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    [Modificar] Text Display

    driko
    driko
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    Mensagens : 125
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    [Modificar] Text Display Empty [Modificar] Text Display

    Mensagem por driko Qua Jul 22, 2015 10:47 pm

    Olá galera, tudo certo? Então, queria pedir ajuda para modificar o script abaixo. Ele tem como função adicionar informações do herói, como level e nome. E também adiciona nome acima de eventos. O que eu queria modificar é o seguinte, queria poder usar a função para também mostrar nome e level no segundo herói da party, e também nos inimigos da database. Desde já agradeço!  

    [Modificar] Text Display 1r0lRev
    Código:
    #==============================================================================
    # ** Event Text Display
    #==============================================================================
    # Author: Áص¹ (RGSS)
    # Edited by Death10 (RGSS3)
    # http://gamesvts.com
    # http://taotrochoi.com
    #==============================================================================
    # Comment: [ETDname][NNnickname]
    #==============================================================================

    #==============================================================================
    # ** Game_Character
    #==============================================================================

    class Game_Character
    #--------------------------------------------------------------------------
    # * Defaults
    #
    # ~ Default Player Display Options (Non-Case Sensitive):
    #   'Name', 'Nickname', 'Class', 'Level', 'Hp', 'Sp'
    #--------------------------------------------------------------------------
    ETD_Default_EventText_Color = Color.new(255, 255, 255)
    ETD_Default_PlayerText_Color = Color.new(255, 255, 255)
    ETD_Default_EventText_Color2 = Color.new(255, 255, 255)
    ETD_Default_PlayerText_Color2 = Color.new(255, 255, 0)
    ETD_Default_PlayerText = 'name'
    ETD_Default_PlayerText2 = 'level'
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :etd_display_shadow_color
    attr_accessor :etd_display_color
    attr_accessor :etd_display_text
    attr_accessor :etd_display_shadow_color2
    attr_accessor :etd_display_color2
    attr_accessor :etd_display_text2
    #--------------------------------------------------------------------------
    # * Alias Listings
    #--------------------------------------------------------------------------
    alias seph_etd_gmchr_init initialize
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
    # Sets ETD Options
    @etd_display_color = self.is_a?(Game_Player) ?
    ETD_Default_PlayerText_Color : ETD_Default_EventText_Color
    @etd_display_color2 = self.is_a?(Game_Player) ?
    ETD_Default_PlayerText_Color2 : ETD_Default_EventText_Color2
    # Original Initialization
    seph_etd_gmchr_init
    end
    end

    #==============================================================================
    # ** Game_Event
    #==============================================================================

    class Game_Event < Game_Character
    #--------------------------------------------------------------------------
    # * Alias Listings
    #--------------------------------------------------------------------------
    alias seph_etd_gmevt_refresh refresh
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    # Original Refresh Method
    seph_etd_gmevt_refresh
    # Erase ETD Display Text
    @etd_display_text = nil
    @etd_display_text2 = nil
    # Checks to see if display text
    unless @list.nil? || @erased
    for i in 0...@list.size
    if @list[i].code == 108
    @list[i].parameters[0].dup.gsub!(/\[[Ee][Tt][Dd](.+?)\]/) do
    @etd_display_color = ETD_Default_EventText_Color
    @etd_display_text = $1
    end
    if @list[i].code == 108
    @list[i].parameters[0].dup.gsub!(/\[[Nn][Nn](.+?)\]/) do
    @etd_display_color2 = ETD_Default_EventText_Color2
    @etd_display_text2 = $1
    end
    end
    end
    end
    end
    end
    end
    #==============================================================================
    # ** Game_Player
    #==============================================================================

    class Game_Player < Game_Character
    #--------------------------------------------------------------------------
    # * Alias Listings
    #--------------------------------------------------------------------------
    alias seph_etd_gmplyr_refresh refresh
    alias etd_update update
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def etd
    # Gets First Actor
    actor = $game_party.members[0]
    # Determines Text
    case ETD_Default_PlayerText.dup.downcase
    when 'name' ; txt = actor.name
    when 'nickname' ; txt = actor.nickname
    when 'class' ; txt = actor.class.name
    when 'level' ; txt = "Level: #{actor.level}"
    when 'hp'   ; txt = "HP: #{actor.hp} / #{actor.mhp}"
    when 'sp'   ; txt = "SP: #{actor.sp} / #{actor.msp}"
    else   ; txt = ''
    end
    # Determines Text
    case ETD_Default_PlayerText2.dup.downcase
    when 'name' ; txt2 = actor.name
    when 'nickname' ; txt2 = actor.nickname
    when 'class' ; txt2 = actor.class.name
    when 'level' ; txt2 = "Level: #{actor.level}"
    when 'hp'   ; txt2 = "HP: #{actor.hp} / #{actor.mhp}"
    when 'sp'   ; txt2 = "SP: #{actor.sp} / #{actor.msp}"
    else   ; txt2 = ''
    end
    # Creates Text Display
    @etd_display_color = ETD_Default_PlayerText_Color
    @etd_display_text = txt
    @etd_display_color2 = ETD_Default_PlayerText_Color2
    @etd_display_text2 = txt2
    end
    def refresh
    seph_etd_gmplyr_refresh
    etd
    end
    def update
    etd_update
    etd
    end
    end
    #==============================================================================
    # ** Sprite_Character
    #==============================================================================

    class Sprite_Character < Sprite_Base
    #--------------------------------------------------------------------------
    # * Alias Listings
    #--------------------------------------------------------------------------
    if @seph_etd_spchr.nil?
    alias seph_etd_spchr_update update
    alias seph_etd_spchr_dispose dispose
    @seph_etd_spchr = true
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    # Original update Method
    seph_etd_spchr_update
    # Character Display Update Method
    update_display_text
    update_display_text2
    end
    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
    # Original Dispose
    seph_etd_spchr_dispose
    # Dispose ETD Sprite
    dispose_etd_sprite
    dispose_etd_sprite2
    end
    #--------------------------------------------------------------------------
    # * Dispose ETD Sprite
    #--------------------------------------------------------------------------
    def dispose_etd_sprite
    # Dispose ETD Sprite
    unless @_etd_text_sprite.nil?
    @_etd_text_sprite.dispose
    @_etd_text_sprite = nil
    end
    end

    def dispose_etd_sprite2
    # Dispose ETD Sprite
    unless @_etd_text_sprite2.nil?
    @_etd_text_sprite2.dispose
    @_etd_text_sprite2 = nil
    end
    end
    #--------------------------------------------------------------------------
    # * Update Display Sprite
    #--------------------------------------------------------------------------
    def update_display_text
    # If Character Has No ETD
    if @character.etd_display_text.nil?
    # Dispose ETD Sprite
    dispose_etd_sprite
    return
    end
    # If ETD Text Sprite Doesn't Exist
    if @_etd_text_sprite.nil?
    # Create ETD Text Sprite
    create_etd_sprite
    return
    end
    # If ETD Sprite Parameters Don't Match Characters
    unless @_etd_display_text == @character.etd_display_text &&
    @_etd_display_color == @character.etd_display_color &&
    @_etd_display_shadow_color == @character.etd_display_shadow_color
    # Dispose Sprite
    dispose_etd_sprite
    # Recreate Sprite
    create_etd_sprite
    end
    # Update ETD Sprite Position
    @_etd_text_sprite.x = self.x
    @_etd_text_sprite.y = self.y - self.oy / 2 - 41
    end

    def update_display_text2
    # If Character Has No ETD
    if @character.etd_display_text2.nil?
    # Dispose ETD Sprite
    dispose_etd_sprite2
    return
    end
    # If ETD Text Sprite Doesn't Exist
    if @_etd_text_sprite2.nil?
    # Create ETD Text Sprite
    create_etd_sprite2
    return
    end
    # If ETD Sprite Parameters Don't Match Characters
    unless @_etd_display_text2 == @character.etd_display_text2 &&
    @_etd_display_color2 == @character.etd_display_color2 &&
    @_etd_display_shadow_color2 == @character.etd_display_shadow_color2
    # Dispose Sprite
    dispose_etd_sprite2
    # Recreate Sprite
    create_etd_sprite2
    end
    # Update ETD Sprite Position
    @_etd_text_sprite2.x = self.x
    @_etd_text_sprite2.y = self.y - self.oy / 2 - 24
    end
    #--------------------------------------------------------------------------
    # * Create ETD Sprite
    #--------------------------------------------------------------------------
    def create_etd_sprite
    # Creates Display Bitmap
    bitmap = Bitmap.new(162, 40)
    # Draws ETD Display Text
    bitmap.font.color = @character.etd_display_color
    bitmap.font.size = 15
    bitmap.draw_text(0, 0, 161, 40, @character.etd_display_text, 1)
    # Creates Display Text Sprite
    @_etd_text_sprite = Sprite.new(self.viewport)
    @_etd_text_sprite.bitmap = bitmap
    @_etd_text_sprite.ox = 80
    @_etd_text_sprite.oy = 20
    @_etd_text_sprite.x = self.x
    @_etd_text_sprite.y = self.y - self.oy / 2 - 41
    @_etd_text_sprite.z = 3000
    @_etd_text_sprite.visible = true
    # Saves ETD Text
    @_etd_display_text = @character.etd_display_text
    @_etd_display_color = @character.etd_display_color
    @_etd_display_shadow_color = @character.etd_display_shadow_color
    end

    def create_etd_sprite2
    # Creates Display Bitmap
    bitmap2 = Bitmap.new(162, 40)
    # Draws ETD Display Text
    bitmap2.font.color = @character.etd_display_color2
    bitmap2.font.size = 15
    bitmap2.draw_text(0, 0, 161, 40, @character.etd_display_text2, 1)
    # Creates Display Text Sprite
    @_etd_text_sprite2 = Sprite.new(self.viewport)
    @_etd_text_sprite2.bitmap = bitmap2
    @_etd_text_sprite2.ox = 80
    @_etd_text_sprite2.oy = 22
    @_etd_text_sprite2.x = self.x
    @_etd_text_sprite2.y = self.y - self.oy / 2 - 24
    @_etd_text_sprite2.z = 3000
    @_etd_text_sprite2.visible = true
    # Saves ETD Text
    @_etd_display_text2 = @character.etd_display_text2
    @_etd_display_color2 = @character.etd_display_color2
    @_etd_display_shadow_color2 = @character.etd_display_shadow_color2
    end
    end

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