Battle Maker

Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.

Suporte para criação de Jogos


    Max Hero Character_Debug 3

    maxhero
    maxhero
    Membro
    Membro


    Mensagens : 6
    Credibilidade : 1

    Max Hero Character_Debug 3 Empty Max Hero Character_Debug 3

    Mensagem por maxhero Sex Nov 05, 2010 9:23 pm

    Max Hero Character_Debug 3
    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:
    Max Hero Character_Debug 3 Screen001m
    Max Hero Character_Debug 3 Screen005d

    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:
    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

      Data/hora atual: Qua Nov 27, 2024 11:59 am