Max Hero Character_Debug 3
por:"maxhero"
por:"maxhero"
Introdução:
é a Nova Versão do meu character DEBUG pra quem não conhece ele adiciona e Remove Characters
no momento que é chamado.
é minha nova inovação
Características:
Versão 2.0 tinha faces. esse também
Versão 1.5 era facil de ser configurada. essa também
versão 2.5 mais bonito . essa tmb
Screenshots:
Como usar:
Facil, Edite as linhas entre 9 e 14
Script:
- Código:
#-------------------------------------------------------------------------------
#
#::Maxhero Script::Summon Menu::
# ::data:22/09/2010::
#
#-------------------------------------------------------------------------------
module Maxherosm
#Configurações▼
Actor2 = "Liliam"
Actor3 = "Clark"
Actor4 = "Sara"
Actor5 = "Agatha"
Actor6 = "Alexander"
Actor7 = "Felicia"
#Não Mude as linhas Abaixo▼
X = 0
Y = 0
Faces_X = 160
Faces_Y = 0
HP_MP_X = 128
HP_MP_Y = 0
end
class Window_Characters_Face < Window_Base
def initialize
super(160, 0, 385, 362)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
end
#--------------------------------------------------------------------------
# Exibição dos equipamentos
# x : exibe na coordenada X
# y : exibe na coordenada Y
#--------------------------------------------------------------------------
def draw_equipments(x, y, actor)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
for i in 0..4
draw_item_name(actor.equips[i], x + 16, y + WLH * (i + 1))
end
end
def draw_character_01
draw_actor_name($game_actors[2], 0, 0)
draw_actor_level($game_actors[2], 0, 40)
draw_actor_class($game_actors[2], 0, 20)
draw_actor_face($game_actors[2], 0, 60)
draw_actor_hp($game_actors[2], 0, 156)
draw_actor_mp($game_actors[2], 0, 176)
draw_actor_parameter($game_actors[2], 0, 196, 0)
draw_actor_parameter($game_actors[2], 0, 216, 1)
draw_actor_parameter($game_actors[2], 0, 236, 2)
draw_actor_parameter($game_actors[2], 0, 256, 3)
draw_equipments(170, 0, $game_actors[2])
end
def draw_character_02
draw_actor_name($game_actors[3], 0, 0)
draw_actor_level($game_actors[3], 0, 40)
draw_actor_class($game_actors[3], 0, 20)
draw_actor_face($game_actors[3], 0, 60)
draw_actor_hp($game_actors[3], 0, 156)
draw_actor_mp($game_actors[3], 0, 176)
draw_actor_parameter($game_actors[3], 0, 196, 0)
draw_actor_parameter($game_actors[3], 0, 216, 1)
draw_actor_parameter($game_actors[3], 0, 236, 2)
draw_actor_parameter($game_actors[3], 0, 256, 3)
draw_equipments(170, 0, $game_actors[3])
end
def draw_character_03
draw_actor_name($game_actors[4], 0, 0)
draw_actor_level($game_actors[4], 0, 40)
draw_actor_class($game_actors[4], 0, 20)
draw_actor_face($game_actors[4], 0, 60)
draw_actor_hp($game_actors[4], 0, 156)
draw_actor_mp($game_actors[4], 0, 176)
draw_actor_parameter($game_actors[4], 0, 196, 0)
draw_actor_parameter($game_actors[4], 0, 216, 1)
draw_actor_parameter($game_actors[4], 0, 236, 2)
draw_actor_parameter($game_actors[4], 0, 256, 3)
draw_equipments(170, 0, $game_actors[4])
end
def draw_character_04
draw_actor_name($game_actors[5], 0, 0)
draw_actor_level($game_actors[5], 0, 40)
draw_actor_class($game_actors[5], 0, 20)
draw_actor_face($game_actors[5], 0, 60)
draw_actor_hp($game_actors[5], 0, 156)
draw_actor_mp($game_actors[5], 0, 176)
draw_actor_parameter($game_actors[5], 0, 196, 0)
draw_actor_parameter($game_actors[5], 0, 216, 1)
draw_actor_parameter($game_actors[5], 0, 236, 2)
draw_actor_parameter($game_actors[5], 0, 256, 3)
draw_equipments(170, 0, $game_actors[5])
end
def draw_character_05
draw_actor_name($game_actors[6], 0, 0)
draw_actor_level($game_actors[6], 0, 40)
draw_actor_class($game_actors[6], 0, 20)
draw_actor_face($game_actors[6], 0, 60)
draw_actor_hp($game_actors[6], 0, 156)
draw_actor_mp($game_actors[6], 0, 176)
draw_actor_parameter($game_actors[6], 0, 196, 0)
draw_actor_parameter($game_actors[6], 0, 216, 1)
draw_actor_parameter($game_actors[6], 0, 236, 2)
draw_actor_parameter($game_actors[6], 0, 256, 3)
draw_equipments(170, 0, $game_actors[6])
end
def draw_character_06
draw_actor_name($game_actors[7], 0, 0)
draw_actor_level($game_actors[7], 0, 40)
draw_actor_class($game_actors[7], 0, 20)
draw_actor_face($game_actors[7], 0, 60)
draw_actor_hp($game_actors[7], 0, 156)
draw_actor_mp($game_actors[7], 0, 176)
draw_actor_parameter($game_actors[7], 0, 196, 0)
draw_actor_parameter($game_actors[7], 0, 216, 1)
draw_actor_parameter($game_actors[7], 0, 236, 2)
draw_actor_parameter($game_actors[7], 0, 256, 3)
draw_equipments(170, 0, $game_actors[7])
end
end
class Scene_Senu < Scene_Base
def initialize(smenu_index = 0)
@smenu_index = smenu_index
@commanddeclared = false
end
def start
super
create_menu_background
create_command_window
@W_W = Window_Characters_Face.new
@W_W.x = Maxherosm::Faces_X
@W_W.y = Maxherosm::Faces_Y
@help_window = Window_Help.new
@help_window.set_text("Deseja adicionar qual personagem?")
@help_window.y = [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
end
def terminate
super
dispose_menu_background
@command_window.dispose if @commanddeclared == true
@W_W.dispose
@help_window.dispose
end
def update
super
update_menu_background
@W_W.refresh
@help_window.update
if @commanddeclared == true
@command_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
elsif $game_party.members.size == 4
@command2_window.update
end
end
end
def create_command_window
if $game_party.members.size < 4
s1 = Maxherosm::Actor2
s2 = Maxherosm::Actor3
s3 = Maxherosm::Actor4
s4 = Maxherosm::Actor5
s5 = Maxherosm::Actor6
s6 = Maxherosm::Actor7
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @smenu_index
@command_window.x = Maxherosm::X
@command_window.y = Maxherosm::Y
@commanddeclared = true
elsif $game_party.members.size == 4
print "Você Já tem o limite de chars remova os existentes"
$scene = Scene_Emenu.new
end
end
def update_command_selection
case @command_window.index
when 0
@W_W.draw_character_01
when 1
@W_W.draw_character_02
when 2
@W_W.draw_character_03
when 3
@W_W.draw_character_04
when 4
@W_W.draw_character_05
when 5
@W_W.draw_character_06
end
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
case @command_window.index
when 0
$game_party.add_actor(2)
$scene = Scene_Map.new
when 1
$game_party.add_actor(3)
$scene = Scene_Map.new
when 2
$game_party.add_actor(4)
$scene = Scene_Map.new
when 3
$game_party.add_actor(5)
$scene = Scene_Map.new
when 4
$game_party.add_actor(6)
$scene = Scene_Map.new
when 5
$game_party.add_actor(7)
$scene = Scene_Map.new
end
end
end
end
class Scene_Emenu < Scene_Base
def initialize(emenu_index = 0)
@emenu_index = emenu_index
end
def start
super
create_menu_background
hacker_shield
@W_W = Window_Characters_Face.new
@W_W.x = Maxherosm::Faces_X
@W_W.y = Maxherosm::Faces_Y
@help_window = Window_Help.new
@help_window.set_text("Deseja remover qual personagem?")
@help_window.y = [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
end
def terminate
super
dispose_menu_background
@command2_window.dispose
@W_W.dispose
@help_window.dispose
end
def update
super
@W_W.refresh
@help_window.update
update_menu_background
@command2_window.update
if @command2_window.active
update_command_selection
end
end
def hacker_shield
r1 = Maxherosm::Actor2
r2 = Maxherosm::Actor3
r3 = Maxherosm::Actor4
r4 = Maxherosm::Actor5
r5 = Maxherosm::Actor6
r6 = Maxherosm::Actor7
@command2_window = Window_Command.new(160, [r1, r2, r3, r4, r5, r6])
@command2_window.index = @emenu_index
@command2_window.x = Maxherosm::X
@command2_window.y = Maxherosm::Y
end
def update_command_selection
case @command2_window.index
when 0
@W_W.draw_character_01
when 1
@W_W.draw_character_02
when 2
@W_W.draw_character_03
when 3
@W_W.draw_character_04
when 4
@W_W.draw_character_05
when 5
@W_W.draw_character_06
end
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
Sound.play_decision
case @command2_window.index
when 0
$game_party.remove_actor(2)
$scene = Scene_Map.new
when 1
$game_party.remove_actor(3)
$scene = Scene_Map.new
when 2
$game_party.remove_actor(4)
$scene = Scene_Map.new
when 3
$game_party.remove_actor(5)
$scene = Scene_Map.new
when 4
$game_party.remove_actor(6)
$scene = Scene_Map.new
when 5
$game_party.remove_actor(7)
$scene = Scene_Map.new
end
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# Exibição de informações básicas
# x : exibe na coordenada X
# y : exibe na coordenada Y
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
draw_actor_level(@actor, x, y + WLH * 0)
draw_actor_state(@actor, x, y + WLH * 1)
draw_actor_hp(@actor, x, y + WLH * 2)
draw_actor_mp(@actor, x, y + WLH * 3)
end
#--------------------------------------------------------------------------
# Exibição dos parâmetros
# x : exibe na coordenada X
# y : exibe na coordenada Y
#--------------------------------------------------------------------------
def draw_parameters(x, y)
draw_actor_parameter(@actor, x, y + WLH * 0, 0)
draw_actor_parameter(@actor, x, y + WLH * 1, 1)
draw_actor_parameter(@actor, x, y + WLH * 2, 2)
draw_actor_parameter(@actor, x, y + WLH * 3, 3)
end
#--------------------------------------------------------------------------
# Exibição da experiência
# x : exibe na coordenada X
# y : exibe na coordenada Y
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 2)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 2)
end
end
end
Demo Aqui
Créditos:
Alucard_2 - Por me Ajudar no desenvolvimento dessa , e segundo e atual prof de RGSS2
Kyo Panda - Meu primeiro professor de RGSS2
PRCoders - pelo Anti-lag Usado na demo
1
Scripter - Por Desbugar a Versão 1.0