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Interfacce Sistema Quest semplice

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Nome Script: Sistema Quest semplice
Versione: 1.0b
Autore/i: Niclas

Informazioni:
Semplice sistema quest da aggiungere al proprio gioco.

Features:
- Plug and play.
- Aggiungi, rimuovi o fai una ricerca completa utilizzando un call script.
- Ogni quest memorizza una variabile se è stata completata o meno.
- Facile da aggiungere al menu in quanto utilizza una scena propria.
- Supporta un'immagine di sfondo personalizzata.
- e molto altro!

Istruzioni:
Inserite lo script sotto material.
Altre istruzioni all'interno dello script.

Script:

#==============================================================================
#   Simple Journal
#   Author: Nicke
#   Created: 08/13/2011
#   Edited: 08/16/2011
#   Version: 1.0b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
# -----------------------------------------------------------------------------
#
# To open Simple Journal use: $scene = Scene_Simple_Journal.new <- In your menu.
#
# Use the call script function to add, remove or complete a quest.
#   Quick example:
#   add_quest(id,type)
#
#   add_quest(1,:main)
#   add_quest(0,:side)
#   complete_quest(0,:side)
#   fail_quest(1,:main)
#
#   Note:
#   In Main quests you should only add 1 quest each time as it is
#   designed that way. However, to make main quest act like side quest page
#   simply set SCROLL_MAIN_QUESTS to true.
#   Every quest stores a variable if it is being completed or failed which then
#   can be used as you want.
#  
#==============================================================================
($imported ||= {})["NICKE-SIMPLE-JOURNAL"] = true

module NICKE
  module JOURNAL_SYSTEM

    # --------------------------------------------------------------------------
    # General settings.
    WIDTH = Graphics.width                # Change the width of the journal window.
    HEIGHT = Graphics.height              # Change the height of the journal window.
    FONT_TYPE = ["Rockwell", "Arial"]     # Font type.
    TITLE = "Journal"                     # Journal title text.
    FOOTER = "Use Left/Right to change page." # Footer text.
    NO_ENTRIES = "No entries added..."    # If no quest added show this text.
    COMPLETE_QUEST_VAR = 1                # Variable to store completed quests
    FAILED_QUEST_VAR = 2                  # Variable to store failed quests.
    SCROLL_MAIN_QUESTS = false            # Scroll at Main Quests too?
                                          # Note: If true, footer will be hidden.

    BUTTON_LEFT_PAGE = Input::LEFT        # Button to change page to the left.
    BUTTON_RIGHT_PAGE =  Input::RIGHT     # Button to change page to the right.

    BACKGROUND_IMAGE_ACTIVE = true        # Use a background image?
    BACKGROUND_IMAGE = "journal"          # Background image file name.
    # --------------------------------------------------------------------------
    # Color, size and shadow.
    T_FONT_SIZE = 26                                # Title font size.
    T_FONT_COLOR = Color.new(223,255,80)            # Title font color.
    T_FONT_SHADOW = true                            # Title font shadow.

    QUEST_HEADER_SIZE = 20                          # Quest Header font size.
    QUEST_HEADER_COLOR = Color.new(135,206,250)     # Quest Header font color.
    QUEST_HEADER_SHADOW = true                      # Quest Header font shadow.

    QUEST_DETAILS_SIZE = 16                         # Quest Details font size.
    QUEST_DETAILS_COLOR = Color.new(245,245,245)    # Quest Details font color.
    QUEST_DETAILS_SHADOW = true                     # Quest Details font shadow.

    H_FONT_SIZE = 20                                # Header font size.
    H_FONT_COLOR = Color.new(223,255,80)            # Header font color.
    H_FONT_SHADOW = true                            # Header font shadow.

    F_FONT_SIZE = 18                                # Footer font size.
    F_FONT_COLOR = Color.new(223,255,80)            # Footer font color.
    F_FONT_SHADOW = true                            # Footer font shadow.

    NO_E_FONT_SIZE = 18                             # No entries font size.
    NO_E_FONT_COLOR = Color.new(235,235,160)        # No entries font color.
    NO_E_FONT_SHADOW = true                         # No entries font shadow.  
    # --------------------------------------------------------------------------
    # MAIN QUESTS.
    # Main Quest[Index] = [Icon, "Title", "Details"]
    MAIN_Q_HEADER = "Main Quests"         # Header text for Main quests.
    MAIN_QUESTS = []                      # Don't touch it!
    MAIN_QUESTS[0] = [15, "The Terror in Townsil", "Travel to Townsil and talk to captain awesome."]
    MAIN_QUESTS[1] = [15, "The Terror in Townsil", "Search the town for clues."]
    MAIN_QUESTS[2] = [15, "The Terror in Townsil", "Go back to captain awesome and explain that the situation is crucial."]
    # --------------------------------------------------------------------------
    # SIDE QUESTS.
    # SIDE Quest[Index] = [Icon, "Title", "Details"]
    SIDE_Q_HEADER = "Side Quests"         # Header text for Side quests.
    SIDE_QUESTS = []                      # Don't touch it!
    SIDE_QUESTS[0] = [12, 'Kill the Orcs.', 'Hunt down ten orcs and kill them.']
    SIDE_QUESTS[1] = [75, 'Aid the doctor.', 'Help the doctor by finding the missing herbs.']
    SIDE_QUESTS[2] = [138, 'Find the forgotten girl.', 'Locate the missing girl in the woods.']
    SIDE_QUESTS[3] = [44, 'Armour Reparing.', 'Talk to the local blacksmith to get the armour fixed.']
    SIDE_QUESTS[4] = [151, 'Special Delivery.', 'Take the box filled with unique materials to the mayor in town.']
    SIDE_QUESTS[5] = [64, 'Brew a potion.', 'Gather the missing ingrediens for the health potion.']
    SIDE_QUESTS[6] = [22, 'Solve the bandit problem.', 'Track down and get rid of the bandits that lurks within the deep forest.']
    # --------------------------------------------------------------------------

  end
end
# *** Don't edit below unless you know what you are doing. ***
class Game_System

  attr_accessor :main_quests
  attr_accessor :side_quests
  attr_accessor :completed_quests
  attr_accessor :failed_quests

  alias nicke_quest_initialize initialize unless $@
  def initialize(*args, &block)
    nicke_quest_initialize(*args, &block)
    @main_quests = []
    @side_quests = []
    @completed_quests = [] # Going to be used later on.
    @failed_quests = [] # Going to be used later on.
  end

end

class Game_Interpreter

  include NICKE::JOURNAL_SYSTEM

  def add_quest(id, type)
    # Method to add a quest.  
    case type
    when :main # Main quests.
      unless $game_system.main_quests.include?(MAIN_QUESTS[id])
        $game_system.main_quests.push(MAIN_QUESTS[id])
      end unless MAIN_QUESTS[id].nil?
    when :side # Side quests.
      unless $game_system.side_quests.include?(SIDE_QUESTS[id])
        $game_system.side_quests.push(SIDE_QUESTS[id])
      end unless SIDE_QUESTS[id].nil?
    end
  end

  def complete_quest(id, type)
    # Method to complete a quest.
    case type
    when :main # Main quests.
      if $game_system.main_quests.include?(MAIN_QUESTS[id])
        $game_system.main_quests.delete(MAIN_QUESTS[id])
        $game_system.completed_quests.push(MAIN_QUESTS[id])      
        $game_variables[COMPLETE_QUEST_VAR] += 1
      end
    when :side # Side quests.
      if $game_system.side_quests.include?(SIDE_QUESTS[id])
        $game_system.side_quests.delete(SIDE_QUESTS[id])
        $game_system.completed_quests.push(SIDE_QUESTS[id])
        $game_variables[COMPLETE_QUEST_VAR] += 1
      end
    end
  end

  def fail_quest(id, type)
    # Method for quest failed.
    case type
    when :main # Main quests.
      unless MAIN_QUESTS[id].nil?
        $game_system.main_quests.delete(MAIN_QUESTS[id])
        $game_system.failed_quests.push(MAIN_QUESTS[id])
        $game_variables[FAILED_QUEST_VAR] += 1
      end
    when :side # Side quests.
      unless SIDE_QUESTS[id].nil?
        $game_system.side_quests.delete(SIDE_QUESTS[id])
        $game_system.failed_quests.push(SIDE_QUESTS[id])
        $game_variables[FAILED_QUEST_VAR] += 1
      end
    end
  end

end

class Scene_Simple_Journal < Scene_Base

  include NICKE::JOURNAL_SYSTEM

  def start
    super()
    @journal_window = Window_Simple_Journal.new(true)
    if BACKGROUND_IMAGE_ACTIVE == true
      create_bg
      @journal_window.opacity = 0
    end
  end

  def create_bg
    @bg = Sprite.new
    @bg.bitmap = Cache.picture(BACKGROUND_IMAGE)
  end

  def update
    super
    # Method for checking input triggers.
    if Input.trigger?(Input::
      Sound.play_cancel
      $scene = Scene_Menu.new(0)
    elsif Input.trigger?(BUTTON_LEFT_PAGE) || Input.trigger?(BUTTON_RIGHT_PAGE)
      Sound.play_decision
      main = @journal_window.main
      @journal_window.dispose
      @journal_window = Window_Simple_Journal.new(!main)
    elsif Input.trigger?(Input::UP)
      y = @journal_window.oy
      @journal_window.oy = [y - 52, 0].max
    elsif Input.trigger?(Input::DOWN)
      return if @journal_window.contents.height < @journal_window.height
      y = @journal_window.oy
      @journal_window.oy = [y + 52, @journal_window.height - y + 16].min
    end
    @journal_window.opacity = 0 if BACKGROUND_IMAGE_ACTIVE == true
  end

  def terminate
    super
    @journal_window.dispose
    @bg.dispose
  end

end

class Window_Simple_Journal < Window_Base

  include NICKE::JOURNAL_SYSTEM

  attr_reader :main

  def initialize(main = true)
    super(0,0,WIDTH, HEIGHT)
    @main = main
    # This will allow scrolling if there are too many quests.
    if !@main
        self.contents = Bitmap.new(self.width - 32, HEIGHT - 56 + ($game_system.side_quests.size - 1) * WLH)
    else
        self.contents = Bitmap.new(self.width - 32, HEIGHT - 56 + ($game_system.main_quests.size - 1) * WLH) unless SCROLL_MAIN_QUESTS != true
    end
    refresh
  end

  def refresh
    self.contents.clear
    # Add Graphics.
    addGraphics
    # Add Quests.
    addQuests
  end

  def self_rect
    # Return the value of contents rect.
    return self.contents.rect
  end

  def draw_text(x, y, text, align)
    # Method for drawing the text.
    title = self_rect
    title.x = x
    title.y = y
    title.height = 28
    self.contents.draw_text(title,text,align)
  end

  def draw_line(x, y)
    # Create two lines actually, one is acting like the shadow.
    line = self_rect
    line.height = 1
    line.width -= 10
    line.x = x
    line.y = y
    self.contents.fill_rect(line,normal_color)
    line.y += 1
    color = Color.new(0,0,0,200)
    self.contents.fill_rect(line,color)
  end

  def addQuests
    if @main
      # Fill it with the current main quest data.
      quests = $game_system.main_quests
    else
      # Fill it with the current side quest data.
      quests = $game_system.side_quests
    end
    # If no main quests have been added.
    if quests.empty?
      contents.font.name = FONT_TYPE
      contents.font.size = NO_E_FONT_SIZE
      contents.font.color = NO_E_FONT_COLOR
      contents.font.shadow = NO_E_FONT_SHADOW
      draw_text(0, 160, NO_ENTRIES, 1)
      return  
    end
    yoff = WLH * 2
    quests.each_with_index { |q, i|
      draw_icon( q[0], 0, i * yoff + 84);
      # Font, size, color & shadow.
      contents.font.name = FONT_TYPE
      contents.font.size = QUEST_HEADER_SIZE
      contents.font.color = QUEST_HEADER_COLOR
      contents.font.shadow = QUEST_HEADER_SHADOW
      self.contents.draw_text(10, 68 + i * yoff, self.contents.width - 16, WLH, q[1], 1)
      contents.font.name = FONT_TYPE
      contents.font.size = QUEST_DETAILS_SIZE
      contents.font.color = QUEST_DETAILS_COLOR
      contents.font.shadow = QUEST_DETAILS_SHADOW
      self.contents.draw_text(27, 60 + (i * yoff)+WLH, self.contents.width - 16, WLH, q[2])
    }
  end

  def addGraphics
      # Method for drawing the graphics and some headers.
      self.contents.font.name = FONT_TYPE
      self.contents.font.size = T_FONT_SIZE
      self.contents.font.color = T_FONT_COLOR
      self.contents.font.shadow = T_FONT_SHADOW
      draw_text(0, 0, TITLE, 1) if BACKGROUND_IMAGE_ACTIVE != true
      self.contents.font.name = FONT_TYPE
      self.contents.font.size = H_FONT_SIZE
      self.contents.font.color = H_FONT_COLOR
      self.contents.font.shadow = H_FONT_SHADOW
      if @main
        draw_text(0, 42, MAIN_Q_HEADER, 1)
        self.contents.font.name = FONT_TYPE
        self.contents.font.size = F_FONT_SIZE
        self.contents.font.color = F_FONT_COLOR
        self.contents.font.shadow = F_FONT_SHADOW
        draw_text(0,360, FOOTER, 1) unless SCROLL_MAIN_QUESTS == true
        draw_line(5,356)            unless SCROLL_MAIN_QUESTS == true
      else
        draw_text(0, 42, SIDE_Q_HEADER, 1)
      end
      draw_line(5,36) if BACKGROUND_IMAGE_ACTIVE != true
  end

end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#

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'| |' or '' # Any invalid symbol will result in the default | as well # # - - W A R N I N G - - # # When using the following bracket: # \ # Ensure it is followed a space (eg. '| \ ') or itself (eg. '| \\') # If the rest of the text below turns purple, you've done it wrong #-------------------------------------------------------------------------- HPSTYLE = '| |' # Style of the HP Gauge MPSTYLE = '| |' # Style of the MP Gauge TPSTYLE = '/ /' # Style of the TP Gauge PARSTYLE = '( )' # Style of the Parameter Gauges #-------------------------------------------------------------------------- # * Additional Gauge Preferences # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Simple adjustments to aesthetics # Advised to use SLANTDSIZE if you have used / or \ in multiple bars #-------------------------------------------------------------------------- THICKCURVED = false # Slightly thicken curved bars? 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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