Por:TaijovuNeji
Screen:
Script:
Ex: se o personagem for o Aluxes será AluxesFc para face e AluxesBt para o battler..
Taijo Lucios Menu 1.5
Semelhante a versão 1.0 mas com barras de Hp, Sp e Exp adicionadas
Screen:
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
Ex: se o personagem for o Aluxes será AluxesFc para face e AluxesBt para o battler..