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Suporte para criação de Jogos


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    [SCE] Taijo Lucios Menu 1.5

    jiraya
    jiraya
    Administrador
    Administrador


    Mensagens : 1299
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    [SCE] Taijo Lucios Menu 1.5 Empty [SCE] Taijo Lucios Menu 1.5

    Mensagem por jiraya Seg Set 20, 2010 11:40 pm

    Por:TaijovuNeji
    Taijo Lucios Menu 1.5


    Semelhante a versão 1.0 mas com barras de Hp, Sp e Exp adicionadas



    Screen:
    [SCE] Taijo Lucios Menu 1.5 Luciosmenull9
    Script:
    Código:

    #==============================================================================
    # Taijo Lucios Menu
    # Versão 1.5
    #------------------------------------------------------------------------------
    #  Menu padrão do Rtp com algumas modificações feitas pelo TaijovuNeji
    #  Créditos: Ao Lucios pelo comando que mostra o acessório
    #------------------------------------------------------------------------------
    #==============================================================================
    ##############
    # Game_Actor #
    ##############
    class Game_Actor
    def now_exp
    return @exp - @exp_list[@level]
    end
    def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
    end
    end
    class Window_Bar < Window_Base
    def initialize
    super(0, 0, 800, 600)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    for i in 0...$game_party.actors.size
    actor = $game_party.actors[i]
    eval("@old_hp#{i+1} = actor.hp; @old_sp#{i+1} = actor.sp; @old_exp#{i+1} = actor.now_exp")
    end
    refresh
    end
    def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
    a = $game_party.actors.size - 1
    actor = $game_party.actors[i]
    if $center_hud == true
    x = (i * 160 + 25) + (240 - (a * 80))
    else
    x = i * 160 + 25
    end
    self.contents.font.size = 21
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 95, 65, 100, 32, actor.name)
    width = 100
    height = 6
    draw_slant_bar(x + 120, 110, actor.hp, actor.maxhp, width, height, Color.new(150, 0, 0), Color.new(155, 155, 60))
    draw_slant_bar(x + 120, 130, actor.sp, actor.maxsp, width, height, Color.new(0, 0, 150), Color.new(60, 155, 155))
    unless actor.level == 99
    draw_slant_bar(x + 120, 150, actor.now_exp, actor.next_exp, width, height, Color.new(0, 150, 0), Color.new(60, 255, 60))
    else
    draw_slant_bar(x + 8, 436, 1, 1, width = 100, height = 6, Color.new(0, 150, 0), Color.new(60, 255, 60))
    end
    self.contents.font.size = 16
    draw_actor_state(actor, x + 165, 65)
    self.contents.font.color = normal_color
    self.contents.font.bold = true
    self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(x + 124, 95, 100, 32, "#{actor.hp}/#{actor.maxhp}", 1)
    self.contents.font.color = actor.sp == 0 ? crisis_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(x + 124, 115, 100, 32, "#{actor.sp}/#{actor.maxsp}", 1)
    self.contents.font.color = system_color
    self.contents.font.size = 22
    self.contents.font.bold = false
    self.contents.draw_text(x + 91, 94, 50, 32, $data_system.words.hp)
    self.contents.draw_text(x + 91, 114, 50, 32, $data_system.words.sp)
    self.contents.draw_text(x + 91, 134, 50, 32, "Exp")
    end
    end
    def update
    super
    for i in 0...$game_party.actors.size
    actor = $game_party.actors[i]
    if (eval("@old_hp#{i+1}") != actor.hp or eval("@old_sp#{i+1}") != actor.sp or
    eval("@old_exp#{i+1}") != actor.now_exp)
    refresh
    eval("@old_hp#{i+1} = actor.hp; @old_sp#{i+1} = actor.sp; @old_exp#{i+1} = actor.now_exp")
    end
    end
    end
    end
    class Window_Base < Window
    def draw_slant_bar(x, y, min, max, width = 152, height = 6,
    bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    for i in 0..height
    self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    for i in 1..(height - 1)
    r = 100 * (height - i) / height + 0 * i / height
    g = 100 * (height - i) / height + 0 * i / height
    b = 100 * (height - i) / height + 0 * i / height
    a = 255 * (height - i) / height + 255 * i / height
    self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    for i in 1..( (min / max.to_f) * width - 1)
    for j in 1..(height - 1)
    r = bar_color.red * (width - i) / width + end_color.red * i / width
    g = bar_color.green * (width - i) / width + end_color.green * i / width
    b = bar_color.blue * (width - i) / width + end_color.blue * i / width
    a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
    self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
    end
    end
    end
    end
    def draw_actor_face(actor, x, y)
    face = RPG::Cache.picture(actor.name + "Face")
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x - fw / 23, y - fh, face, src_rect)
    end
    def draw_actor_battler(actor, x, y)
    battler = RPG::Cache.picture(actor.name + "Bt")
    bw = battler.width
    bh = battler.height
    src_rect = Rect.new(0, 0, bw, bh)
    self.contents.blt(x - bw / 23, y - bh, battler, src_rect)
    end

    class Window_MenuStatus < Window_Selectable
      def initialize
        super(0, 0, 640, 140)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
        self.active = false
        self.index = -1
      end
      def refresh
        self.contents.clear
        @item_max = $game_party.actors.size
        for i in 0...$game_party.actors.size
          x = 64
          y = i * 116
          actor = $game_party.actors[i]
          draw_actor_face(actor,x - 60, y + 100)
          #draw_actor_hp(actor, x + 60, y + 12)
          #draw_actor_sp(actor, x + 60, y + 44)
          draw_actor_parameter(actor, 96, 192, 0)
          draw_actor_parameter(actor, 96, 224, 1)
          draw_actor_parameter(actor, 96, 256, 2)
          draw_actor_parameter(actor, 96, 304, 3)
          draw_actor_parameter(actor, 96, 336, 4)
          draw_actor_parameter(actor, 96, 368, 5)
          draw_actor_parameter(actor, 96, 400, 6)
        end
      end
      def update_cursor_rect
        if @index < 0
          self.cursor_rect.empty
        else
          self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
        end
      end
    end
    #####################################################################
    #==============================================================================
    # ** Window_PlayTime
    #------------------------------------------------------------------------------
    #  This window displays play time on the menu screen.
    #==============================================================================
    class Window_PlayTime < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, 235, 70)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = system_color
        self.contents.draw_text(6, -12, 120, 38, "Tempo de jogo:")
        @total_sec = Graphics.frame_count / Graphics.frame_rate
        hour = @total_sec / 60 / 60
        min = @total_sec / 60 % 60
        sec = @total_sec % 60
        text = sprintf("%02d:%02d:%02d", hour, min, sec)
        self.contents.font.color = normal_color
        self.contents.draw_text(4, 15, 180, 32, text, 2)
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        if Graphics.frame_count / Graphics.frame_rate != @total_sec
          refresh
        end
      end
    end
    #########################################################################
    #==============================================================================
    # ** Window_Gold
    #------------------------------------------------------------------------------
    #  This window displays amount of gold.
    #==============================================================================
    class Window_Gold < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, 205, 70)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        cx = contents.text_size($data_system.words.gold).width
        self.contents.font.color = normal_color
        self.contents.draw_text(4, 10, 180-cx-2, 32, $game_party.gold.to_s, 2)
        self.contents.font.color = system_color
        self.contents.draw_text(4, -10, 110, 34, "Total de ouro:", 6)
      end
    end
    #########################################################################
    #==============================================================================
    # ** Window_Steps
    #------------------------------------------------------------------------------
    #  This window displays step count on the menu screen.
    #==============================================================================
    class Window_Steps < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, 202, 70)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = system_color
        self.contents.draw_text(4, -10, 60, 34, "Passos:")
        self.contents.font.color = normal_color
        self.contents.draw_text(4, 10, 165, 32, $game_party.steps.to_s, 2)
      end
    end
    #############################################################################
    #==============================================================================
    # ** Window_Status
    #------------------------------------------------------------------------------
    #  This window displays full status specs on the status screen.
    #==============================================================================
    class Window_MenuStatus2 < Window_Selectable
      def initialize
        super(0, 0, 640, 219)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
        self.active = false
        self.index = -1
      end
      def refresh
        self.contents.clear
        @item_max = $game_party.actors.size
        for i in 0...$game_party.actors.size
          x = 64
          y = i * 116
          actor = $game_party.actors[i]
          draw_actor_parameter(actor, 185, 50, 0)
          draw_actor_parameter(actor, 185, 100, 1)
          draw_actor_parameter(actor, 185, 75, 2)
          draw_item_name($data_weapons[actor.weapon_id], 420 + 16, 10)
          draw_item_name($data_armors[actor.armor1_id], 420 + 16, 45)
          draw_item_name($data_armors[actor.armor2_id], 420 + 16, 80)
          draw_item_name($data_armors[actor.armor3_id], 420 + 16, 115)
          draw_item_name($data_armors[actor.armor4_id], 420 + 16, 150)
          draw_actor_battler (actor, 30 , 180 )
        end
      end
      def update_cursor_rect
        if @index < 0
          self.cursor_rect.empty
        else
          self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
        end
      end
    end
    ##############################################################################
    #==============================================================================
    # ** Window_Base
    #------------------------------------------------------------------------------
    #  This class is for all in-game windows.
    #==============================================================================
    class Window_Base < Window
      #--------------------------------------------------------------------------
      # * Object Initialization
      #    x      : window x-coordinate
      #    y      : window y-coordinate
      #    width  : window width
      #    height : window height
      #--------------------------------------------------------------------------
      def initialize(x, y, width, height)
        super()
        @windowskin_name = $game_system.windowskin_name
        self.windowskin = RPG::Cache.windowskin(@windowskin_name)
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.z = 100
      end
      #--------------------------------------------------------------------------
      # * Dispose
      #--------------------------------------------------------------------------
      def dispose
        # Dispose if window contents bit map is set
        if self.contents != nil
          self.contents.dispose
        end
        super
      end
      #--------------------------------------------------------------------------
      # * Get Text Color
      #    n : text color number (0-7)
      #--------------------------------------------------------------------------
      def text_color(n)
        case n
        when 0
          return Color.new(255, 255, 255, 255)
        when 1
          return Color.new(128, 128, 255, 255)
        when 2
          return Color.new(255, 128, 128, 255)
        when 3
          return Color.new(128, 255, 128, 255)
        when 4
          return Color.new(128, 255, 255, 255)
        when 5
          return Color.new(255, 128, 255, 255)
        when 6
          return Color.new(255, 255, 128, 255)
        when 7
          return Color.new(192, 192, 192, 255)
        else
          normal_color
        end
      end
      #--------------------------------------------------------------------------
      # * Get Normal Text Color
      #--------------------------------------------------------------------------
      def normal_color
        return Color.new(255, 255, 255, 255)
      end
      #--------------------------------------------------------------------------
      # * Get Disabled Text Color
      #--------------------------------------------------------------------------
      def disabled_color
        return Color.new(255, 255, 255, 128)
      end
      #--------------------------------------------------------------------------
      # * Get System Text Color
      #--------------------------------------------------------------------------
      def system_color
        return Color.new(192, 224, 255, 255)
      end
      #--------------------------------------------------------------------------
      # * Get Crisis Text Color
      #--------------------------------------------------------------------------
      def crisis_color
        return Color.new(255, 255, 64, 255)
      end
      #--------------------------------------------------------------------------
      # * Get Knockout Text Color
      #--------------------------------------------------------------------------
      def knockout_color
        return Color.new(255, 64, 0)
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        super
        # Reset if windowskin was changed
        if $game_system.windowskin_name != @windowskin_name
          @windowskin_name = $game_system.windowskin_name
          self.windowskin = RPG::Cache.windowskin(@windowskin_name)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Graphic
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_graphic(actor, x, y)
        bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
        cw = bitmap.width / 4
        ch = bitmap.height / 4
        src_rect = Rect.new(0, 0, cw, ch)
        self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
      end
      #--------------------------------------------------------------------------
      # * Draw Name
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_name(actor, x, y)
        self.contents.font.color = normal_color
        self.contents.draw_text(x, y, 120, 32, actor.name)
      end
     
      #--------------------------------------------------------------------------
      # * Draw Class
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_class(actor, x, y)
        self.contents.font.color = normal_color
        self.contents.draw_text(x, y, 236, 32, actor.class_name)
      end
      #--------------------------------------------------------------------------
      # * Draw Level
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_level(actor, x, y)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 32, 32, "Lv")
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
      end
      #--------------------------------------------------------------------------
      # * Make State Text String for Drawing
      #    actor      : actor
      #    width      : draw spot width
      #    need_normal : Whether or not [normal] is needed (true / false)
      #--------------------------------------------------------------------------
      def make_battler_state_text(battler, width, need_normal)
        # Get width of brackets
        brackets_width = self.contents.text_size("[]").width
        # Make text string for state names
        text = ""
        for i in battler.states
          if $data_states[i].rating >= 1
            if text == ""
              text = $data_states[i].name
            else
              new_text = text + "/" + $data_states[i].name
              text_width = self.contents.text_size(new_text).width
              if text_width > width - brackets_width
                break
              end
              text = new_text
            end
          end
        end
        # If text string for state names is empty, make it [normal]
        if text == ""
          if need_normal
            text = "[Normal]"
          end
        else
          # Attach brackets
          text = "[" + text + "]"
        end
        # Return completed text string
        return text
      end
      #--------------------------------------------------------------------------
      # * Draw State
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    width : draw spot width
      #--------------------------------------------------------------------------
      def draw_actor_state(actor, x, y, width = 120)
        text = make_battler_state_text(actor, width, true)
        self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
        self.contents.draw_text(x, y, width, 32, text)
      end
      #--------------------------------------------------------------------------
      # * Draw EXP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_exp(actor, x, y)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 24, 32, "E")
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
        self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
        self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
      end
      #--------------------------------------------------------------------------
      # * Draw HP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    width : draw spot width
      #--------------------------------------------------------------------------
      def draw_actor_hp(actor, x, y, width = 144)
        # Draw "HP" text string
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
        # Calculate if there is draw space for MaxHP
        if width - 32 >= 108
          hp_x = x + width - 108
          flag = true
        elsif width - 32 >= 48
          hp_x = x + width - 48
          flag = false
        end
        # Draw HP
        self.contents.font.color = actor.hp == 0 ? knockout_color :
          actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
        self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
        # Draw MaxHP
        if flag
          self.contents.font.color = normal_color
          self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
          self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw SP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    width : draw spot width
      #--------------------------------------------------------------------------
      def draw_actor_sp(actor, x, y, width = 144)
        # Draw "SP" text string
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
        # Calculate if there is draw space for MaxHP
        if width - 32 >= 108
          sp_x = x + width - 108
          flag = true
        elsif width - 32 >= 48
          sp_x = x + width - 48
          flag = false
        end
        # Draw SP
        self.contents.font.color = actor.sp == 0 ? knockout_color :
          actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
        self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
        # Draw MaxSP
        if flag
          self.contents.font.color = normal_color
          self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
          self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Parameter
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    type  : parameter type (0-6)
      #--------------------------------------------------------------------------
      def draw_actor_parameter(actor, x, y, type)
        case type
        when 0
          parameter_name = $data_system.words.atk
          parameter_value = actor.atk
        when 1
          parameter_name = $data_system.words.pdef
          parameter_value = actor.pdef
        when 2
          parameter_name = $data_system.words.mdef
          parameter_value = actor.mdef
        when 3
          parameter_name = $data_system.words.str
          parameter_value = actor.str
        when 4
          parameter_name = $data_system.words.dex
          parameter_value = actor.dex
        when 5
          parameter_name = $data_system.words.agi
          parameter_value = actor.agi
        when 6
          parameter_name = $data_system.words.int
          parameter_value = actor.int
        end
        self.contents.font.color = system_color
        self.contents.draw_text(x+40, y, 120, 32, parameter_name)
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
      end
      #--------------------------------------------------------------------------
      # * Draw Item Name
      #    item : item
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_item_name(item, x, y)
        if item == nil
          return
        end
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 28, y, 212, 32, item.name)
      end
    end
    ###############################################################################
    class Window_MenuBar < Window_Selectable
      #--------------------------------------------------------------------------
      # ● 初始化对像
      #--------------------------------------------------------------------------
      def initialize(index = 0)
        super(0, 0, 640, 54)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
        self.index = index
      end
      #--------------------------------------------------------------------------
      # ● 刷新
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = system_color
        self.contents.font.size = 22
        @item_max = 6
        @column_max = 6
        @commands = [" Item"," Skill","Equip","Status","Salvar","  Sair"]
        for i in [url=http://battlemaker.forumeiros.com/mailto:0...@item_max]0...@item_max[/url]
          draw_item(i)
        end
      end
      #--------------------------------------------------------------------------
      # ● 描绘项目
      #    index : 项目编号
      #--------------------------------------------------------------------------
      def draw_item(index, color = normal_color)
        self.contents.font.color = color
        x = 100 + index * 80 + 140
        self.contents.draw_text(x-160, -5, 140, 32, @commands[index])
      end
      #--------------------------------------------------------------------------
      # ● 项目无效化
      #    index : 项目编号
      #--------------------------------------------------------------------------
      def disable_item(index)
        draw_item(index, disabled_color)
      end
      #--------------------------------------------------------------------------
      # ● 更新光标举行
      #--------------------------------------------------------------------------
      def update_cursor_rect
        # 光标位置不满 0 的情况下
        if @index < 0
          self.cursor_rect.empty
          return
        end
        # 获取当前的行
        row = @index / @column_max
        # 当前行被显示开头行前面的情况下
        if row < self.top_row
          # 从当前行向开头行滚动
          self.top_row = row
        end
        # 当前行被显示末尾行之后的情况下
        if row > self.top_row + (self.page_row_max - 1)
          # 从当前行向末尾滚动
          self.top_row = row - (self.page_row_max - 1)
        end
        # 计算光标的宽
        cursor_width = 70    # 计算光标坐标
        x = @index % @column_max * 81 + 108
        y = @index / @column_max * 32 - self.oy
        # 更新光标矩形
        self.cursor_rect.set(x-40, y-5, cursor_width, 32)
      end
    end
    ###############################################################################
    class Scene_Menu
      def initialize(menu_index = 0)
        @menu_index = menu_index
      end
      def main
        @command_window = Window_MenuBar.new(@menu_index)
        @command_window.index = @menu_index
        if $game_party.actors.size == 0
          @command_window.disable_item(0)
          @command_window.disable_item(1)
          @command_window.disable_item(2)
          @command_window.disable_item(3)
          @command_window.disable_item(4)
        end
        @command_window.y = 426
        @steps_window = Window_Steps.new
        @steps_window.x = 438
        @steps_window.y = 0
        @playtime_window = Window_PlayTime.new
        @playtime_window.x = 0
        @playtime_window.y = 0
        @gold_window = Window_Gold.new
        @gold_window.x = 234
        @gold_window.y = 0
        @gold_window.contents.font.size = 15
        @status_window = Window_MenuStatus.new
        @status_window.x = 0
        @status_window.y = 69
        @status2_window = Window_MenuStatus2.new
        @status2_window.x = 0
        @status2_window.y = 208
        @bar_window = Window_Bar.new
        @bar_window.x = 0
        @bar_window.y = 0
       
     
        Graphics.transition(30, "Graphics/Transitions/" + "020-Flat01") 
        Graphics.transition
        loop do
          Graphics.update
          Input.update
          update
          if $scene != self
            break
          end
        end
        Graphics.freeze
        @command_window.dispose
        @playtime_window.dispose
        @gold_window.dispose
        @status_window.dispose
        @steps_window.dispose
        @status2_window.dispose
        @bar_window.dispose
     end
    end
      def update
        @command_window.update
        @playtime_window.update
        @gold_window.update
        @status_window.update
        @status2_window.update
        @bar_window.update
        if @command_window.active
          update_command
          return
        end
        if @status_window.active
          update_status
          return
        end
      end
      def update_command
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          $scene = Scene_Map.new
          return
        end
        if Input.trigger?(Input::C)
          if $game_party.actors.size == 0 and @command_window.index < 4
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          case @command_window.index
          when 0 
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Item.new
          when 1 
            $game_system.se_play($data_system.decision_se)
            @command_window.active = false
            @status_window.active = true
            @status_window.index = 0
          when 2 
            $game_system.se_play($data_system.decision_se)
            @command_window.active = false
            @status_window.active = true
            @status_window.index = 0
          when 3 
            $game_system.se_play($data_system.decision_se)
            @command_window.active = false
            @status_window.active = true
            @status_window.index = 0
          when 4  # Salvar
            # Se Salvar for proibido
            if $game_system.save_disabled
              # Reproduzir SE de erro
              $game_system.se_play($data_system.buzzer_se)
              return
            end
            # Reproduzir SE de OK
            $game_system.se_play($data_system.decision_se)
            # Alternar para a tela de save
            $scene = Scene_Save.new
        when 5  # Fim de Jogo
            # Reproduzir SE de OK
            $game_system.se_play($data_system.decision_se)
            # Alternar para a tela de Fim de Jogo
            $scene = Scene_End.new

          end
          return
        end
      end
      def update_status
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          @command_window.active = true
          @status_window.active = false
          @status_window.index = -1
          return
        end
        if Input.trigger?(Input::C)
          case @command_window.index
          when 1 
            if $game_party.actors[@status_window.index].restriction >= 2
              $game_system.se_play($data_system.buzzer_se)
              return
            end
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Skill.new(@status_window.index)
          when 2 
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Equip.new(@status_window.index)
          when 3 
            $game_system.se_play($data_system.decision_se)
            $scene = Scene_Status.new(@status_window.index)
          end
          return
        end
      end
    Como na versão 1.0, vc precisa ter uma imagem do battler e da face do personagem na pasta pictures, adicionando o nome do personagem mais Fc para face e Bt para battler na imagem..
    Ex: se o personagem for o Aluxes será AluxesFc para face e AluxesBt para o battler..
    Alucard
    Alucard
    Semi-programador
    Semi-programador


    Mensagens : 191
    Credibilidade : 9

    [SCE] Taijo Lucios Menu 1.5 Empty Re: [SCE] Taijo Lucios Menu 1.5

    Mensagem por Alucard Ter Mar 13, 2012 4:18 pm

    Fico legal mesmo

      Data/hora atual: Sex Abr 26, 2024 8:16 am