[Hướng Dẫn] [help] officer david cần help script Event name

24

Comments

  • Dang_KhoaDang_Khoa Posts: 3,861Administrators
    chikoebisu wrote:
    @kumuzu
    script đó bị lỗi và chỉ hiện tên của nhân vật chính chứ ko hiện cho event

    I bao k hieenj ten even nhung ev co ten dang EV00... số thì k hiệnChú làm bực mình quá...
    thử cái này đê XV chứ j:
    # Explanation:
    #
    #   - This script shows event name in map
    #
    # Instructions:
    #
    #   - Setup the few configurations below.   
    #   - This script uses comments in the event's pages at any line.
    #     
    #     Comment : <Show Name>
    #               Name: String 
    #               Fontname: String
    #               Fontsize: Integer
    #               Bold
    #               Italic
    #               Color: R,G,B,A
    #
    #  To show Actors/Items/Weapons/Armors Name, type 
    #       Name: ActorID
    #       Name: ItemID
    #       Name: WeaponID
    #       Name: ArmorID
    #       Name: SkillID
    #       Name: EnemyID
    #       Name: VarID
    #
    #  Example =
    #     Comment : <Show Name>
    #               Name: Actor1 
    #    
    #
    #   That's all
    #
    #  Press Z and C together to turn on the name on / off
    #
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
    
    module EventName
    
      FONTNAME    = ['Calibri',Font.default_name]
      FONTSIZE    = 18
      BOLD        = true
      ITALIC      = true
      COLOR       = Color.new(255,255,255,240) 
      
      SWITCH      = 50               # Switch for Disable Show Event Name
      PRESS_BTN   = [Input::A,       # (Z for XP) (Shift for VX)
                     Input::C]       # (C/Enter for XP) (Z/Enter for VX)
      POSITION    = "A"              # A = Above, B = Below
      OFFSET      = [0,0]            # Offset X and Y
      RANGE       = nil#3                # Range from character to show the name
                                     # Change to nil to disable
      Z_VALUE     = 1000
     
      SHOW_IN_SCENE = [Scene_Map]
      
    end
    
    ($imported ||= {})[:drg_show_event_name] = 5.02
    
    core = "This script needs Drago - Core Engine ver 1.14 or above" 
    ($imported[:drg_core_engine]||0) >= 1.14 || raise(core)
    
    #==============================================================================
    # ** Sprite_EventName
    #------------------------------------------------------------------------------
    #  This sprite is used to display Event Name. It observes a instance of the
    # Game_Character class and automatically changes sprite conditions.
    #==============================================================================
    class Sprite_Character
      #--------------------------------------------------------------------------
      # * Constant
      #--------------------------------------------------------------------------
      DIS_EV_SWITCH = EventName::SWITCH
      PRESS_BTN     = EventName::PRESS_BTN
      POS           = EventName::POSITION 
      RANGE         = EventName::RANGE
      SCENE         = EventName::SHOW_IN_SCENE
      #--------------------------------------------------------------------------
      # * Alias Listing
      #--------------------------------------------------------------------------
      alias_sec_method :update_spritename,  :update
      alias_sec_method :dispose_spritename, :dispose
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update
        update_spritename
        update_bitmap_name       
        update_name_visibility 
        return if !@name_event.visible
        update_name_position
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        dispose_spritename
        @name_event.dispose
      end
      #--------------------------------------------------------------------------
      # * create_name_sprite
      #--------------------------------------------------------------------------
      def create_name_sprite
        @name_event = Sprite.new
        @name_event.bitmap = Bitmap.new(300,280)
      end
      #--------------------------------------------------------------------------
      # * update_bitmap_name
      #--------------------------------------------------------------------------
      def update_bitmap_name
        create_name_sprite if @name_event.nil?
        refresh_name if @character_showname != name_var
      end
      #--------------------------------------------------------------------------
      # * update_name_position
      #--------------------------------------------------------------------------
      def update_name_position
        @name_event.x = self.x - @name_event.bitmap.width/2
        @name_event.y = self.y - @name_event.bitmap.height/2
        @name_event.y = self.y - @name_event.bitmap.height/2 - self.oy if POS == "A"
        @name_event.x += EventName::OFFSET.at(0)
        @name_event.y += EventName::OFFSET.at(1)
        @name_event.z = self.z + EventName::Z_VALUE
        @name_event.opacity    = self.opacity
        @name_event.blend_type = self.blend_type
        @name_event.bush_depth = self.bush_depth
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh_name 
        @name_event.bitmap.clear
        event_name_check
        draw_name if @char
      end
      #--------------------------------------------------------------------------
      # * event_name_check
      #--------------------------------------------------------------------------
      def event_name_check
        @character_showname = name_var
        @fontname = EventName::FONTNAME.flatten
        @fontsize = EventName::FONTSIZE
        @bold     = EventName::BOLD
        @italic   = EventName::ITALIC
        @color    = EventName::COLOR
        @char     = nil
        @char     = name_var if @character.is_a?(Game_Player)
        @char     = name_var if defined?(Game_Follower) && @character.is_a?(Game_Follower)
        @show_name = false
        if name_var =~ /<(?:SHOW_NAME|show name)>/i 
          if true
            name = name_var
            begin
              @char = $1.to_s                       if name =~ /name: [ ]*(.*)/i 
              @char = $game_actors[$1.to_i].name    if name =~ /name: actor(\d+)/i
              @char = $game_party.members[$1.to_i].name  if name =~ /name: party(\d+)/i
              @char = $data_items[$1.to_i].name     if name =~ /name: item(\d+)/i
              @char = $data_weapons[$1.to_i].name   if name =~ /name: weapon(\d+)/i
              @char = $data_armors[$1.to_i].name    if name =~ /name: armor(\d+)/i
              @char = $data_skills[$1.to_i].name    if name =~ /name: skill(\d+)/i
              @char = $data_enemies[$1.to_i].name   if name =~ /name: enemy(\d+)/i
              @char = $game_variables[$1.to_i].to_s if name =~ /name: var(\d+)/i
            rescue 
              @char = ''
            end
            @fontname = $1.to_s            if name =~ /fontname: [ ]*(.*)/i 
            @fontsize = $1.to_i            if name =~ /fontsize: (\d+)/i
            @bold     = true               if name =~ /bold/i 
            @italic   = true               if name =~ /italic/i
            @color = Color.new($1.to_i,$2.to_i,$3.to_i) if name =~ /color: (\d+),(\d+),(\d+)/i      
            @color = Color.new($1.to_i,$2.to_i,$3.to_i,$4.to_i) if name =~ /color: (\d+),(\d+),(\d+),(\d+)/i      
          end
        end
      end
      #--------------------------------------------------------------------------
      # * name_var
      #--------------------------------------------------------------------------
      def name_var
        n = nil
        n ||= @character.note if @character.respond_to?(:note) && @character.note != ''
        n ||= @character.name if @character.respond_to?(:name)
        n ||= ''
        return n
      end
      #--------------------------------------------------------------------------
      # * Draw Name
      #--------------------------------------------------------------------------
      def draw_name
        bitmap = @name_event.bitmap
        bitmap.font.name   = @fontname
        bitmap.font.italic = @italic
        bitmap.font.size   = @fontsize
        bitmap.font.bold   = @bold
        bitmap.font.color  = @color
        args = [0, 0, bitmap.width, bitmap.height, @char ,1]
        method = [:draw_edging_text, :draw_text]
        method = method.select {|m| bitmap.respond_to?(m)}.first
        bitmap.send(method, *args)
      end
      #--------------------------------------------------------------------------
      # * Visibility
      #--------------------------------------------------------------------------
      def update_name_visibility
        disable_switch = DIS_EV_SWITCH ? @character.opacity < 50 : false
        disable_switch ||= DIS_EV_SWITCH && $game_switches[DIS_EV_SWITCH]
        disable_switch ||= @character.transparent
        disable_switch ||= SCENE.not.include?(LiTTleDRAgo.scene.class)
        update_name_visibility_press if PRESS_BTN && !disable_switch
        return @name_event.visible = false if disable_switch || $game_self_switches["Hide Event Name"]
        update_name_visibility_range if RANGE && !@pressed
      end
      #--------------------------------------------------------------------------
      # * update_name_visibility_press
      #--------------------------------------------------------------------------
      def update_name_visibility_press
        pressed = Input.press?(PRESS_BTN.at(0)) && Input.trigger?(PRESS_BTN.at(1))
        hide_name = $game_self_switches["Hide Event Name"]
        if !hide_name && pressed
          @name_event.visible = false
          $game_self_switches["Hide Event Name"] = true
        elsif hide_name && pressed
          @name_event.visible = true
          $game_self_switches["Hide Event Name"] = false
        end
      end  
      #--------------------------------------------------------------------------
      # * update_name_visibility_range
      #--------------------------------------------------------------------------
      def update_name_visibility_range
        @name_event.visible = ($game_player.distance_from(@character) <= RANGE)
      end
    end
    #--------------------------------------------------------------------------
    # END OF SCRIPT
    #--------------------------------------------------------------------------
    

    Chủ thớt yêu cầu script XP bạn ơi
    :metmoi::metmoi:
  • kumuzukumuzu Posts: 669Registered
    script này quá hiếm tìm mãi trả ra :P
  • David ChaseDavid Chase Posts: 1,766Registered
    vi script này có từ lâu rồi
  • kumuzukumuzu Posts: 669Registered
    khoe hàng script hiện tên của ta này: :nhaynhac:
  • David ChaseDavid Chase Posts: 1,766Registered
    kumuzu wrote:
    khoe hàng script hiện tên của ta này: :nhaynhac:
    hgQpDFL.png

    vãi.. bạn kumuzu cho tớ đi !! please :((
    share cho tớ script ánh nắng được ko :((
  • Dang_KhoaDang_Khoa Posts: 3,861Administrators
    Cái hình ở trên đeo mặt nạ anbu mà ở dưới lại lột ra mất rồi :3
  • CryingWOLFCryingWOLF Posts: 1,766Registered
    Dang_Khoa wrote:
    Cái hình ở trên đeo mặt nạ anbu mà ở dưới lại lột ra mất rồi :3

    Cố tình rồi!
  • kumuzukumuzu Posts: 669Registered
    David: script hien ten thi giong cua mafia legend thoi con script anh nang thi ko share dc
    Dang_khoa: cai hinh o tren thi cho tam thoi khi nao ve nhan vat chinh thi thay vao
    Netro: chua co hinh nen cho tam hinh vao nhe chu ko phai co tinh
  • David ChaseDavid Chase Posts: 1,766Registered
    kumuzu wrote:
    David: script hien ten thi giong cua mafia legend thoi con script anh nang thi ko share dc
    Dang_khoa: cai hinh o tren thi cho tam thoi khi nao ve nhan vat chinh thi thay vao
    Netro: chua co hinh nen cho tam hinh vao nhe chu ko phai co tinh

    share cho tớ script hiện tên được ko ~_~..
  • Ellis123Ellis123 Posts: 257Registered
    Thím thử dùng cái cái script này đê :uynhnhau:
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    # Show Event Name
    # Version: 5.02
    # Author : LiTTleDRAgo
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
    #
    # Explanation:
    #
    #   - This script shows event name in map
    #
    # Instructions:
    #
    #   - Setup the few configurations below.   
    #   - This script uses comments in the event's pages at any line.
    #     
    #     Comment : <Show Name>
    #               Name: String 
    #               Fontname: String
    #               Fontsize: Integer
    #               Bold
    #               Italic
    #               Color: R,G,B,A
    #
    #  To show Actors/Items/Weapons/Armors Name, type 
    #       Name: ActorID
    #       Name: ItemID
    #       Name: WeaponID
    #       Name: ArmorID
    #       Name: SkillID
    #       Name: EnemyID
    #       Name: VarID
    #
    #  Example =
    #     Comment : <Show Name>
    #               Name: Actor1 
    #    
    #
    #   That's all
    #
    #  Press Z and C together to turn on the name on / off
    #
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
    
    module EventName
    
      FONTNAME    = ['Calibri',Font.default_name]
      FONTSIZE    = 18
      BOLD        = true
      ITALIC      = true
      COLOR       = Color.new(255,255,255,240) 
      
      SWITCH      = 50               # Switch for Disable Show Event Name
      PRESS_BTN   = [Input::A,       # (Z for XP) (Shift for VX)
                     Input::C]       # (C/Enter for XP) (Z/Enter for VX)
      POSITION    = "A"              # A = Above, B = Below
      OFFSET      = [0,0]            # Offset X and Y
      RANGE       = nil#3                # Range from character to show the name
                                     # Change to nil to disable
      Z_VALUE     = 1000
     
      SHOW_IN_SCENE = [Scene_Map]
      
    end
    
    ($imported ||= {})[:drg_show_event_name] = 5.02
    
    core = "This script needs Drago - Core Engine ver 1.14 or above" 
    ($imported[:drg_core_engine]||0) >= 1.14 || raise(core)
    
    #==============================================================================
    # ** Sprite_EventName
    #------------------------------------------------------------------------------
    #  This sprite is used to display Event Name. It observes a instance of the
    # Game_Character class and automatically changes sprite conditions.
    #==============================================================================
    class Sprite_Character
      #--------------------------------------------------------------------------
      # * Constant
      #--------------------------------------------------------------------------
      DIS_EV_SWITCH = EventName::SWITCH
      PRESS_BTN     = EventName::PRESS_BTN
      POS           = EventName::POSITION 
      RANGE         = EventName::RANGE
      SCENE         = EventName::SHOW_IN_SCENE
      #--------------------------------------------------------------------------
      # * Alias Listing
      #--------------------------------------------------------------------------
      alias_sec_method :update_spritename,  :update
      alias_sec_method :dispose_spritename, :dispose
      #--------------------------------------------------------------------------
      # * Update
      #--------------------------------------------------------------------------
      def update
        update_spritename
        update_bitmap_name       
        update_name_visibility 
        return if !@name_event.visible
        update_name_position
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        dispose_spritename
        @name_event.dispose
      end
      #--------------------------------------------------------------------------
      # * create_name_sprite
      #--------------------------------------------------------------------------
      def create_name_sprite
        @name_event = Sprite.new
        @name_event.bitmap = Bitmap.new(300,280)
      end
      #--------------------------------------------------------------------------
      # * update_bitmap_name
      #--------------------------------------------------------------------------
      def update_bitmap_name
        create_name_sprite if @name_event.nil?
        refresh_name if @character_showname != name_var
      end
      #--------------------------------------------------------------------------
      # * update_name_position
      #--------------------------------------------------------------------------
      def update_name_position
        @name_event.x = self.x - @name_event.bitmap.width/2
        @name_event.y = self.y - @name_event.bitmap.height/2
        @name_event.y = self.y - @name_event.bitmap.height/2 - self.oy if POS == "A"
        @name_event.x += EventName::OFFSET.at(0)
        @name_event.y += EventName::OFFSET.at(1)
        @name_event.z = self.z + EventName::Z_VALUE
        @name_event.opacity    = self.opacity
        @name_event.blend_type = self.blend_type
        @name_event.bush_depth = self.bush_depth
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh_name 
        @name_event.bitmap.clear
        event_name_check
        draw_name if @char
      end
      #--------------------------------------------------------------------------
      # * event_name_check
      #--------------------------------------------------------------------------
      def event_name_check
        @character_showname = name_var
        @fontname = EventName::FONTNAME.flatten
        @fontsize = EventName::FONTSIZE
        @bold     = EventName::BOLD
        @italic   = EventName::ITALIC
        @color    = EventName::COLOR
        @char     = nil
        @char     = name_var if @character.is_a?(Game_Player)
        @char     = name_var if defined?(Game_Follower) && @character.is_a?(Game_Follower)
        @show_name = false
        if name_var =~ /<(?:SHOW_NAME|show name)>/i 
          if true
            name = name_var
            begin
              @char = $1.to_s                       if name =~ /name: [ ]*(.*)/i 
              @char = $game_actors[$1.to_i].name    if name =~ /name: actor(\d+)/i
              @char = $game_party.members[$1.to_i].name  if name =~ /name: party(\d+)/i
              @char = $data_items[$1.to_i].name     if name =~ /name: item(\d+)/i
              @char = $data_weapons[$1.to_i].name   if name =~ /name: weapon(\d+)/i
              @char = $data_armors[$1.to_i].name    if name =~ /name: armor(\d+)/i
              @char = $data_skills[$1.to_i].name    if name =~ /name: skill(\d+)/i
              @char = $data_enemies[$1.to_i].name   if name =~ /name: enemy(\d+)/i
              @char = $game_variables[$1.to_i].to_s if name =~ /name: var(\d+)/i
            rescue 
              @char = ''
            end
            @fontname = $1.to_s            if name =~ /fontname: [ ]*(.*)/i 
            @fontsize = $1.to_i            if name =~ /fontsize: (\d+)/i
            @bold     = true               if name =~ /bold/i 
            @italic   = true               if name =~ /italic/i
            @color = Color.new($1.to_i,$2.to_i,$3.to_i) if name =~ /color: (\d+),(\d+),(\d+)/i      
            @color = Color.new($1.to_i,$2.to_i,$3.to_i,$4.to_i) if name =~ /color: (\d+),(\d+),(\d+),(\d+)/i      
          end
        end
      end
      #--------------------------------------------------------------------------
      # * name_var
      #--------------------------------------------------------------------------
      def name_var
        n = nil
        n ||= @character.note if @character.respond_to?(:note) && @character.note != ''
        n ||= @character.name if @character.respond_to?(:name)
        n ||= ''
        return n
      end
      #--------------------------------------------------------------------------
      # * Draw Name
      #--------------------------------------------------------------------------
      def draw_name
        bitmap = @name_event.bitmap
        bitmap.font.name   = @fontname
        bitmap.font.italic = @italic
        bitmap.font.size   = @fontsize
        bitmap.font.bold   = @bold
        bitmap.font.color  = @color
        args = [0, 0, bitmap.width, bitmap.height, @char ,1]
        method = [:draw_edging_text, :draw_text]
        method = method.select {|m| bitmap.respond_to?(m)}.first
        bitmap.send(method, *args)
      end
      #--------------------------------------------------------------------------
      # * Visibility
      #--------------------------------------------------------------------------
      def update_name_visibility
        disable_switch = DIS_EV_SWITCH ? @character.opacity < 50 : false
        disable_switch ||= DIS_EV_SWITCH && $game_switches[DIS_EV_SWITCH]
        disable_switch ||= @character.transparent
        disable_switch ||= SCENE.not.include?(LiTTleDRAgo.scene.class)
        update_name_visibility_press if PRESS_BTN && !disable_switch
        return @name_event.visible = false if disable_switch || $game_self_switches["Hide Event Name"]
        update_name_visibility_range if RANGE && !@pressed
      end
      #--------------------------------------------------------------------------
      # * update_name_visibility_press
      #--------------------------------------------------------------------------
      def update_name_visibility_press
        pressed = Input.press?(PRESS_BTN.at(0)) && Input.trigger?(PRESS_BTN.at(1))
        hide_name = $game_self_switches["Hide Event Name"]
        if !hide_name && pressed
          @name_event.visible = false
          $game_self_switches["Hide Event Name"] = true
        elsif hide_name && pressed
          @name_event.visible = true
          $game_self_switches["Hide Event Name"] = false
        end
      end  
      #--------------------------------------------------------------------------
      # * update_name_visibility_range
      #--------------------------------------------------------------------------
      def update_name_visibility_range
        @name_event.visible = ($game_player.distance_from(@character) <= RANGE)
      end
    end
    #--------------------------------------------------------------------------
    # END OF SCRIPT
    #--------------------------------------------------------------------------
    
    [/code]
  • kumuzukumuzu Posts: 669Registered
    Script: :D
    #==============================================================================
    # ■ Game_Event
    #------------------------------------------------------------------------------
    #  处理事件的类。条件判断、事件页的切换、并行处理、执行事件功能
    # 在 Game_Map 类的内部使用。
    #==============================================================================
    class Game_Event < Game_Character
    #——————————————————————————————————————
    # 用来返回名称
    #——————————————————————————————————————
    def name
       return @event.name
    end  
    def name=(newname)
       @event.name = newname
    end
    end
     
    #==============================================================================
    # ■ Sprite_Character
    #------------------------------------------------------------------------------
    #  角色显示用脚本。监视 Game_Character 类的实例、
    # 自动变化脚本状态。
    #==============================================================================
     
    class Sprite_Character < RPG::Sprite
    #--------------------------------------------------------------------------
    # ● 定义实例变量
    #--------------------------------------------------------------------------
    attr_accessor :character                # 角色
       #--------------------------------------------------------------------------
    # ● 初始化对像
    #     viewport  : 查看端口
    #     character : 角色 (Game_Character)
    #--------------------------------------------------------------------------
    def initialize(viewport, character = nil)
       name = character.name
       super(viewport)
       @character = character
       @namesprite = Sprite.new
       @namesprite.bitmap = Bitmap.new(160, 48)
       @namesprite.bitmap.font.name = "Tahoma"
       @namesprite.bitmap.font.size = 16
       @namesprite.bitmap.font.color.set(13, 31, 97)
       @evname = name
       @evname_split = name.split(/,/)[0]
       if name[0, 2]=="EV"
         @evname_split = " "
       end
       if name.split(/,/)[1] != nil
         case name.split(/,/)[1]
         when "0"
           @namesprite.bitmap.font.color.set(128, 128, 255)
         when "1"
           @namesprite.bitmap.font.color.set(255, 255, 255)
         when "2"
           @namesprite.bitmap.font.color.set(255, 128, 128)
         when "3"
           @namesprite.bitmap.font.color.set(128, 255, 128)
         when "4"
           @namesprite.bitmap.font.color.set(128, 255, 255)
         when "5"
           @namesprite.bitmap.font.color.set(255, 128, 255)
         when "6"
           @namesprite.bitmap.font.color.set(255, 255, 128)
         when "7"
           @namesprite.bitmap.font.color.set(192, 192, 192)
         else
           @namesprite.bitmap.font.color.set(255, 255, 128)
         end
       end
       if @evname_split != "" and @evname_split != nil
         @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
       end
       update
    end
       #--------------------------------------------------------------------------
    # ● 更新画面
    #--------------------------------------------------------------------------
    def update
       super
       # 元件 ID、文件名、色相与现在的情况存在差异的情况下
       if @tile_id != @character.tile_id or
          @character_name != @character.character_name or
          @character_hue != @character.character_hue
         # 记忆元件 ID 与文件名、色相
         @tile_id = @character.tile_id
         @character_name = @character.character_name
         @character_hue = @character.character_hue
         # 元件 ID 为有效值的情况下
         if @tile_id >= 384
           self.bitmap = RPG::Cache.tile($game_map.tileset_name,
             @tile_id, @character.character_hue)
           self.src_rect.set(0, 0, 64, 64)
           self.ox = 64
           self.oy = 64
         # 元件 ID 为无效值的情况下
         else
           self.bitmap = RPG::Cache.character(@character.character_name,
             @character.character_hue)
           @cw = bitmap.width / 4 #Chiều ngang ảnh
           @ch = bitmap.height / 4 #Chiều dọc ảnh
           self.ox = @cw / 2 
           self.oy = @ch
         end
       end
       if @evname != @character.name
         @namesprite.bitmap.clear
         @evname = @character.name
         @evname_split = @character.name.split(/,/)[0]
         if @character.name.split(/,/)[1] != nil
           case @character.name.split(/,/)[1]
           when "0"
             @namesprite.bitmap.font.color.set(128, 128, 255)#Xanh nước biển
           when "1"
             @namesprite.bitmap.font.color.set(255, 255, 255)#Trắng
           when "2"
             @namesprite.bitmap.font.color.set(255, 128, 128)#Đỏ
           when "3"
             @namesprite.bitmap.font.color.set(128, 255, 128)#Xanh lá cây
           when "4"
             @namesprite.bitmap.font.color.set(128, 255, 255)#Xanh nước biển nhạt
           when "5"
             @namesprite.bitmap.font.color.set(255, 128, 255)#Hồng
           when "6"
             @namesprite.bitmap.font.color.set(255, 255, 128)#Vàng
           when "7"
             @namesprite.bitmap.font.color.set(192, 192, 192)#Xám
           else
             @namesprite.bitmap.font.color.set(255, 255, 128)#
           end
         end
         if @evname_split != "" and @evname_split != nil
           @namesprite.bitmap.draw_text(0, 0, 160, 36, @evname_split, 1)
         end
       end
       @namesprite.x = self.x-80
       @namesprite.y = self.y-self.oy-24
    #  @namesprite.visible = $game_switches[39]
       # 设置可视状态
       self.visible = (not @character.transparent)
       # Các đồ họa là vai trò của các trường hợp
       if @tile_id == 0
         # 设置传送目标的矩形
         sx = @character.pattern * @cw
         sy = (@character.direction - 2) / 2 * @ch
         self.src_rect.set(sx, sy, @cw, @ch)
       end
       # 设置脚本的坐标
       self.x = @character.screen_x
       self.y = @character.screen_y
       self.z = @character.screen_z(@ch)
       # 设置不透明度、合成方式、茂密
       self.opacity = @character.opacity
       self.blend_type = @character.blend_type
       self.bush_depth = @character.bush_depth
       # 动画
       if @character.animation_id != 0
         animation = $data_animations[@character.animation_id]
         animation(animation, true)
         @character.animation_id = 0
       end
    end
    end
    #==============================================================================
    # ■ Game_Player
    #------------------------------------------------------------------------------
    #  处理主角的类。事件启动的判定、以及地图的滚动等功能。
    # 本类的实例请参考 $game_player。
    #==============================================================================
     
    class Game_Player < Game_Character
    def name
       return $game_party.actors[0].name#显示主角名称,如果不要显示,请在$game_party.actors[0].name改为 ""
    end
    end
    
  • NagiNagi Posts: 589Registered

    share cho tớ script hiện tên được ko ~_~..
    Ánh nắng dùng show picture cũng được, chả có gì phải bí mật, đó chẳng qua là 1 lớp parallax thôi, bạn có thể dùng các script về parallax mapping cũng được. @kuzumu: bạn làm trò quá :uynhnhau:
    [/quote]
  • dsiver144dsiver144 Posts: 1,064Registered
    Về ánh nắng thì david cũng có thể dùng lệnh show picture như bạn nagisachan nói. Đây là cách làm :)
    5QHM72h.png

    Tải pic này về nữa nhé :
    oLTIYEz.jpg

    Thành quả :V
    ySDcoG5.png
  • Ellis123Ellis123 Posts: 257Registered
    RM XP bây giờ vẫn còn hay lắm :)
    Hâm mộ quá :D
  • dsiver144dsiver144 Posts: 1,064Registered
    RMXP build map nhìn đẹp và dễ hơn VX và ACE, lượng script cũng tương đối đủ để làm một game :) Theo như mình thấy thế :D
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