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Duvida Alterar Icones

Iniciado por Fujimiya, 25/03/2017 às 23:13

25/03/2017 às 23:13 Última edição: 26/03/2017 às 02:34 por Alisson
Fala Galera Blz ?? Estou um  script de menu simples e ele vem com os icones diferentes  eu gostaria de saber como posso fazer a alteração desses icones para alguns do meu gosto !!

Esses icones que gostaria de modificar
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Script que usei
Spoiler
#==============================================================================
#   XaiL System - Icon Menu
#   Author: Nicke
#   Created: 07/04/2012
#   Edited: 03/11/2012
#   Version: 1.0d
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# A highly customized menu that displays icons as commands.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-ICON_MENU"] = true

module XAIL
  module ICON_MENU
    #--------------------------------------------------------------------------#
    # * Settings
    #--------------------------------------------------------------------------#
    # MENU_FONT = [name, size, color, bold, shadow]
    MENU_FONT = [["Calibri"], 18, Color.new(255,255,25), true, true]
   
    # MENU_WINDOW [x, y, z, opacity]
    MENU_WINDOW = [215, 120, 200, 255]
   
    # Center the menu.
    # Note: If this is on the x and y coordinates is not available.
    # MENU_CENTER = true/false
    MENU_CENTER = true
   
    # The windowskin to use for the windows.
    # nil to disable.
    # MENU_SKIN = string
    MENU_SKIN = nil
   
    # Menu list - The icon_index (can be nil) and custom_scene is optional.
    # MENU_LIST:
    # ID = ['Title', description, :symbol, :command, icon_index, active, custom ]
    MENU_LIST = []   
    #MENU_LIST[0] = ["Equip", "Change your equipment.", :equip, :command_equip, 170, true]
    #MENU_LIST[1] = ["Skills", "Manage your available skills.", :skill, :command_skill, 112, true]
    MENU_LIST[0] = ["ITEMS", "", :item, :command_item, 144, true]
    #MENU_LIST[3] = ["Status", "See the current status of the hero.", :status, :command_status, 122, true]
    MENU_LIST[1] = ["SAVE", "", :save, :command_save, 176, false]
    MENU_LIST[2] = ["LOAD", "", :load, :command_custom, 177,   true, Scene_Load]
    MENU_LIST[3] = ["QUIT", "", :game_end, :command_game_end, 143,   true]
    #MENU_LIST[7] = ["Title", "Return to title.", :title, :command_custom, 12, true, Scene_Title]
   
    # If MENU_CUSTOM is true you will have to add the commands yourself
    # ingame, which can be useful for certain quest related stuff or if you
    # want to disable commands temporarly.
    # To add/delete a command ingame follow these instructions:
    #
    # In a Call Script do like this:
    # menu_scene(2,:add) # To add id 2 to menu list.
    # menu_scene(3,:del) # To remove id 3 from menu list.
    #
    # In a conditional branch do like this to check if a id is active:
    # menu_active?(5) # Returns true if id 5 is enabled.
    #
    # To set a id to be enabled do like this:
    # menu_active(1, true) # Set id 1 to be enabled.
    #
    # To add/delete every menu item to the list use this method:
    # menu_scene_all(type = :add/:del)
    #
    # MENU_CUSTOM = true/false
    MENU_CUSTOM = false
   
    # The text to be displayed if no menu items is available.
    # MENU_EMPTY = ""
    MENU_EMPTY = "The menu is not available at this point."
   
    # Animate timer for the help window. 0 = no animation.
    # Only occurs when menu command has changed.
    # ANIMATE_TIMER = number
    ANIMATE_TIMER = 10
   
    # Help window.
    # HELP = [x, y, z, opacity, enabled]
    HELP = [223, 135, 200, 0, true]
   
    # Gold window.
    # nil to disable the icon(s).
    # GOLD = [x, y, z, opacity, icon_index, enabled]
    GOLD = [224, 368, 200, 0, 361, false]
     
    # Weight window.
    # Note: XS - Inventory Weight is required to use this.
    # WEIGHT = [x, y, z, opacity, icon_index, enabled]
    WEIGHT = [384, 368, 200, 255, 116, false]
   
    # Transition, nil to use default.
    # TRANSITION [speed, transition, opacity]
    # TRANSITION = [40, "Graphics/Transitions/4", 50]
    TRANSITION = nil
   
    # Menu background image (System folder)
    # Note: You might want to decrease the opacity as well as arrange
    # the windows so that you can properly see the background.
    # Set to nil to use default.
    BACK = nil
   
    # Note: Not active if menu background is in use.
    # Background type:
    # 0 = normal blur (default)
    # 1 = radial blur
    # 2 = hue change
    # 3 = custom color
    # 4 = custom gradient
    # BACK_TYPE = [type, opacity, enabled]
    BACK_TYPE = [0, 150, true]
    # BACK_RADIAL_BLUR = 0-360, 2-100
    BACK_RADIAL_BLUR = [10, 10]
    # BACK_HUE = 0-360
    BACK_HUE = 15
    # BACK_COLOR = 0-255 (Red, Green, Blue, Alpha)
    BACK_COLOR = Color.new(255,0,255,128)
    # BACK_GRADIENT = [ Color1, Color2, Vertical ]
    BACK_GRADIENT = [Color.new(0,0,250,128), Color.new(255,0,0,128), true]
   
  end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System
 
  attr_accessor :menu_list
 
  alias xail_icon_menu_sys_initialize initialize unless $@
  def initialize(*args, &block)
    xail_icon_menu_sys_initialize(*args, &block)
    @menu_list = []
  end
 
end
#==============================================================================#
# ** Game_Interpreter
#==============================================================================#
class Game_Interpreter
 
  def menu_scene(id, type) 
    # // Method to add a item to the list. 
    case type
      when :add # // Add menu id.
      unless $game_system.menu_list.include?(XAIL::ICON_MENU::MENU_LIST[id])
        $game_system.menu_list.push(XAIL::ICON_MENU::MENU_LIST[id])
      end unless XAIL::ICON_MENU::MENU_LIST[id].nil?
      when :del # // Remove menu id.
      unless XAIL::ICON_MENU::MENU_LIST[id].nil?
        $game_system.menu_list.delete(XAIL::ICON_MENU::MENU_LIST[id])
      end
    end
  end
 
  def menu_active?(id)
    # // Method to check if id is eanbled.
    return if $game_system.menu_list[id].nil?
    return $game_system.menu_list[id][5]
  end
 
  def menu_active(id, enabled)
    # // Method to enable id.
    $game_system.menu_list[id][5] = enabled
  end
 
  def menu_scene_all(type = :add)
    # // Method to add or delete all of the id's to the menu list.
    id = 0
    while id < XAIL::ICON_MENU::MENU_LIST.size
      case type
      when :add
        menu_scene(id, :add)
      else
        menu_scene(id, :del)
      end
      id += 1
    end
  end
 
end
#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
 
  alias xail_icon_menu_window_width_cmd window_width
  def window_width(*args, &block)
    # // Method to return the width.
    xail_icon_menu_window_width_cmd(*args, &block)
    return 48 if get_menu.size == 1
    return 74 if get_menu.size == 2
    return 32 * get_menu.size
  end
 
  alias xail_icon_menu_window_height_cmd window_height
  def window_height(*args, &block)
    # // Method to return the height.
    xail_icon_menu_window_height_cmd(*args, &block)
    return fitting_height(1)
  end

  alias xail_icon_menu_col_max_cmd col_max
  def col_max(*args, &block)
    # // Method to determine col max.
    xail_icon_menu_col_max_cmd(*args, &block)
    return get_menu.size
  end
 
  alias xail_icon_menu_item_max_cmd item_max
  def item_max(*args, &block)
    xail_icon_menu_item_max_cmd(*args, &block)
    return get_menu.size
  end

  alias xail_icon_menu_spacing_cmd spacing
  def spacing(*args, &block)
    # // Method to determine spacing.
    xail_icon_menu_spacing_cmd(*args, &block)
    return 0
  end
 
  alias xail_icon_menu_contents_width_cmd contents_width
  def contents_width(*args, &block)
    # // Method to determine contents width.
    xail_icon_menu_contents_width_cmd(*args, &block)
    (item_width + spacing) * item_max - spacing
  end
 
  alias xail_icon_menu_contents_height_cmd contents_height
  def contents_height(*args, &block)
    # // Method to determine contents height.
    xail_icon_menu_contents_height_cmd(*args, &block)
    item_height
  end
 
  def get_menu
    # // Method to get the menu list.
    if XAIL::ICON_MENU::MENU_CUSTOM
      return @menu_list = $game_system.menu_list
    else
      return @menu_list = XAIL::ICON_MENU::MENU_LIST
    end
  end
 
  def draw_menu_icon(icon_index, x, y, enabled = true)
    # // Method to draw icon.
    bitmap = Cache.system("Iconset")
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    contents.blt(x, y, bitmap, rect, enabled ? 255 : 20)
  end
 
  def draw_item(index)
    # // Method override to draw the command item.
    x = (get_menu.size < 5) ? 0 : 2   
    for i in get_menu
      icon = i[4] unless i[4].nil?
      draw_menu_icon(icon, x, 0, i[5])
      x += item_width
    end
  end
 
  def make_command_list
    # // Method override to add the commands.
    for i in get_menu
     case i[2]
      when :save
        add_command(i[0], i[2], save_enabled, i[6])
      else
        add_command(i[0], i[2], i[5], i[6])
      end
    end
  end

end
#==============================================================================#
# ** Window_Gold
#==============================================================================#
class Window_Gold < Window_Base
 
  def window_width
    # // Method to return the window width.
    return 220
  end
 
  def refresh
    contents.clear
    # // Refresh method override, draw a icon and the value.
    if $imported["XAIL-HERO-CONTROL"]
      draw_icon(XAIL::ICON_MENU::GOLD[4], -(text_size($game_party.gold).width - 80), -2)
      draw_currency_value(value, "/", -60, 0, contents.width - 8)
      draw_currency_value($game_party.max_gold, currency_unit,8, 0, contents.width - 8)
    else
      draw_icon(XAIL::ICON_MENU::GOLD[4], 116, -2)
      draw_currency_value(value, currency_unit, -10, 0, contents.width - 8)
    end
  end
 
end
#==============================================================================#
# ** Window_Weight
#==============================================================================#
class Window_Weight < Window_Base
 
  def initialize
    # // Method to initialize.
    super(0, 0, window_width, fitting_height(1))
    refresh
  end

  def window_width
    # // Method to return the width.
    return 160
  end

  def refresh
    # // Method to refresh.
    contents.clear
    draw_weight
  end
 
  def draw_weight
    # // Method to draw the weight.
    weight = $game_party.weight
    max_weight = $game_party.max_weight
    value = "#{weight} / #{max_weight}"
    contents.font.name = XAIL::ICON_MENU::MENU_FONT[0]
    contents.font.size = XAIL::ICON_MENU::MENU_FONT[1]
    contents.font.color = XAIL::ICON_MENU::MENU_FONT[2]
    contents.font.bold = XAIL::ICON_MENU::MENU_FONT[3]
    contents.font.shadow = XAIL::ICON_MENU::MENU_FONT[4]
    unless XAIL::ICON_MENU::WEIGHT[4].nil?
      draw_icon(XAIL::ICON_MENU::WEIGHT[4], 116, 0)
      draw_text(-44, -2, window_width, fitting_height(0), value, 2)
    else
      draw_text(-24, -2, window_width, fitting_height(0), value, 2)
    end
    reset_font_settings
  end
 
end
#==============================================================================#
# ** Window_Help
#==============================================================================#
class Window_Icon_Help < Window_Help
 
  attr_accessor :index
 
  alias xail_icon_menu_winhelp_init initialize
  def initialize(*args, &block)
    xail_icon_menu_winhelp_init(*args, &block)
    @menu_list = get_menu
    @index = nil
  end
 
  def get_menu
    # // Method to get the menu list.
    if XAIL::ICON_MENU::MENU_CUSTOM
      @menu_list = $game_system.menu_list
    else
      @menu_list = XAIL::ICON_MENU::MENU_LIST
    end
  end
 
  alias xail_icon_menu_winhelp_set_text set_text
  def set_text(text, enabled)
    # // Method to set a new the tp text to the window.
    xail_icon_menu_winhelp_set_text(text)
    if text != @text
      menu_color(XAIL::ICON_MENU::MENU_FONT[2], enabled)
      @text = text
      refresh
    end
  end
 
  def refresh
    # // Refresh help contents.
    contents.clear
    draw_help_text
  end
 
  def draw_help_text
    # // Method to draw the help text.
    contents.font.name = XAIL::ICON_MENU::MENU_FONT[0]
    contents.font.size = XAIL::ICON_MENU::MENU_FONT[1]
    menu_color(XAIL::ICON_MENU::MENU_FONT[2], menu_enabled?(@index))
    contents.font.bold = XAIL::ICON_MENU::MENU_FONT[3]
    contents.font.shadow = XAIL::ICON_MENU::MENU_FONT[4]
    # // Draw title and description for the menu.
    draw_help_ex(0, 0, @text)
    reset_font_settings
  end
 
  def draw_help_ex(x, y, text)
    # // Special method to draw a text.
    text = convert_escape_characters(text)
    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
    process_character(text.slice!(0, 1), text, pos) until text.empty?
  end
 
  def menu_enabled?(index)
    # // Method to check if menu item is enabled.
    return get_menu[index][5]
  end
 
  def menu_color(color, enabled = true)
     # // Method to set the color and alpha if not enabled.
    contents.font.color.set(color)
    contents.font.color.alpha = 150 unless enabled
  end
 
end
#==============================================================================#
# ** Scene_MenuBase
#------------------------------------------------------------------------------
#  New Scene :: Scene_MenuBase
#==============================================================================#
class Scene_MenuBase < Scene_Base
 
  alias xail_icon_menubase_start start
  def start(*args, &block)
    # // Method to start the scene
    xail_icon_menubase_start(*args, &block)
    @menu_list = get_menu
  end

  alias xail_icon_menubase_post_start post_start
  def post_start(*args, &block)
    # // Method to post_start the scene.
    xail_icon_menubase_post_start(*args, &block)
    perform_transition unless @menu_list.empty?
  end
 
  def get_menu
    # // Method to get the menu list.
    if XAIL::ICON_MENU::MENU_CUSTOM
      return @menu_list = $game_system.menu_list
    else
      return @menu_list = XAIL::ICON_MENU::MENU_LIST
    end
  end
 
  alias xail_icon_menubase_terminate terminate
  def terminate(*args, &block)
    # // Method to terminate the scene.
    xail_icon_menubase_terminate(*args, &block)
    dispose_help
  end
 
  def dispose_help
    # // Dispose help window.
    @help_window.dispose unless @help_window.nil?
    @help_window = nil
  end
 
  def create_background
    # // Method to create custom background.
    @background_sprite = Sprite.new
    if XAIL::ICON_MENU::BACK.nil?
      @background_sprite.bitmap = SceneManager.background_bitmap
      if XAIL::ICON_MENU::BACK_TYPE[2]
        source = SceneManager.background_bitmap
        bitmap = Bitmap.new(Graphics.width, Graphics.height)
        bitmap.stretch_blt(bitmap.rect, source, source.rect) unless SceneManager.scene_is?(Scene_Load)
        case XAIL::ICON_MENU::BACK_TYPE[0]
        when 0 ; bitmap.blur # // Default
        when 1 ; bitmap.radial_blur(XAIL::ICON_MENU::BACK_RADIAL_BLUR[0], XAIL::ICON_MENU::BACK_RADIAL_BLUR[0])
        when 2 ; bitmap.hue_change(XAIL::ICON_MENU::BACK_HUE)
        when 3 ; bitmap.fill_rect(bitmap.rect, XAIL::ICON_MENU::BACK_COLOR)
        when 4 ; bitmap.gradient_fill_rect(bitmap.rect, XAIL::ICON_MENU::BACK_GRADIENT[0],
                 XAIL::MENU::BACK_GRADIENT[1], XAIL::ICON_MENU::BACK_GRADIENT[2])
        end
        @background_sprite.opacity = XAIL::ICON_MENU::BACK_TYPE[1]
        @background_sprite.bitmap = bitmap
      end
    else
      @background_sprite.bitmap = Cache.system(XAIL::ICON_MENU::BACK)
    end
  end
 
  alias xail_icon_menubase_transition perform_transition
  def perform_transition(*args, &block)
    # // Method to create the transition.
    if XAIL::ICON_MENU::TRANSITION.nil?
      xail_icon_menubase_transition(*args, &block)
    else
      Graphics.transition(XAIL::ICON_MENU::TRANSITION[0],XAIL::ICON_MENU::TRANSITION[1],XAIL::ICON_MENU::TRANSITION[2])
    end
  end

end
#==============================================================================#
# ** Scene_Menu
#------------------------------------------------------------------------------
#  New Scene :: Scene_Menu
#==============================================================================#
class Scene_Menu < Scene_MenuBase
 
  def start
    super
    # // Method to start the scene.
    @menu_list = get_menu
    return command_map if @menu_list.empty?
    @anim_timer = XAIL::ICON_MENU::ANIMATE_TIMER
    create_menu_command_window
    if XAIL::ICON_MENU::HELP[4]
      create_menu_help_window
      help_update(@command_window.index)
    end
    create_menu_gold_window if XAIL::ICON_MENU::GOLD[5]
    create_menu_weight_window if XAIL::ICON_MENU::WEIGHT[5] and $imported["XAIL-INVENTORY-WEIGHT"]
  end
 
  def create_menu_command_window
    # // Method to create the command window.
    @command_window = Window_MenuCommand.new
    @command_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil?
    if XAIL::ICON_MENU::MENU_CENTER
      @command_window.x = (Graphics.width - @command_window.width) / 2
      @command_window.y = (Graphics.height - @command_window.height) / 2
    else
      @command_window.x = XAIL::ICON_MENU::MENU_WINDOW[0]
      @command_window.y = XAIL::ICON_MENU::MENU_WINDOW[1]
    end
    @command_window.z = XAIL::ICON_MENU::MENU_WINDOW[2]
    @command_window.opacity = XAIL::ICON_MENU::MENU_WINDOW[3]
    for i in @menu_list
      @command_window.set_handler(i[2], method(i[3]))
    end
    @command_window.set_handler(:cancel, method(:return_scene))
  end
 
  def create_menu_help_window
    # // Create the help window.
    @help_window = Window_Icon_Help.new(2)
    @help_window.viewport = @viewport
    @help_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil?
    @help_window.index = @command_window.index
    @help_window.x = XAIL::ICON_MENU::HELP[0]
    @help_window.y = XAIL::ICON_MENU::HELP[1]
    @help_window.z = XAIL::ICON_MENU::HELP[2]
    @help_window.opacity = XAIL::ICON_MENU::HELP[3]
    @help_window.contents_opacity = 255
  end
 
  def create_menu_message_window
    # // Method to create the message window.
    @message_window = Window_Message.new
  end
 
  def create_menu_gold_window
    # // Method to create the gold window.
    @gold_window = Window_Gold.new
    @gold_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil?
    @gold_window.x = XAIL::ICON_MENU::GOLD[0]
    @gold_window.y = XAIL::ICON_MENU::GOLD[1]
    @gold_window.z = XAIL::ICON_MENU::GOLD[2]
    @gold_window.opacity = XAIL::ICON_MENU::GOLD[3]
  end
 
  def create_menu_weight_window
    # // Method to create the weight window.
    @weight_window = Window_Weight.new
    @weight_window.windowskin = Cache.system(XAIL::ICON_MENU::MENU_SKIN) unless XAIL::ICON_MENU::MENU_SKIN.nil?
    @weight_window.x = XAIL::ICON_MENU::WEIGHT[0]
    @weight_window.y = XAIL::ICON_MENU::WEIGHT[1]
    @weight_window.z = XAIL::ICON_MENU::WEIGHT[2]
    @weight_window.opacity = XAIL::ICON_MENU::WEIGHT[3]
  end
   
  def get_menu
    # // Method to get the menu list.
    if XAIL::ICON_MENU::MENU_CUSTOM
      return @menu_list = $game_system.menu_list
    else
      return @menu_list = XAIL::ICON_MENU::MENU_LIST
    end
  end
 
  alias xail_upd_icon_menu_index_change update
  def update(*args, &block)
    # // Method for updating the scene.
    xail_upd_icon_menu_index_change(*args, &block)
    if XAIL::ICON_MENU::HELP[4]
      old_index = @help_window.index
      if old_index != @command_window.index
        # // Animate the help window.
        help_animate
        # // Update help window.
        help_update(@command_window.index)
        # // Reset animate for the help window.
        help_animate_reset
      end
    end
  end
 
  def help_animate
    # // Method to animate help window.   
    for i in 1..@anim_timer
      break if scene_changing?
      update_basic
      @help_window.contents_opacity = 255 - i * (255 / @anim_timer * 2)
    end
  end
 
  def help_animate_reset
    # // Method to reset animation.   
    for i in 1..@anim_timer
      break if scene_changing?
      update_basic
      @help_window.contents_opacity = i * (255 / @anim_timer * 2)
    end
  end
 
  def help_update(index)
    # // If index changes update help window text.   
    icon = get_menu[index][4]
    title = '\i[' + icon.to_s + ']' + " " + get_menu[index][0]
    desc = '\c[0]' + get_menu[index][1]
    text = "#{title}\n#{desc}"
    enabled = get_menu[index][5]
    @help_window.index = index
    @help_window.set_text(text, enabled)
  end
 
  def command_status
    # // command_status (Don't remove)
    SceneManager.call(Scene_Status)
  end
 
  def command_skill
    # // command_skill (Don't remove)
    SceneManager.call(Scene_Skill)
  end
 
  def command_equip
    # // command_equip (Don't remove)
    SceneManager.call(Scene_Equip)
  end
 
  def command_custom
    # // Method to call a custom command.
    SceneManager.call(@command_window.current_ext)
  end
 
  def command_map
    # // command_map (Don't remove)
    create_menu_message_window
    $game_message.texts << XAIL::ICON_MENU::MENU_EMPTY
    SceneManager.call(Scene_Map)
  end
 
end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#
[close]

Na configuração está dizendo como.

# Menu list - The icon_index (can be nil) and custom_scene is optional.
    # MENU_LIST: 
    # ID = ['Title', description, :symbol, :command, icon_index, active, custom ]
    MENU_LIST = []    
    #MENU_LIST[0] = ["Equip", "Change your equipment.", :equip, :command_equip, 170, true]
    #MENU_LIST[1] = ["Skills", "Manage your available skills.", :skill, :command_skill, 112, true]


No caso, o modelo seria: MENU_LIST[número] = ["Nome", "Descrição", :simbolo, :comando, número do ícone, ativo, blablabla]

Citação de: Alisson online 26/03/2017 às 00:32
Na configuração está dizendo como.

# Menu list - The icon_index (can be nil) and custom_scene is optional.
    # MENU_LIST: 
    # ID = ['Title', description, :symbol, :command, icon_index, active, custom ]
    MENU_LIST = []    
    #MENU_LIST[0] = ["Equip", "Change your equipment.", :equip, :command_equip, 170, true]
    #MENU_LIST[1] = ["Skills", "Manage your available skills.", :skill, :command_skill, 112, true]


No caso, o modelo seria: MENU_LIST[número] = ["Nome", "Descrição", :simbolo, :comando, número do ícone, ativo, blablabla]

No caso essa linha e pra adiconar skills etc.. Não ?? vejo que elas estoão ate como comentarios eu notei que os icones alteram de acordo com pacote de iconsets que eu possuo na pasta '' system'' Porem nao entendi muito bem como eu seleciono outro ://

26/03/2017 às 01:14 #3 Última edição: 26/03/2017 às 01:15 por Alisson
Na verdade essa lista são os comandos que você tem lá no menu, e é aí que você escolhe o ícone que você vai usar.
Então, cada ícone no iconset possui um número (index), e é exatamente o número desse ícone que você deve inserir ali.

Para saber qual o número do ícone, você pode ir em um item qualquer e, quando for mudar o ícone, verá o número dele logo abaixo.
Como podemos ver aqui:
Spoiler
[close]
E é isso o que ele está pedindo bem aqui:
Spoiler
[close]
Alguns deles são comentários pois estão "desativados", no entanto os que você está usando no menu não estão como comentário.

Citação de: Alisson online 26/03/2017 às 01:14
Na verdade essa lista são os comandos que você tem lá no menu, e é aí que você escolhe o ícone que você vai usar.
Então, cada ícone no iconset possui um número (index), e é exatamente o número desse ícone que você deve inserir ali.

Para saber qual o número do ícone, você pode ir em um item qualquer e, quando for mudar o ícone, verá o número dele logo abaixo.
Como podemos ver aqui:
Spoiler
[close]
E é isso o que ele está pedindo bem aqui:
Spoiler
[close]
Alguns deles são comentários pois estão "desativados", no entanto os que você está usando no menu não estão como comentário.

Nossa Muito Obrigado Alisson, Me ajudou bastante não fazia ideia dessa função no rpg maker muito obg msm

Fico feliz em ter ajudado :)