RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
[VX] Tanktentai HUD Script Bug

0 Members and 1 Guest are viewing this topic.

**
Rep: +0/-0Level 70
RMRK Junior
Hey all,

I recently tried out a HUD script for Tankentai but I'm having an issue with the displayed numbers. When in battle, the numbers are severely cut off and are completely illegible.



I tried fixing them up, but alas; no luck. Any help is appreciated, thank you. :]

Code: [Select]
#==============================================================================
# ?–? Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
  # Skin File name
  BTSKIN_00 = "atb_Btskin_main"   # Main Skin
  BTSKIN_01 = "atb_Btskin_hp"     # HP(Gauge)
  BTSKIN_02 = "atb_Btskin_mp"     # MP(Gauge)
  BTSKIN_04 = "number++"    # HP(Numbers)
  BTSKIN_05 = "number++"    # MP(Numbers)
  BTSKIN_03 = "atb_Btskin_state"  # State
  # Skin coordinates[  x,  y]
  BTSKIN_B_XY = [  0,  0]     # Standard Coordinates
  BTSKIN_00XY = [  0,  0]     # Main Skin
  BTSKIN_01XY = [126, 15]     # HP(Gauge)
  BTSKIN_02XY = [212, 15]     # MP(Gauge)
  BTSKIN_04XY = [148,  8]     # HP(Numbers)
  BTSKIN_05XY = [232,  8]     # MP(Numbers)
  BTSKIN_03XY = [104,  0]     # State Skin
  BTSKIN_06XY = [104,  0]     # State
  # Various Settings
  BTSKIN_01GS = 2             # HP Gauge Speed (Low values are fast)
  BTSKIN_02GS = 4             # MP Gauge Speed(Low values are fast)
  BTSKIN_04SS = 8             # HP Rolling Numbers Speed(Low values are fast)
  BTSKIN_05SS = 2             # MP Rolling Numbers Speed(Low values are fast)
  BTSKIN_04NS = 4             # HP Maximum Digits
  BTSKIN_05NS = 4             # MP Maximum Digits
  BTSKIN_06WH = [24,24]       # [State Width, Height]
  BTSKIN_06SC = 2             # State Icon Scroll Speed
                              # (Values close to 1 are fast)
  # ?ƒ??ƒˆ?ƒ??‚??ƒ†?ƒ??‚??‚????™
  def set_xy
    @x = []
    @y = []
    for i in 0...$game_party.members.size
      x = 0
      y = (i * 24)
      @x[i] = x + 16#+ STRRGSS2::ST_SX
      @y[i] = y + 16#+ STRRGSS2::ST_SY
    end
  end
  # ???š??‡?‰€??“??“??
  @@f = false
 
 
  #--------------------------------------------------------------------------
  # ?˜… ?‚??‚??ƒ??‚??‚?
  #--------------------------------------------------------------------------
  alias initialize_str33 initialize
  def initialize(f = false)
    initialize_str33
    unless @@f
      @f = @@f = true
    else
      @f = false
    end
    set_xy
    @s_sprite = []
    @s_party = []
    @s_lv = []
    @opacity = 0
    self.contents.dispose
    self.create_contents
    self.back_opacity = 0
    self.opacity = 0
    #@column_max = $game_party.actors.size
    @viewport = Viewport.new(0, 416-128, 416, 128)
    @hpgw = (Cache.system(BTSKIN_01)).width
    @mpgw = (Cache.system(BTSKIN_02)).width
    @viewport.z = self.z - 1
    @state_opacity = []
    @item_max = $game_party.members.size
    return unless @f
    for i in 0...@item_max
      draw_item(i)
    end
    update
  end
  #--------------------------------------------------------------------------
  # ?—? ?ƒ??ƒ•?ƒ??ƒƒ?‚??ƒ????—
  #--------------------------------------------------------------------------
  def refresh
    # :-)
  end
  #--------------------------------------------------------------------------
  # ?—? ?‚??ƒ†?ƒ??ƒˆ???”?
  #--------------------------------------------------------------------------
  def draw_actor_state(actor)
    icon = Cache.system("Iconset")
    w = actor.states.size * 24
    w = 24 if w < 1
    bitmap = Bitmap.new(w, BTSKIN_06WH[1])
    count = 0
    for state in actor.states
      icon_index = state.icon_index
      x = 24 * count
      rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
      bitmap.blt(x, 0, icon, rect)
      count += 1
    end
    return bitmap
  end
  #--------------------------------------------------------------------------
  # ?—? ??‰???œ?ˆ?
  #--------------------------------------------------------------------------
  def name_bitmap(actor)
    bitmap = Bitmap.new(100, 24)
    bitmap.font.size = 16
    bitmap.draw_text_f(0, 4, 100, 24, actor.name)
    return bitmap
  end
  #--------------------------------------------------------------------------
  # ?—? ?‚??ƒ†?ƒ??ƒˆ?•???–??—
  #--------------------------------------------------------------------------
  def state_size(actor)
    return actor.states.size
  end
  #--------------------------------------------------------------------------
  # ?—? ?‚??‚??ƒ†?ƒ???œ?ˆ?
  #--------------------------------------------------------------------------
  def draw_item(index)
    return unless @f
    actor = $game_party.members[index]
    #
    @s_sprite[index] = []
    s = @s_sprite[index]
    # ?ƒ??‚??ƒ??‚??‚??ƒ?
    s[0] = Sprite.new(@viewport)
    s[0].bitmap = Cache.system(BTSKIN_00)
    s[0].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_00XY[0]
    s[0].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_00XY[1]
    s[0].z = 0
    # HP
    s[1] = Sprite.new(@viewport)
    s[1].bitmap = Cache.system(BTSKIN_01)
    s[1].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
    s[1].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
    s[1].z = 4
    w = s[1].bitmap.width
    h = s[1].bitmap.height / 1
    s[1].src_rect.set(0, 0, w, h)
    s[2] = Sprite.new(@viewport)
    s[2].bitmap = Cache.system(BTSKIN_01)
    s[2].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
    s[2].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
    s[2].z = 3
    s[2].src_rect.set(0, h, w, h)
    s[11] = 96
    s[6] = Sprite_strNumbers.new(@viewport, BTSKIN_04, BTSKIN_04NS)
    s[6].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_04XY[0]
    s[6].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_04XY[1]
    s[6].z = 5
    s[13] = actor.hp
    s[6].update(s[13])
    # MP
    s[3] = Sprite.new(@viewport)
    s[3].bitmap = Cache.system(BTSKIN_02)
    s[3].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
    s[3].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
    s[3].z = 4
    w = s[3].bitmap.width
    h = s[3].bitmap.height / 2
    s[3].src_rect.set(0, 0, w, h)
    s[4] = Sprite.new(@viewport)
    s[4].bitmap = Cache.system(BTSKIN_02)
    s[4].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
    s[4].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
    s[4].z = 3
    s[4].src_rect.set(0, h, w, h)
    s[12] = 56
    s[7] = Sprite_strNumbers.new(@viewport, BTSKIN_05, BTSKIN_05NS)
    s[7].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_05XY[0]
    s[7].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_05XY[1]
    s[7].z = 5
    s[14] = actor.mp
    s[7].update(s[14])
    # ?‚??ƒ†?ƒ??ƒˆ
    s[5] = Viewport.new(0, 0, BTSKIN_06WH[0], BTSKIN_06WH[1])
    s[5].rect.x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_06XY[0] + @viewport.rect.x
    s[5].rect.y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_06XY[1] + @viewport.rect.y
    s[5].z = @viewport.z + 1
    s[8] = Sprite.new(@viewport)
    s[8].bitmap = Cache.system(BTSKIN_03)
    s[8].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_03XY[0]
    s[8].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_03XY[1]
    s[8].z = -2
    s[9] = Plane.new(s[5])
    s[9].bitmap = draw_actor_state(actor)
    s[10] = state_size(actor)
    # ??œ???‚??ƒ†?ƒ??‚??‚??
    s[11] = ((@hpgw * (actor.hp / (actor.maxhp * 1.0))) + 1).truncate
    if actor.maxmp != 0
      s[12] = ((@mpgw * (actor.mp / (actor.maxmp * 1.0))) + 1).truncate
    else
      s[12] = 0
    end
    s[15] = Sprite.new(@viewport)
    s[15].bitmap = name_bitmap(actor)
    s[15].x = @x[index] + 4
    s[15].y = @y[index] + 2
    s[15].z = 0
    s[1].src_rect.width = s[11]
    s[2].src_rect.width = s[11]
    s[3].src_rect.width = s[12]
    s[4].src_rect.width = s[12]
    s[6].update(s[13])
    s[7].update(s[14])
    # ????–?
    for l in [0,1,2,3,4,8,9,15]
      s[l].opacity = 0
    end
    for l in [6,7]
      s[l].o = 0
    end
    # ?ƒ…???˜?†?
    @s_lv[index] = actor.level
    @s_party[index] = [actor.name, actor.hp, actor.maxhp,
                       actor.mp, actor.maxmp, actor.states]
    #
  end
  #--------------------------------------------------------------------------
  # ?—? ?‚??ƒ–?‚??‚??‚??ƒˆ?–‹?”?
  #--------------------------------------------------------------------------
  def dispose       
    super
    return unless @f
    for i in 0...@s_sprite.size
      for l in [0,1,2,3,4,8,9,15]
        @s_sprite[i][l].bitmap.dispose
        @s_sprite[i][l].dispose
      end
      for l in [5,6,7]
        @s_sprite[i][l].dispose
      end
    end
    @@f = false
  end
  #--------------------------------------------------------------------------
  # ?—? ?ƒ•?ƒ??ƒ??ƒ??›??–?
  #--------------------------------------------------------------------------
  def update
    super
    return unless @f
    for i in 0...@s_sprite.size
      s = @s_sprite[i]
      a = $game_party.members[i]
      m = @s_party[i]
      @state_opacity[i] = 0 if @state_opacity[i] == nil
      # ??€??˜Ž??‚??ƒƒ?ƒ—
      @state_opacity[i] += 8
      if @opacity < 272
        @opacity += 8
        for l in [0,1,2,3,4,15]
          s[l].opacity = @opacity
        end
        for l in [6,7]
          s[l].o = @opacity
        end
      end
      # ??‰??›??–?
      if a.name != m[0]
        s[15].bitmap.dispose
        s[15].bitmap = name_bitmap(a)
        m[0] = a.name
      end
      # HP/MP?›??–?
      update_hp(s,a,m)
      update_mp(s,a,m)
      # ?‚??ƒ†?ƒ??ƒˆ?›??–?
      if s[10] > BTSKIN_06WH[0] / 24 and (Graphics.frame_count % BTSKIN_06SC) == 0
        s[9].ox += 1
      end
      if s[10] > 0 and @state_opacity[i] < 272
        for l in [8,9]
          s[l].opacity = @state_opacity[i]
        end
      end
      if a.states != m[5]
        m[5] = a.states
        s[9].ox = 0
        s[9].bitmap.dispose
        s[9].bitmap = draw_actor_state($game_party.members[i])
        s[10] = state_size($game_party.members[i])
        @state_opacity[i] = 0
        for l in [8,9]
          s[l].opacity = @state_opacity[i]
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # ?—? ?ƒ•?ƒ??ƒ??ƒ??›??–? (HP)
  #--------------------------------------------------------------------------
  def update_hp(s,a,m)
    # HP??‚‹??‚‹
    if a.hp != s[13]
      c = 0; c = 1 if a.hp < a.maxhp / 4; c = 2 if a.hp == 0
      if s[13] > a.hp
        s[13] -= BTSKIN_04SS
        s[13] = a.hp if s[13] < a.hp
      else
        s[13] += BTSKIN_04SS
        s[13] = a.hp if s[13] > a.hp
      end
      s[6].update(s[13], c)
    end
    # HP
    if a.hp != m[1]
      s[11] = ((@hpgw * (a.hp / (a.maxhp * 1.0))) + 1).truncate
      m[1] = a.hp
    end
    sr = s[1].src_rect
    if sr.width != s[11]
      sp = BTSKIN_01GS
      sr.width = (s[11] + (s[1].src_rect.width * (sp - 1))) / sp
      sr.width = 2 if sr.width <= 1 and a.hp > 0
    end
    sr = s[2].src_rect
    sp = 2
    if sr.width != s[1].src_rect.width and (Graphics.frame_count % sp) == 0
      if sr.width < s[1].src_rect.width
        sr.width += 1
      else
        sr.width -= 1
      end
    end
    sr.width = 2 if sr.width <= 1 and a.hp > 0
  end
  #--------------------------------------------------------------------------
  # ?—? ?ƒ•?ƒ??ƒ??ƒ??›??–? (MP)
  #--------------------------------------------------------------------------
  def update_mp(s,a,m)
    # MP??‚‹??‚‹
    if a.mp != s[14]
      c = 0; c = 1 if a.mp < a.maxmp / 4
      if s[14] > a.mp
        s[14] -= BTSKIN_05SS
        s[14] = a.mp if s[14] < a.mp
      else
        s[14] += BTSKIN_05SS
        s[14] = a.mp if s[14] > a.mp
      end
      s[7].update(s[14], c)
    end
    # MP
    if a.mp != m[3]
      if a.maxmp != 0
        s[12] = ((@mpgw * (a.mp / (a.maxmp * 1.0))) + 1).truncate
      else
        s[12] = 0
      end
      m[3] = a.mp
    end
    sr = s[3].src_rect
    if sr.width != s[12]
      sp = BTSKIN_02GS
      sr.width = (s[12] + (s[3].src_rect.width * (sp - 1))) / sp
      sr.width = 2 if sr.width <= 1 and a.mp > 0
    end
    sr = s[4].src_rect
    sp = 2
    if sr.width != s[3].src_rect.width and (Graphics.frame_count % sp) == 0
      if sr.width < s[3].src_rect.width
        sr.width += 1
      else
        sr.width -= 1
      end
    end
    sr.width = 2 if sr.width <= 1 and a.mp > 0
  end
end

#==============================================================================
# ?–? Sprite_strNumber
#==============================================================================
class Sprite_strNumber < Sprite
  #--------------------------------------------------------------------------
  # ?—? ?‚??ƒ–?‚??‚??‚??ƒˆ?ˆ??œŸ?Œ–
  #--------------------------------------------------------------------------
  def initialize(v, gra, n = 0)
    @n = n
    super(v)
    self.bitmap = Cache.system(gra)
    @w = self.bitmap.width/10
    @h = self.bitmap.height/3
    self.src_rect = Rect.new(@n*@w, 0, @w, @h)
  end
  #--------------------------------------------------------------------------
  # ?—? ?ƒ•?ƒ??ƒ??ƒ??›??–?
  #--------------------------------------------------------------------------
  def update(n = -1, c = 0)
    @n = n
    self.src_rect.x = @n*@w
    self.src_rect.y = c*@h
  end
end
#==============================================================================
# ?–? Sprite_strNumbers
#==============================================================================
class Sprite_strNumbers
  attr_accessor :x
  attr_accessor :y
  attr_accessor :z
  attr_accessor :o
  #--------------------------------------------------------------------------
  # ?—? ?‚??ƒ–?‚??‚??‚??ƒˆ?ˆ??œŸ?Œ–
  #--------------------------------------------------------------------------
  def initialize(v, gra, n = 4, s = 0)
    @n = n # ??•?
    @x = 0
    @y = 0
    @z = 0
    @o = 255
    @sprite = []
    # ??—?–“???š
    b = Cache.system(gra)
    @s = b.width / 10 - s
    # ?‚??ƒ—?ƒ??‚??ƒˆ??œ?ˆ?
    for i in 0...n
      @sprite[i] = Sprite_strNumber.new(v, gra)
    end
    update
  end
  #--------------------------------------------------------------------------
  # ?—? ?ƒ•?ƒ??ƒ??ƒ??›??–?
  #--------------------------------------------------------------------------
  def update(v = 0, c = 0)
    val = []
    # ?•??€??‚’?…??ˆ—???
    for i in 0...@n
      if (10 ** (i)) == 0
        val[i] = v % 10
      else
        val[i] = v / (10 ** (i)) % 10
      end
    end
    val = val.reverse
    # ?…ˆ??0?‚’??–?‚Š?™??
    for i in 0...@n
      if val[i] == 0 and @n != i + 1
        val[i] = -1
      else
        break
      end
    end
    # ?‚??ƒ—?ƒ??‚??ƒˆ?›??–?
    for i in 0...@n
      @sprite[i].update(val[i], c)
      @sprite[i].x = @x + (i * @s)
      @sprite[i].y = @y
      @sprite[i].z = @z
      @sprite[i].opacity = @o
    end
  end
  #--------------------------------------------------------------------------
  # ?—? ??€??˜Ž????”?
  #--------------------------------------------------------------------------
  def o=(val)
    @o = val
    for i in 0...@n
      @sprite[i].opacity = @o
    end
  end
  #--------------------------------------------------------------------------
  # ?—? ?‚??ƒ–?‚??‚??‚??ƒˆ?–‹?”?
  #--------------------------------------------------------------------------
  def dispose
    for i in 0...@sprite.size
      @sprite[i].bitmap.dispose
      @sprite[i].dispose
    end
  end
end