sistema por: Andreimb
Wste script apenas muda a hud do Evixiam tirando a opção de Save e colocando distribuidor de pontos.
Criado por Synthesize & Icedmetal57
Encontrei ele na turbomakers.
1°: script de distrubuidor de pontos:
2°: Script da HUD do Evixiam modificada:
Wste script apenas muda a hud do Evixiam tirando a opção de Save e colocando distribuidor de pontos.
Criado por Synthesize & Icedmetal57
Encontrei ele na turbomakers.
1°: script de distrubuidor de pontos:
- Spoiler:
- Código:
#=================================
# Syn's Upgrade Customization V4.0 (2/16/07)
# Created by Synthesize & Icedmetal57
# Help from Raziel & Trickster
#=================================
SDK.log("Syn", "Mr.Mo", 1, "09.16.06")
if SDK.state("Syn") == true
module Upgrade_Points
Points_Gained = 5 # Amount of points gained upon leveling.
Hp_rise = 5 # The amount of HP to raise per point
Sp_rise = 4 # The amount of SP to raise per point
Default_rise = 1 # The amount of all other stats to rise per point
end
#=================================
# *Begin Script*
#=================================
#=================================
# *Create Points*
#=================================
class Game_Actor < Game_Battler
attr_accessor :upgrade_points
alias stat_point_lvlup_game_actor_setup setup
def setup(actor_id)
stat_point_lvlup_game_actor_setup(actor_id)
@upgrade_points = 0
end
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
@upgrade_points += Upgrade_Points::Points_Gained
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
end
# ^^^^ Thanks Icedmetal ^^^^
#=================================
# Begin Upgrade Code
#=================================
class Scene_Upgrade
#--------------------------------------------------------------------------
# Object Initalize
#--------------------------------------------------------------------------
def initialize(actor_index = 0, command_index = 0)
@actor_index = actor_index
@command_index = command_index
end
def main
@spriteset = Spriteset_Map.new
s1 = "HP + #{Upgrade_Points::Hp_rise} "
s2 = "SP + #{Upgrade_Points::Sp_rise} "
s3 = "Força + #{Upgrade_Points::Default_rise} "
s4 = "Destreza + #{Upgrade_Points::Default_rise} "
s5 = "Agilidade + #{Upgrade_Points::Default_rise} "
s6 = "Magia + #{Upgrade_Points::Default_rise} "
# Set Command Window Data
@command_window = Window_Command.new(260, [s1, s2, s3, s4, s5, s6])
@command_window.x = 46
@command_window.y = 88
@command_window.z = 350
@command_window.opacity = 200
@command_window.active = true
# Set Player Data
@actor = $game_party.actors[@actor_index]
@status_window = Window_Upgrade.new(@actor)
@status_window.opacity= 200
@status_window.x = 304
@status_window.y = 32
# Set Raise Window Data
@raise_window = Window_Raise.new
@raise_window.x = 46
@raise_window.y = 32
@raise_window.opacity = 200
@raise_window.visible = false
# Set Controls Window
@controls_window = Window_Controls.new
@controls_window.opacity= 200
@controls_window.x = 46
@controls_window.y = 309
@controls_window.visible = true
# Graphics Transition
Graphics.transition
# Main Loop
loop do
# Update Graphics
Graphics.update
# Update Input
Input.update
# Renew
update
# Discontinue Loop
if $scene != self
break
end
end
# Prepare Transition
Graphics.freeze
# Dispose Windows
@command_window.dispose
@status_window.dispose
@raise_window.dispose
@controls_window.dispose
@spriteset.dispose
end
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
@command_window.update
@status_window.update
@controls_window.update
@raise_window.update
@spriteset.update
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Upgrade.new(@actor_index)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Upgrade.new(@actor_index)
return
end
# If command window is active: call update_command
if @command_window.active
update_command
return
# End IF
end
# End Def
end
#=================================
# *Update Command*
#=================================
def update_command
@status_window.update
@raise_window.update
if Input.trigger?(Input::B)
# Play Cancel SE
$game_system.se_play($data_system.cancel_se)
# Load Map
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0
if @actor.upgrade_points > 0
$game_system.se_play($data_system.decision_se)
@actor.maxhp += Upgrade_Points::Hp_rise
@actor.hp += Upgrade_Points::Hp_rise
@actor.upgrade_points -= 1
@raise_window.visible = true
@status_window.update
else
@raise_window.visible = false
name = '004-System04'
volume = 100
pitch = 100
Audio.se_play("Audio/SE/" + name, volume, pitch)
end
when 1
if @actor.upgrade_points > 0
$game_system.se_play($data_system.decision_se)
@actor.maxsp += Upgrade_Points::Sp_rise
@actor.sp += Upgrade_Points::Sp_rise
@raise_window.visible = true
@actor.upgrade_points -= 1
@status_window.update
else
@raise_window.visible = false
name = '004-System04'
volume = 100
pitch = 100
Audio.se_play("Audio/SE/" + name, volume, pitch)
end
when 2
if @actor.upgrade_points > 0
$game_system.se_play($data_system.decision_se)
@actor.str += Upgrade_Points::Default_rise
@raise_window.visible = true
@actor.upgrade_points -= 1
@status_window.update
else
@raise_window.visible = false
name = '004-System04'
volume = 100
pitch = 100
Audio.se_play("Audio/SE/" + name, volume, pitch)
end
when 3
if @actor.upgrade_points > 0
$game_system.se_play($data_system.decision_se)
@actor.dex += Upgrade_Points::Default_rise
@raise_window.visible = true
@actor.upgrade_points -= 1
@status_window.update
else
@raise_window.visible = false
name = '004-System04'
volume = 100
pitch = 100
Audio.se_play("Audio/SE/" + name, volume, pitch)
end
when 4
if @actor.upgrade_points > 0
$game_system.se_play($data_system.decision_se)
@actor.agi += Upgrade_Points::Default_rise
@raise_window.visible = true
@actor.upgrade_points -= 1
@status_window.update
else
@raise_window.visible = false
name = '004-System04'
volume = 100
pitch = 100
Audio.se_play("Audio/SE/" + name, volume, pitch)
end
when 5
if @actor.upgrade_points > 0
$game_system.se_play($data_system.decision_se)
@actor.int += Upgrade_Points::Default_rise
@raise_window.visible = true
@actor.upgrade_points -= 1
@status_window.update
else
@raise_window.visible = false
name = '004-System04'
volume = 100
pitch = 100
Audio.se_play("Audio/SE/" + name, volume, pitch)
end
end
end
end
#============================================================
# Begin Windows
#============================================================
#=================================
# *Status Window*
#=================================
class Window_Upgrade < Window_Base
def initialize(actor)
super(32, 32, 300, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.contents.font.size = 18
self.opacity = 200
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 3)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 24)
draw_actor_state(@actor, 96, 48)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 136, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 216, 1)
draw_actor_parameter(@actor, 96, 240, 2)
draw_actor_parameter(@actor, 96, 264, 3)
draw_actor_parameter(@actor, 96, 288, 4)
draw_actor_parameter(@actor, 96, 312, 5)
draw_actor_parameter(@actor, 96, 336, 6)
x = contents.text_size("Pontos:").width
text = "Pontos:"
text2 = "[url=http://battlemaker.forumeiros.com/mailto:#{@actor.upgrade_points.to_s]#{@actor.upgrade_points.to_s[/url]}"
self.contents.font.color = system_color
self.contents.draw_text(3, 112, x, 32, text)
self.contents.font.color = normal_color
self.contents.draw_text(5+x+5, 112, (self.width/2), 32, text2.to_s)
end
def update
refresh
end
end
#--------------------------------------------------------------------------
# Raise Window
#--------------------------------------------------------------------------
class Window_Raise< Window_Base
def initialize
super(0, 0, 260, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial" # Font used in Raise Window
self.contents.font.size = 21 # Font Size in Raise Window
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 180, 30, "Ponto Adicionado")
end
end
#=================================
#--------------------------------------------------------------------------
# Controls Window
#--------------------------------------------------------------------------
class Window_Controls < Window_Base
def initialize
super(0, 0, 260, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma" # Font used in Raise Window
self.contents.font.size = 20 # Font Size in Raise Window
Font.default_color = Color.new(255, 255, 255)
Font.default_bold = false
Font.default_italic = true
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 30, "")
end
end
#=================================
end
2°: Script da HUD do Evixiam modificada:
- Spoiler:
- Código:
class Window_1 < Window_Base
def initialize
super(0, 380, 448, 100)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.size = 18
self.contents.font.name = "Tahoma"
self.opacity = 0
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 200, 32, "HP: " + $game_party.actors[0].hp.to_s + "/" + $game_party.actors[0].maxhp.to_s)
self.contents.draw_text(0, 20, 200, 32, "SP: " + $game_party.actors[0].sp.to_s + "/" + $game_party.actors[0].maxsp.to_s)
self.contents.draw_text(150, 0, 200, 32, "Exp to next: " + $game_party.actors[0].next_rest_exp_s)
self.contents.draw_text(150, 20, 200, 32, "Gold: " + $game_party.gold.to_s)
self.contents.draw_text(300, 20, 200, 32, "Level " + $game_party.actors[0].level.to_s)
self.contents.draw_text(150, 40, 200, 32, $game_party.actors[0].name.to_s)
self.contents.draw_text(300, 0, 200, 32, Network::Main.name)
# self.contents.draw_text(0, 40, 200, 32, "Darkensoul") if $game_variables[3] == 1
# self.contents.draw_text(0, 40, 200, 32, "Light Knights") if $game_variables[3] == 2
# self.contents.draw_text(0, 40, 200, 32, "Reverance") if $game_variables[3] == 3
# self.contents.draw_text(0, 40, 200, 32, "No Guild") if $game_variables[3] == 0
draw_actor_class($game_party.actors[0], 300, 40)
end
def update
refresh
end
end
class Window_2 < Window_Base
def initialize
super(0, 380, 448, 100)
self.opacity = 127
end
end
class Window_3 < Window_Base
def initialize
super(448, 430, 64, 50)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.size = 12
self.opacity = 127
self.contents.font.name = "Tahoma"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, -7, 200, 32, "Items")
if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
$scene = Scene_Item.new
end
end
def update
refresh
end
def mouse_over?(window)
if $mouse.x > window.x and $mouse.x < window.x + window.width and
$mouse.y > window.y and $mouse.y < window.y + window.height
return true
end
return false
end
end
class Window_4 < Window_Base
def initialize
super(448, 380, 64, 50)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.size = 12
self.opacity = 127
self.contents.font.name = "Tahoma"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, -7, 200, 32, "Skills")
if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
$scene = Scene_Skill.new
end
end
def update
refresh
end
def mouse_over?(window)
if $mouse.x > window.x and $mouse.x < window.x + window.width and
$mouse.y > window.y and $mouse.y < window.y + window.height
return true
end
return false
end
end
class Window_5 < Window_Base
def initialize
super(512, 430, 64, 50)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.size = 12
self.opacity = 127
self.contents.font.name = "Tahoma"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, -7, 200, 32, "Equip")
if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
$scene = Scene_Equip.new
end
end
def update
refresh
end
def mouse_over?(window)
if $mouse.x > window.x and $mouse.x < window.x + window.width and
$mouse.y > window.y and $mouse.y < window.y + window.height
return true
end
return false
end
end
class Window_6 < Window_Base
def initialize
super(512, 380, 64, 50)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.size = 12
self.opacity = 127
self.contents.font.name = "Tahoma"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, -7, 200, 32, "Stats")
if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
$scene = Scene_Status.new
end
end
def update
refresh
end
def mouse_over?(window)
if $mouse.x > window.x and $mouse.x < window.x + window.width and
$mouse.y > window.y and $mouse.y < window.y + window.height
return true
end
return false
end
end
class Window_7 < Window_Base
def initialize
super(576, 380, 64, 50)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.size = 12
self.opacity = 127
self.contents.font.name = "Tahoma"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, -7, 200, 32, "Quit")
if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
$scene = Scene_End.new
end
end
def update
refresh
end
def mouse_over?(window)
if $mouse.x > window.x and $mouse.x < window.x + window.width and
$mouse.y > window.y and $mouse.y < window.y + window.height
return true
end
return false
end
end
class Window_8 < Window_Base
def initialize
super(576, 430, 64, 50)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.size = 12
self.opacity = 127
self.contents.font.name = "Tahoma"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, -7, 200, 32, "Pontos")
if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
$scene = Scene_Upgrade.new
end
end
def update
refresh
end
def mouse_over?(window)
if $mouse.x > window.x and $mouse.x < window.x + window.width and
$mouse.y > window.y and $mouse.y < window.y + window.height
return true
end
return false
end
end
class Scene_Map
alias old_main main
alias old_update update
def init_hud
@Window = Window_1.new
@Window2 = Window_2.new
@Window3 = Window_3.new
@Window4 = Window_4.new
@Window5 = Window_5.new
@Window6 = Window_6.new
@Window7 = Window_7.new
@Window8 = Window_8.new
@Exp = $game_party.actors[0].next_rest_exp_s
@Hp = $game_party.actors[0].hp
@Sp = $game_party.actors[0].sp
@gold = $game_party.gold
@str = $game_party.actors[0].str
@dex = $game_party.actors[0].dex
@agi = $game_party.actors[0].agi
@int = $game_party.actors[0].int
@level = $game_party.actors[0].level
@Name = $game_party.actors[0].name
end
def main
init_hud
old_main
end
def dispose
old_dispose
@Window.dispose
@Window2.dispose
@Window3.dispose
@Window4.dispose
@Window5.dispose
@Window6.dispose
@Window7.dispose
@Window8.dispose
end
def update
@Window.update if @Hp != $game_party.actors[0].hp or @Sp != $game_party.actors[0].sp or @Exp != $game_party.actors[0].next_rest_exp_s or @gold != $game_party.gold or @level != $game_party.actors[0].level or @Name != $game_party.actors[0].name
@Window3.update
@Window4.update
@Window5.update
@Window6.update
@Window7.update
@Window8.update
old_update
end
end