[DQM] how to color line or code

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Started by q8fft3 5 posts View original ↗
  1. hello, i need help with this script i want color level normal color

    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
    Code:
    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 
    but when i want color level i fail, any help tips ?
    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 $game_party.members.size > 3 draw_actor_level(@actor4, 330, 64) end # > 3 end #if SHOW_Levelthis code ...
    Spoiler
    Code:
    #============================================================================# [VXAce] Dragon Quest Menu V2.00#----------------------------------------------------------------------------# By Jamiras843## Features: #     V2.00#     * Fixed menu close issue#     * Added the ability to hide HP/MP Bars#     V1.50#     * Fixed menu overlap issues#     * Added charater HUD with options#     V1.00#     * Simplified menu layout that has adjustable columns and rows.#     * New actor selection menu which is smaller and simpler in design.#============================================================================$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
    thanks.
  2. I've moved this thread to Learning Ruby and RGSSx. Please be sure to post your threads in the correct forum next time. Thank you.
  3. @something.font.color = Color.new(100,100,100) 

    naturally you just call color
  4. class Window_Base < Window    #--------------------------------------------------------------------------  # * Draw Level  #--------------------------------------------------------------------------  def draw_actor_level(actor, x, y)    change_color(system_color)   # <= This is the culprit    draw_text(x, y, 32, line_height, Vocab::level_a)    change_color(normal_color)    draw_text(x + 32, y, 24, line_height, actor.level, 2)  endend # End of Window_BaseThat is the method from Window Base, father of all windows, change the color I pointed with arrow, and it should do what you want.

    Oh yeah, please use spoiler, because it's very long script..
  5. this work @BoluBolu thanks for help.

    I appreciate it.