i color HP and MP to normal color white
#-------------------------------------------------------------------------- # * Draw HP #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 124) if Jami_DQ_Menu::DRAW_HP_MP_BARS == true draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) end change_color(normal_color) #<------------------- normal 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) #<------------------- normal color end
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but when i want color level i fail, any help tips ?def draw_actor_mp(actor, x, y, width = 124) if Jami_DQ_Menu::DRAW_HP_MP_BARS == true draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) end change_color(normal_color) #<------------------- normal 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) #<------------------- normal color endend how to color level ?
# Actor LV if Jami_DQ_Menu::SHOW_LEVEL == true draw_actor_level(@actor1, 0, 64) if $game_party.members.size > 1 draw_actor_level(@actor2, 110, 64) end # > 1 if $game_party.members.size > 2 draw_actor_level(@actor3, 220, 64) end # > 2 if $game_party.members.size > 3 draw_actor_level(@actor4, 330, 64) end # > 3 end #if SHOW_Levelthis code ...
Spoiler
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#============================================================================# [VXAce] Dragon Quest Menu V2.00#----------------------------------------------------------------------------# By Jamiras843## Features: # V2.00# * Fixed menu close issue# * Added the ability to hide HP/MP Bars# V1.50# * Fixed menu overlap issues# * Added charater HUD with options# V1.00# * Simplified menu layout that has adjustable columns and rows.# * New actor selection menu which is smaller and simpler in design.#============================================================================$imported = {} if $imported.nil?$imported["Dragon Quest Menu"] = truemodule Jami_DQ_Menu #======================================================================== # Script options #------------------------------------------------------------------------ # Here you edit menu specific things, such as height, x/y origin, column # number, etc. # # Make all simple edits here! They are easy to understand and labled! #======================================================================== WINDOW_OPACITY = 255 #Number 0-255 that determines window opacity DRAW_HP_MP_BARS = false #If true shows default RPG maker bar MENU_COLUMN = 2 #Number of columns for the menu MENU_LINE = 2 #Number of max lines for the menu MENU_HEIGHT = 80 #Menu height (at least 80 per line, no <80) MENU_WIDTH = 180 #Menu width (at least 90 per column) MENU_X = 0 #Menu X origin MENU_Y = 0 #Menu Y origin LOC_X = 0 #Custom location window X origin LOC_Y = 306 - 75 #Custom location window Y origin GOLD_X = 0 #Custom gold window X origin GOLD_Y = 306 - 54 #Custom gold window Y origin #========================================================================= # Menu Command options #------------------------------------------------------------------------- # This is where you set up what commands you want in the menu, including # custom ones using common events. #========================================================================= SHOW_SAVE_CMD = false #If false removes save option from menu SHOW_bestiary_GAME = true SHOW_EXIT_GAME = false #If false removes quit game option from the menu SHOW_FORMATION = false #If false removes the formation command SHOW_LOCATION = true #If true shows custom gold window w/ location VOCAB_LOC = "ﻊﻗﻮﻤﻟﺍ:" VOCAB_GOLD = "ﺐــﻫﺫ:" SIMPLE_STATUS = true #If true shows a list staus menu DW2,3,&4 style ACTOR_WINDOW = true SHOW_FACE = false SHOW_HP = true SHOW_MP = true SHOW_LEVEL = trueend #end module Jami_DQ_Menu#============================================================================ # WARNING: Do not edit below unless you know what you are doing. This script# is rather sloppy but it does its job. #============================================================================#============================================================================# * DQ Window (over writes menu command window)#============================================================================class Window_DQ_Menu < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(Jami_DQ_Menu::MENU_X, Jami_DQ_Menu::MENU_Y) end #-------------------------------------------------------------------------- # * Get Number of Lines to Show #-------------------------------------------------------------------------- def visible_line_number return Jami_DQ_Menu::MENU_LINE end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return Jami_DQ_Menu::MENU_COLUMN end #-------------------------------------------------------------------------- # * Set Width #-------------------------------------------------------------------------- def window_width return Jami_DQ_Menu::MENU_WIDTH end #-------------------------------------------------------------------------- # * Set Height #-------------------------------------------------------------------------- def window_height return Jami_DQ_Menu::MENU_HEIGHT end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_main_commands add_formation_command add_game_end_command end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_main_commands add_formation_command add_save_command add_game_end_command end #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command(Vocab::item, :item, main_commands_enabled) add_command(Vocab::skill, :skill, main_commands_enabled) add_command(Vocab::equip, :equip, main_commands_enabled) add_command(Vocab::status, :status, main_commands_enabled) end #-------------------------------------------------------------------------- # * Add Save to Command List #-------------------------------------------------------------------------- def add_save_command add_command(Vocab::save, :save, save_enabled) if Jami_DQ_Menu::SHOW_SAVE_CMD == true end #-------------------------------------------------------------------------- # * Add Formation to Command List #-------------------------------------------------------------------------- def add_formation_command add_command(Vocab::formation, :formation, formation_enabled) if Jami_DQ_Menu::SHOW_FORMATION == true end #-------------------------------------------------------------------------- # * Add Exit Game to Command List #-------------------------------------------------------------------------- def add_game_end_command add_command(Vocab::game_end, :game_end) if Jami_DQ_Menu::SHOW_EXIT_GAME == true end #------------------------------------------------------------------------- # * Get Activation State of Main Commands #------------------------------------------------------------------------- def main_commands_enabled $game_party.exists end #------------------------------------------------------------------------- # * Get Activation State of Save #------------------------------------------------------------------------- def save_enabled !$game_system.save_disabled end #------------------------------------------------------------------------- # * Get Activation State of Formation #------------------------------------------------------------------------- def formation_enabled $game_party.members.size >= 2 && !$game_system.formation_disabled endend #class Window_DQ_Menu#============================================================================# * Window Base#----------------------------------------------------------------------------# Edit which changes base window#============================================================================class Window_Base < Window #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super self.windowskin = Cache.system("Window") update_padding update_tone create_contents @opening = @closing = false self.back_opacity = Jami_DQ_Menu::WINDOW_OPACITY end #-------------------------------------------------------------------------- # * Draw HP #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 124) if Jami_DQ_Menu::DRAW_HP_MP_BARS == true draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) end change_color(normal_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) if Jami_DQ_Menu::DRAW_HP_MP_BARS == true draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) end change_color(normal_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) endend#============================================================================# ** Gold/location Window#============================================================================class Window_Location < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(Jami_DQ_Menu::LOC_X, Jami_DQ_Menu::LOC_Y,300,75) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0,0,140,32, Jami_DQ_Menu::VOCAB_LOC) self.contents.draw_text(120,0,140,32, $game_map.display_name) self.contents.draw_text(0,20,140,29, Jami_DQ_Menu::VOCAB_GOLD) self.contents.draw_text(120,20,140,32, $game_party.gold) endend #end class Window_Location#============================================================================# ** Gold Window (No location)#============================================================================class Window_Gold < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(Jami_DQ_Menu::GOLD_X, Jami_DQ_Menu::GOLD_Y,245,54) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.draw_text(0,0,140,32, Jami_DQ_Menu::VOCAB_GOLD) self.contents.draw_text(120,0,140,32, $game_party.gold) endend #end class Window_Location#============================================================================# ** Actor Window #============================================================================class Window_Actor < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize if $game_party.members.size < 4 super(0,306,110 * $game_party.members.size,110) else super(0,306,110 * 4,110) end create_contents @actor1 = $game_party.members[0] @actor2 = $game_party.members[1] @actor3 = $game_party.members[2] @actor4 = $game_party.members[3] refresh end #---------------------------------------------------- # * Refresh #---------------------------------------------------- def refresh contents.clear draw_window_content draw_horiz_line (line_height * 1) end #---------------------------------------------------- # * Draw Window Contents #---------------------------------------------------- def draw_window_content # Face if Jami_DQ_Menu::SHOW_FACE == true draw_face(@actor1.face_name, @actor1.face_index, 0, 0, enabled = false) if $game_party.members.size > 1 draw_face(@actor2.face_name, @actor2.face_index, 110, 0, enable = false) end # > 1 if $game_party.members.size > 2 draw_face(@actor3.face_name, @actor3.face_index, 220, 0, enable = false) end # > 2 if $game_party.members.size > 3 draw_face(@actor4.face_name, @actor4.face_index, 330, 0, enable = false) end # > 3 end # if face # Actor Name draw_actor_name(@actor1, 0, 0) if $game_party.members.size > 1 draw_actor_name(@actor2, 110, 0) end # > 1 if $game_party.members.size > 2 draw_actor_name(@actor3, 220, 0) end # > 2 if $game_party.members.size > 3 draw_actor_name(@actor4, 330, 0) end # > 3 # Actor HP if Jami_DQ_Menu::SHOW_HP == true draw_actor_hp(@actor1, 0, 24, 80) if $game_party.members.size > 1 draw_actor_hp(@actor2, 110, 24, 80) end # > 1 if $game_party.members.size > 2 draw_actor_hp(@actor3, 220, 24, 80) end # > 2 if $game_party.members.size > 3 draw_actor_hp(@actor4, 330, 24, 80) end # > 3 end #if SHOW_HP # Actor MP if Jami_DQ_Menu::SHOW_MP == true draw_actor_mp(@actor1, 0, 44, 80) if $game_party.members.size > 1 draw_actor_mp(@actor2, 110, 44, 80) end # > 1 if $game_party.members.size > 2 draw_actor_mp(@actor3, 220, 44, 80) end # > 2 if $game_party.members.size > 3 draw_actor_mp(@actor4, 330, 44, 80) end # > 3 end #if SHOW_MP # Actor LV if Jami_DQ_Menu::SHOW_LEVEL == true draw_actor_level(@actor1, 0, 64) if $game_party.members.size > 1 draw_actor_level(@actor2, 110, 64) end # > 1 if $game_party.members.size > 2 draw_actor_level(@actor3, 220, 64) end # > 2 if $game_party.members.size > 3 draw_actor_level(@actor4, 330, 64) end # > 3 end #if SHOW_Level end # df draw_window_contentend #end class Window_Location #-------------------------------------------------------------------------- # * Draw Horizontal Line #-------------------------------------------------------------------------- def draw_horiz_line(y) contents.fill_rect(0, 22, contents_width, 2, line_color) end #-------------------------------------------------------------------------- # * Get Color of Horizontal Line #-------------------------------------------------------------------------- def line_color color = normal_color color.alpha = 200 color end#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------# This window displays party member status on the menu screen.#==============================================================================class Window_Simple_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :pending_index # Pending position (for formation) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, window_width, window_height) @pending_index = -1 refresh end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width Jami_DQ_Menu::MENU_WIDTH end #-------------------------------------------------------------------------- # * Get Window Height #-------------------------------------------------------------------------- def window_height 124 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max $game_party.members.size end #-------------------------------------------------------------------------- # * Get Item Height #-------------------------------------------------------------------------- def item_height 22 end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.members[index] enabled = $game_party.battle_members.include?(actor) rect = item_rect(index) draw_item_background(index) draw_actor_name(actor, 4, rect.y - 2) end #-------------------------------------------------------------------------- # * Draw Background for Item #-------------------------------------------------------------------------- def draw_item_background(index) if index == @pending_index contents.fill_rect(item_rect(index), pending_color) end end #-------------------------------------------------------------------------- # * Processing When OK Button Is Pressed #-------------------------------------------------------------------------- def process_ok super $game_party.menu_actor = $game_party.members[index] end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last select($game_party.menu_actor.index || 0) end #-------------------------------------------------------------------------- # * Set Pending Position (for Formation) #-------------------------------------------------------------------------- def pending_index=(index) last_pending_index = @pending_index @pending_index = index redraw_item(@pending_index) redraw_item(last_pending_index) endend#============================================================================# ** Scene_Menu#----------------------------------------------------------------------------# This overwrites menu#============================================================================class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window if Jami_DQ_Menu::SHOW_LOCATION == false create_gold_window else create_location_window end if Jami_DQ_Menu::SIMPLE_STATUS == false create_status_window else create_simple_status_window end if Jami_DQ_Menu::ACTOR_WINDOW == true create_actor_window end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_DQ_Menu.new @command_window.set_handler(:item, method(:command_item)) @command_window.set_handler(:skill, method(:command_personal)) @command_window.set_handler(:equip, method(:command_personal)) @command_window.set_handler(:status, method(:command_personal)) @command_window.set_handler(:formation, method(:command_formation)) @command_window.set_handler(:save, method(:command_save)) @command_window.set_handler(:game_end, method(:command_game_end)) @command_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # * Create Status Window #-------------------------------------------------------------------------- def create_status_window @status_window = Window_MenuStatus.new(0,0) @status_window.hide end #-------------------------------------------------------------------------- # * Create Simple Status Window #-------------------------------------------------------------------------- def create_simple_status_window @simple_status_window = Window_Simple_MenuStatus.new(0,0) @simple_status_window.hide end #-------------------------------------------------------------------------- # * [Skill], [Equipment] and [Status] Commands #-------------------------------------------------------------------------- def command_personal if Jami_DQ_Menu::SIMPLE_STATUS == false @status_window.show @command_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.hide end @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_personal_ok)) @status_window.set_handler(:cancel, method(:on_personal_cancel)) else @simple_status_window.show @command_window.hide @simple_status_window.select_last @simple_status_window.activate @simple_status_window.set_handler(:ok, method(:on_personal_ok)) @simple_status_window.set_handler(:cancel, method(:on_personal_cancel)) end end #-------------------------------------------------------------------------- # * [Cancel] Personal Command #-------------------------------------------------------------------------- def on_personal_cancel if Jami_DQ_Menu::SIMPLE_STATUS == false @status_window.unselect @status_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end @command_window.show @command_window.activate else @simple_status_window.unselect @command_window.show @simple_status_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end @command_window.activate end end #-------------------------------------------------------------------------- # * [Formation] Command #-------------------------------------------------------------------------- def command_formation if Jami_DQ_Menu::SIMPLE_STATUS == false @status_window.show @command_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.hide end @status_window.select_last @status_window.activate @status_window.set_handler(:ok, method(:on_formation_ok)) @status_window.set_handler(:cancel, method(:on_formation_cancel)) else @simple_status_window.show @command_window.hide @simple_status_window.select_last @simple_status_window.activate @simple_status_window.set_handler(:ok, method(:on_formation_ok)) @simple_status_window.set_handler(:cancel, method(:on_formation_cancel)) end end #-------------------------------------------------------------------------- # * Formation [OK] #-------------------------------------------------------------------------- def on_formation_ok if Jami_DQ_Menu::SIMPLE_STATUS == false if @status_window.pending_index >= 0 $game_party.swap_order(@status_window.index, @status_window.pending_index) @status_window.pending_index = -1 @status_window.redraw_item(@status_window.index) if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new @actor_window.hide end else @status_window.pending_index = @status_window.index end @status_window.activate else if @simple_status_window.pending_index >= 0 $game_party.swap_order(@simple_status_window.index, @simple_status_window.pending_index) @simple_status_window.pending_index = -1 @simple_status_window.redraw_item(@simple_status_window.index) if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end else @simple_status_window.pending_index = @simple_status_window.index end @simple_status_window.activate end end #-------------------------------------------------------------------------- # * Formation [Cancel] #-------------------------------------------------------------------------- def on_formation_cancel if Jami_DQ_Menu::SIMPLE_STATUS == false if @status_window.pending_index >= 0 @status_window.pending_index = -1 @status_window.activate else @status_window.unselect @status_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end @command_window.show @command_window.activate end else if @simple_status_window.pending_index >= 0 @simple_status_window.pending_index = -1 @simple_status_window.activate else @simple_status_window.unselect @simple_status_window.hide if Jami_DQ_Menu::ACTOR_WINDOW == true @actor_window.dispose @actor_window = Window_Actor.new end @command_window.show @command_window.activate end end end #-------------------------------------------------------------------------- # * Location window #-------------------------------------------------------------------------- def create_location_window @location_window = Window_Location.new end #-------------------------------------------------------------------------- # * Create Gold Window #-------------------------------------------------------------------------- def create_gold_window @gold_window = Window_Gold.new end #-------------------------------------------------------------------------- # * Create Actor Window #-------------------------------------------------------------------------- def create_actor_window @actor_window = Window_Actor.new endend # end Scene_Menu