期化
  #--------------------------------------------------------------------------
  def initialize
    reset
  end
  #--------------------------------------------------------------------------
  # ○ 破棄
  #--------------------------------------------------------------------------
  def dispose
    @target_sprite.dispose
    @viewport.dispose
  end
  #--------------------------------------------------------------------------
  # ○ リセット
  #--------------------------------------------------------------------------
  def reset
    @visible = false

    @viewport      = Viewport.new(0, 0, 640, 480)
    @windows       = []
    @target_sprite = Sprite_CursorAnimation.new(@viewport)
    @active_window = nil

    @viewport.visible = false
    @viewport.z = 30000
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウ追加
  #--------------------------------------------------------------------------
  def add_window(*window)
    @windows |= window.find_all { |w|
      w.is_a?(Window_Selectable) || w.is_a?(Window_SaveFile)
    }
    @windows.flatten!
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウ削除
  #--------------------------------------------------------------------------
  def remove_window(*window)
    @windows -= window
  end
  #--------------------------------------------------------------------------
  # ○ フレーム更新
  #--------------------------------------------------------------------------
  def update
    @viewport.update
    @target_sprite.update

    # 座標調整
    dest_x, dest_y = get_cursor_pos
    if @target_sprite.x != dest_x
      if (dest_x - @target_sprite.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt=':sriden' />.abs < 4
        @target_sprite.x = dest_x
      else
        dist = (dest_x - @target_sprite.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt=':fache2' /> / 4
        dist = (dist > 0 ? [dist, 4].max : [dist, -4].min)
        @target_sprite.x += dist
      end
    end
    if @target_sprite.y != dest_y
      if (dest_y - @target_sprite.y).abs < 4
        @target_sprite.y = dest_y
      else
        dist = (dest_y - @target_sprite.y) / 4
        dist = (dist > 0 ? [dist, 4].max : [dist, -4].min)
        @target_sprite.y += dist
      end
    end
  end
  #--------------------------------------------------------------------------
  # ○ カーソル位置取得
  #    [x, y] の形で返す。
  #--------------------------------------------------------------------------
  def get_cursor_pos
    dx = dy = 0

    # 可視状態のアクティブウィンドウを取得
    unless window_active?(@active_window)
      @active_window = search_active_window
    end

    # アクティブウィンドウがなければ非表示
    if @active_window.nil? || !KMS_Commands.cursor_animation_visible?
      @viewport.visible = false
      dx = Graphics.width  / 2
      dy = Graphics.height / 2
      return [dx, dy]
    end
    @viewport.visible = @visible

    # カーソル位置を計算
    rect = @active_window.cursor_rect
    dx   = rect.x + 16 + KMS_CursorAnimation::POSITION_REV[0]
    dy   = rect.y + 16 + KMS_CursorAnimation::POSITION_REV[1]
    vp   = @active_window.viewport
    if vp != nil
      dx += vp.rect.x - vp.ox
      dy += vp.rect.y - vp.oy
    end
    dx += @active_window.x - @active_window.ox
    dy += @active_window.y - @active_window.oy

    case KMS_CursorAnimation::BASE_POSITION
    when 0  # 上
      dy += @target_sprite.oy
    when 1  # 中央
      dy += rect.height / 2
    when 2  # 下
      dy += rect.height - @target_sprite.oy
    end
    return [dx, dy]
  end
  #--------------------------------------------------------------------------
  # ○ ウィンドウの可視・アクティブ状態判定
  #--------------------------------------------------------------------------
  def window_active?(window)
    return false if window.nil?
    return false if window.disposed?
    return false unless window.visible

    if window.is_a?(Window_Selectable)
      return window.active
    elsif window.is_a?(Window_SaveFile)
      return window.selected
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ○ アクティブウィンドウを探す
  #--------------------------------------------------------------------------
  def search_active_window
    return @windows.find { |w|
      if !w.visible
        false
      elsif w.is_a?(Window_Selectable)
        w.active && w.index >= 0
      elsif w.is_a?(Window_SaveFile)
        w.selected
      else
        false
      end
    }
  end
end

#==============================================================================
# ■ Scene_Base
#==============================================================================

class Scene_Base
  #--------------------------------------------------------------------------
  # ● 開始処理
  #--------------------------------------------------------------------------
  alias start_KMS_CursorAnimation start
  def start
    Window_Base.create_cursor_animation
    Window_Base.show_cursor_animation

    start_KMS_CursorAnimation
  end
  #--------------------------------------------------------------------------
  # ● 終了前処理
  #--------------------------------------------------------------------------
  alias pre_terminate_KMS_CursorAnimation pre_terminate
  def pre_terminate
    Window_Base.dispose_cursor_animation

    pre_terminate_KMS_CursorAnimation
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新(基本)
  #--------------------------------------------------------------------------
  alias update_basic_KMS_CursorAnimation update_basic
  def update_basic
    update_basic_KMS_CursorAnimation

    # カーソルアニメを更新
    Window_Base.update_cursor_animation
  end
end

Incompatibilità:
N/D

Note dell'Autore:
Termini e condizioni sul sito di tomy:
http://ytomy.sakura.ne.jp/tkool/rpgtech/rules.html

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SLANTDSIZE = true # Shorten slanted bars? #-------------------------------------------------------------------------- # * Gauge Border Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the gauge borders #-------------------------------------------------------------------------- COLOR1 = Color.new(0, 0, 0, 192) # Outer Border COLOR2 = Color.new(255, 255, 192, 192) # Inner Border #-------------------------------------------------------------------------- # * Empty Cauge Filler Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the empty gauge filler #-------------------------------------------------------------------------- COLOR3 = Color.new(0, 0, 0, 12) # Half of Inner Shading COLOR4 = Color.new(64, 0, 0, 92) # Half of Inner Shading #-------------------------------------------------------------------------- # * Paramater Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of various parameters such as ATK, DEF, etc. # (HP, MP, TP are in the 'Complex Configuration' section) #-------------------------------------------------------------------------- def param_gauge_color1(param_id) case param_id when 2 text_color(20) # ATK Gauge Color1 when 3 text_color(14) # DEF Gauge Color1 when 4 text_color(30) # MAT Gauge Color1 when 5 text_color(13) # MDF Gauge Color1 when 6 text_color(28) # AGI Gauge Color1 when 7 text_color(19) # LUK Gauge Color1 end end def param_gauge_color2(param_id) case param_id when 2 text_color(21) # ATK Gauge Color1 when 3 text_color(6) # DEF Gauge Color1 when 4 text_color(31) # MAT Gauge Color1 when 5 text_color(5) # MDF Gauge Color1 when 6 text_color(29) # AGI Gauge Color1 when 7 text_color(7) # LUK Gauge Color1 end end #===================================================# # ** C O M P L E X C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * HP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the HP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def hp_gauge_color1 # HP Guage Color1 return Color.new(80 - 24 * @rate, 80 * @rate, 14 * @rate, 192) end def hp_gauge_color2 # HP Guage Color2 return Color.new(240 - 72 * @rate, 240 * @rate, 62 * @rate, 192) end #-------------------------------------------------------------------------- # * MP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the MP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def mp_gauge_color1 # MP Guage Color1 return Color.new(14 * @rate, 80 - 24 * @rate, 80 * @rate, 192) end def mp_gauge_color2 # MP Guage Color2 return Color.new(62 * @rate, 240 - 72 * @rate, 240 * @rate, 192) end #-------------------------------------------------------------------------- # * TP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the TP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def tp_gauge_color1 # TP Gauge Color1 return auto_color(Color.new(192,0,0,192), Color.new(255,110,0,192)) end def tp_gauge_color2 # TP Gauge Color2 return auto_color(Color.new(255,165,0,192), Color.new(255,220,0,192)) end #===================================================# # ** E N D C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :rate # Rate for Colour calculations #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias draw_actor_param_original draw_actor_param alias initialize_original initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) @rate = 1.0 initialize_original(x, y, width, height) end #-------------------------------------------------------------------------- # * Draw HP #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 124) @rate = [actor.hp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, hp_gauge_color1, hp_gauge_color2, HPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw MP #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 124) @rate = [actor.mp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, mp_gauge_color1, mp_gauge_color2, MPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::mp_a) draw_current_and_max_values(x, y, width, actor.mp, actor.mmp, mp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw TP #-------------------------------------------------------------------------- def draw_actor_tp(actor, x, y, width = 124) @rate = [actor.tp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, tp_gauge_color1, tp_gauge_color2, TPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::tp_a) change_color(tp_color(actor)) draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2) end #-------------------------------------------------------------------------- # * Draw Parameters # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : Type of parameters (0-3) #-------------------------------------------------------------------------- def draw_actor_param(actor, x, y, param_id, width = 156) draw_syvkal_gauge(x, y, width, actor.params_rate(param_id), param_gauge_color1(param_id), param_gauge_color2(param_id), PARSTYLE) draw_actor_param_original(actor, x, y, param_id) end #-------------------------------------------------------------------------- # * Auto Generate Color # color1 : initial color # color2 : ending color # r : rate (full at 1.0) 1 -> color1, 0 -> color2 #-------------------------------------------------------------------------- def auto_color(color1, color2, r = @rate) a_color = Color.new a_color.red = (1-r)*color2.red + r*color1.red a_color.green = (1-r)*color2.green + r*color1.green a_color.blue = (1-r)*color2.blue + r*color1.blue a_color.alpha = (1-r)*color2.alpha + r*color1.alpha return a_color end #-------------------------------------------------------------------------- # * Draw Syvkal Style Gauge # rate : Rate (full at 1.0) # color1 : Left side color # color2 : Right side color # style : gauge draw style #-------------------------------------------------------------------------- def draw_syvkal_gauge(x, y, width, rate, color1, color2, style = '') fill_w = (width * rate).to_i gauge_y = y + line_height - 8 h = 6 style.slice!(/\s*/); style = style.split(/\s*/) if style.empty? or (style[0] == '|' && style[1] == '|') contents.fill_rect(x-2, gauge_y-2, width+4, 10, COLOR1) contents.fill_rect(x-1, gauge_y-1, width+2, 8, COLOR2) contents.gradient_fill_rect(x, gauge_y, width, 6, COLOR3, COLOR4) contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2) else adj1 = style_adj_string(style[0]); adj2 = style_adj_string(style[1], true) h += 4 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[2]; a4 = adj2[4].nil? ? adj2[2] : adj2[4] contents.fill_rect(x-a3 +a1, gauge_y-2 + i, width+(a3+a4) - a1 - a2, 1, COLOR1) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[1]; a4 = adj2[3].nil? ? adj2[1] : adj2[3] contents.fill_rect(x-a3 +a1, gauge_y-1 + i, width+(a3+a4) - a1 - a2, 1, COLOR2) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, width - a1 - a2, 1, COLOR3, COLOR4) end for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, fill_w - a1 - a2, 1, color1, color2) end end end #-------------------------------------------------------------------------- # * Get Style Specific Adjustment Array # sym : edge style '(', ')', '<', '>', '|', '/' or '\' # edge : end of the gauge? # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Returns an array containing the following: # * a formular string to be evaluated # * adjustments to x and width values for Outer and Inner Borders #-------------------------------------------------------------------------- def style_adj_string(sym, edge = false) case sym when '/' SLANTDSIZE ? [(edge ? 'i+2' : '(h+1) - i'), 3, 5] : [(edge ? 'i' : '(h-1) - i'), 3, 5] when '\\' SLANTDSIZE ? [(edge ? '(h+1) - i' : 'i+2'), 3, 5] : [(edge ? '(h-1) - i' : 'i'), 3, 5] when '<' [(edge ? '(h/2)-((h/2) - i).abs' : '((h/2) - i).abs'), 2, 3] when '>' [(edge ? '((h/2) - i).abs' : '(h/2)-((h/2) - i).abs'), 2, 3] when '(' [(edge ? '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '(h-6) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4, 3, 5] when ')' [(edge ? '(h-3) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), 3, 5, THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4] else # eg. | or invalid sym ['0', 1, 2] end end #-------------------------------------------------------------------------- # * Draw Gauge #-------------------------------------------------------------------------- def draw_gauge(x, y, width, rate, color1, color2, style = '') r = [rate, 1.0].min draw_syvkal_gauge(x, y, width, r, color1, color2, style) endend#==============================================================================# ** Game_BattlerBase#------------------------------------------------------------------------------# Added specialised 'params_rate' function.#==============================================================================class Game_BattlerBase #-------------------------------------------------------------------------- # * Get Percentage of Paramaters #-------------------------------------------------------------------------- def params_rate(param_id) return [param(param_id).to_f / P_MAX, 1.0].min endend#==============================================================================# ** Script Import#============================================================================== $imported = {} if $imported == nil $imported["Syvkal's Menu Bars"] = true
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