Bitmap Number - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker VX/VXAce (RGSS2/3) Engines (https://www.save-point.org/forum-117.html) +---- Thread: Bitmap Number (/thread-9036.html) |
Bitmap Number - Taylor - 03-29-2015 Bitmap Number
v 1.4b This is a very basic script I wrote a while back for VX, then recently dug up and rescued for use in my XP projects. ... and then later on I used it again for VXAce. It's a pretty flexible script. A thing that has always bothered me is coming across a nice font, only to find that the kerning for numbers is inconsistent - seeing things like the play-time or similar jump about when a 1 appears, or worse, other numbers too. This script allows you to use an image for numbers wherever you please. This isn't plug-and-play. If you want to see your image, you'll have to add the code where necessary. Sample Bitmap Huh? Oh fine here you go: Use
The defaults can be changed by editing the definition in the code. It's really not that big a script, so it shouldn't be hard. Script The code below is formatted for XP. To use in VX/Ace, replace RPG::Cache.windowskin with Cache.system, or whichever line you need to use for wherever you have your number image. Code: #============================================================================== Notes Do know that I updated the script with a major addition that makes working out the complete sprite's length much more sensible. Or to put it another way, I just learnt about String.length. |V In addition, numbers with leading zeros like playtime hour/min/sec should be able to be used with this script. Code: hour = sprintf("%02d", @total_sec / 60 / 60) Credits Credits should go to myself "Taylor". |