Nickname: Dax Nível: Avançado. Regras: Não faço scripts de batalha, nem complexos que me de nos nervos. Engine que trabalha: Rpg Maker Vx Ace|Vx|Xp Exemplo de trabalho: Dax Core v0.1[Não completo] (http://dax-soft.weebly.com/dax-core-engine.html) Status: Desativado! Licença de script: Comercial e não-comercial. | Nickname: Raizen884 Nível: Avançado. Regras: Não faz scripts de batalha, ou menus completos. Engine que trabalha: Rpg Maker Vx Ace|Vx. Exemplo de trabalho: Reflex Script (http://centrorpg.com/index.php?topic=1718.0) Status: Disponível Licença de script: Para uso não-comercial. |
Nickname: Faalcon Nível: Mediano Regras: Faço apenas script não muito avançados edições simples aceito até 2 pedidos simultanêos. Engine que trabalha: Rpg Maker Vx Ace Exemplo de trabalho: Faalco - Minish System (http://centrorpg.com/index.php?topic=1707.0) Status: Disponível Licença: Comercial e não-comercial. |
[b]Nickname:[/b]
[b]Nível:[/b] Determine o seu nível aqui.
[b]Exemplo de trabalho:[/b]
[b]Engine:[/b] Engine que você trabalha.
[b]Licença:[/b] Sua licença de uso de script.
[b]Regras:[/b] Suas regras.
[b]Nickname:[/b]
[b]Nome do script:[/b]
[b]Engine:[/b]
[b]Descrição:[/b]
[b]Características:[/b]
[b]Imagens:[/b] Caso o seu script envolver imagens, você deverá posta-las aqui! Não iremos fazer nenhuma imagem.
[b]Referência:[/b] Tem alguma referência para entendermos melhor? Se sim mande-nos.
#==============================================================================
# • Random Battle Actor
#==============================================================================
# Autor: Dax
# Versão: 1.0
# Site: www.centrorpg.com | www.dax-soft.webbly.com
# Requerimento: N/A
#==============================================================================
# • Descrição:
#------------------------------------------------------------------------------
# Faz com que a cada batalha, tenha uma mudança na ordem dos heróis.
#==============================================================================
class Scene_Battle < Scene_Base
#----------------------------------------------------------------------------
# • Modificação da ordem dos heróis.
#----------------------------------------------------------------------------
alias rand_actor_swap_order_start start
def start
$game_party.order_rand(rand(2) == 1 ? -1 : rand($game_party.members.size))
rand_actor_swap_order_start
end
end
#==============================================================================
# • Game_Party
#==============================================================================
class Game_Party < Game_Unit
#----------------------------------------------------------------------------
# • Mudar a order.
#----------------------------------------------------------------------------
def order_rand(i)
@actors.rotate!(i)
$game_player.refresh
end
end
#==============================================================================
# • Window_NameMap
#==============================================================================
# Autor: Dax
# Versão: 1.0
# Site: www.centrorpg.com/ | www.dax-soft.webbly.com
# Requerimento: Yanfly Engine Ace - Ace Menu Engine v1.07
#==============================================================================
# • Descrição:
#------------------------------------------------------------------------------
# Permite o usuário visualizar o nome do mapa no próprio menu.
#==============================================================================
class Window_NameMap < Window_Base
#----------------------------------------------------------------------------
# • Inicialização dos objetos.
#----------------------------------------------------------------------------
def initialize
super(Graphics.width-160, Graphics.height-96, 160, fitting_height(1))
refresh
end
#----------------------------------------------------------------------------
# • Renovação dos objetos.
#----------------------------------------------------------------------------
def refresh
contents.clear
draw_text(0, 0, self.width, Font.default_size, name_map, 0)
end
#----------------------------------------------------------------------------
# • Nome do mapa.
#----------------------------------------------------------------------------
def name_map
$game_map.display_name.to_s
end
end
#==============================================================================
# • Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#----------------------------------------------------------------------------
# • Introdução ao Window_NameMap no Menu.
#----------------------------------------------------------------------------
alias name_map_rickas_coders_start start
def start
name_map_rickas_coders_start
@window_name_map = Window_NameMap.new
end
end
Citação de: H.M online 18/01/2013 às 18:23Falta colocar a engine, o dax esqueceu na ficha rs, mas não faz sentido a gente fazer isso, visto que... o que tem na net é justamente o meu skip title xD, ou seja eu já fiz esse script :P.
Nickname: H.M
Nome do script: Grand Opening
Descrição: Quero testar essa fábrica, e mesmo sabendo que um pular Título já existe, quero ver o que vocês vão fazer.
Características: Um script simples que pule o titulo e adcione uma imagem.
Imagens: http://2.bp.blogspot.com/_BKAx03Ssg2s/S8cypeern9I/AAAAAAAABmo/R4Pidd4tjHM/s1600/bode.jpg
Referência: Não acho que precise.
Citação de: Worldbites online 18/01/2013 às 18:31Isso não é feito por scripts, e sim um executável externo tem vários na net, por exemplo esse deve encriptar o seu áudio.
Nickname: Worldbites
Nome do script: Encripitador de áudio
Engine: VXA
Descrição: Gostaria que o script encriptasse o áudio do projeto após a criação do executável.
Características: Encriptar o áudio do projeto
Imagens: Acho que não é necessário
Referência: Não necessário.
Citação de: Raizen online 18/01/2013 às 18:26Na verdade, eu queria testar o Dax, pois os seus scripts já sei que são otimos.Citação de: H.M online 18/01/2013 às 18:23Falta colocar a engine, o dax esqueceu na ficha rs, mas não faz sentido a gente fazer isso, visto que... o que tem na net é justamente o meu skip title xD, ou seja eu já fiz esse script :P.
Nickname: H.M
Nome do script: Grand Opening
Descrição: Quero testar essa fábrica, e mesmo sabendo que um pular Título já existe, quero ver o que vocês vão fazer.
Características: Um script simples que pule o titulo e adcione uma imagem.
Imagens: http://2.bp.blogspot.com/_BKAx03Ssg2s/S8cypeern9I/AAAAAAAABmo/R4Pidd4tjHM/s1600/bode.jpg
Referência: Não acho que precise.
Citação de: Dax online 18/01/2013 às 18:55
@Worldbites: Você está usando o script padrão dos outros personagens de seguir o personagem? 'Followes'?
Você que tipo, quando aperta X tecla ele muda de personagem?
#==============================================================================
# • Change Actor Map
#==============================================================================
# Autor: Dax
# Versão: 1.0
# Site: www.dax-soft.webbly.com
# Requerimento: Nenhum
#==============================================================================
# • Descrição: Padrão: Q - :L | W - :R
#------------------------------------------------------------------------------
# Permite mudar o personagem principal, para o próximo, e assim continumante.
# Para mudar as teclas de mudar, basta configurar na variável '@@index_actor', na
# parte que está :L, :R. Para configurar o máximo de seguidos que estão, basta ir
# na parte onde está o número '3'(3 é o número padrão, que representa os 4 herói!)
#==============================================================================
class Scene_Map < Scene_Base
@@index_actor = [0, 0, :L, :R, 3]
alias dax_change_actor_update update
def update
@@index_actor[0] += 1 if Input.trigger?(@@index_actor[2])
@@index_actor[0] -= 1 if Input.trigger?(@@index_actor[3])
@@index_actor[0] = 0 if @@index_actor[0] > @@index_actor[4]
@@index_actor[0] = 3 if @@index_actor[0] < 0
if @@index_actor[1] != @@index_actor[0]
$game_party.swap_order(@@index_actor[0], @@index_actor[1])
@@index_actor[1] = @@index_actor[0]
end
dax_change_actor_update
end
end
# 2 - 2 Herói no grupo
# 3 - 3 Herói no grupo
# 4 - 4 Herói no grupo
$game_party.swap_order(rand(4), rand(4))
# By : Dax - Rickas Coders
NUMBER_ACTOR = 20 # Número de pessoas no grupo de heróis.
# Agora não mecha aqui, se não saber o que irá fazer.
class << BattleManager
alias number_group_hero_rand_setup setup
def setup(*args, &block)
$game_party.swap_order(rand(NUMBER_ACTOR+1), rand(NUMBER_ACTOR+1))
number_group_hero_rand_setup(*args, &block)
end
end
#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Menu Engine v1.07
# -- Last Updated: 2012.01.03
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-AceMenuEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.03 - Compatibility Update: Ace Item Menu
# 2012.01.01 - Compatibility Update: Kread-EX's Synthesis
# - Compatibility Update: Kread-EX's Grathnode Install
# - Compatibility Update: Yami's Slot Battle
# 2011.12.23 - Script efficiency optimized.
# 2011.12.19 - Compatibility Update: Class System
# 2011.12.15 - Updated for better menu MP/TP gauge management.
# 2011.12.13 - Compatibility Update: Ace Equip Engine
# 2011.12.07 - Update to allow for switches to also hide custom commands.
# 2011.12.06 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# The menu system in RPG Maker VX Ace is great. However, it lacks the user
# customization that RPG Maker 2003 allowed. With this script, you can add,
# remove, and rearrange menu commands as you see fit. In addition to that, you
# can add in menu commands that lead to common events or even custom commands
# provided through other scripts.
#
# This script also provides window appearance management such as setting almost
# all command windows to be center aligned or changing the position of the
# help window. You can also opt to show the TP Gauge in the main menu as well
# as in the skill menu.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# Edit the settings in the module below as you see fit.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module MENU
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Menu Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This changes the way menus appear in your game. You can change their
# alignment, and the location of the help window, Note that any non-Yanfly
# Engine Ace scripts may not conform to these menu styles.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HELP_WINDOW_LOCATION = 0 # 0-Top, 1-Middle, 2-Bottom.
COMMAND_WINDOW_ALIGN = 0 # 0-Left, 1-Middle, 2-Right.
# These settings below adjust the visual appearance of the main menu.
# Change the settings as you see fit.
MAIN_MENU_ALIGN = 0 # 0-Left, 1-Middle, 2-Right.
MAIN_MENU_RIGHT = true # false-Left, true-Right.
MAIN_MENU_ROWS = 10 # Maximum number of rows for main menu.
DRAW_TP_GAUGE = false # If true, draws TP in the main menu.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Main Menu Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the main menu, the order at which commands appear,
# what text is displayed, and what the commands are linked to. Here's a
# list of which commands do what:
#
# -------------------------------------------------------------------------
# :command Description
# -------------------------------------------------------------------------
# :item Opens up the item menu. Default menu item.
# :skill Opens up the skill menu. Default menu item.
# :equip Opens up the equip menu. Default menu item.
# :status Opens up the status menu. Default menu item.
# :formation Lets player manage party. Default menu item.
# :save Opens up the save menu. Default menu item.
# :game_end Opens up the shutdown menu. Default menu item.
#
# :class Requires YEA - Class System
#
# :gogototori Requires Kread-EX's Go Go Totori! Synthesis
# :grathnode Requires Kread-EX's Grathnote Install
# :sslots Requires Yami's YSA - Slot Battle
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMANDS =[
:item, # Opens up the item menu. Default menu item.
:skill, # Opens up the skill menu. Default menu item.
:equip, # Opens up the equip menu. Default menu item.
# Requires YEA - Class System.
:status, # Opens up the status menu. Default menu item.
:formation, # Lets player manage party. Default menu item.
:event_1, # Launches Common Event 1. Common Event Command.
# Launches Common Event 2. Common Event Command.
# Opens up debug menu. Custom Command.
# Opens up a shop to pawn items. Custom Command.
:save, # Opens up the save menu. Default menu item.
:game_end, # Opens up the shutdown menu. Default menu item.
] # Do not remove this.
#--------------------------------------------------------------------------
# - Common Event Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# If you insert one of the following commands into the COMMANDS array, the
# player can trigger a common event to launch. You can disable certain
# commands in the menu by binding them to a switch. If you don't want to
# disable them, set the switch to 0 and it will always be enabled. The
# ShowSwitch will prevent a command from appear if that switch is false.
# Set it to 0 for it to have no impact.
#--------------------------------------------------------------------------
COMMON_EVENT_COMMANDS ={
# :command => ["Display Name", EnableSwitch, ShowSwitch, Event ID],
:event_1 => [ "Limit", 11, 0, 1],
:event_2 => [ "Synthesis", 0, 0, 2],
} # Do not remove this.
#--------------------------------------------------------------------------
# - Custom Commands -
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# For those who use scripts that may lead to other menu scenes, use this
# hash to manage custom commands that run specific script calls. You can
# disable certain commands in the menu by binding them to a switch. If you
# don't want to disable them, set the switch to 0. The ShowSwitch will
# prevent a command from appear if that switch is false. Set it to 0 for
# it to have no impact.
#--------------------------------------------------------------------------
CUSTOM_COMMANDS ={
# :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
:debug => [ "Debug", 0, 0, :command_debug],
:shop => [ "Shop", 12, 0, :command_shop],
:gogototori => ["Synthesis", 0, 0, :command_totori],
:grathnode => [ "Grathnode", 0, 0, :command_install],
} # Do not remove this.
end # MENU
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ■ Window_MenuCommand
#------------------------------------------------------------------------------
# This class is kept towards the top of the script to provide easier access.
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# overwrite method: make_command_list
#--------------------------------------------------------------------------
def make_command_list
for command in YEA::MENU::COMMANDS
case command
#--- Default Commands ---
when :item
add_command(Vocab::item, :item, main_commands_enabled)
when :skill
add_command(Vocab::skill, :skill, main_commands_enabled)
when :equip
add_command(Vocab::equip, :equip, main_commands_enabled)
when :status
add_command(Vocab::status, :status, main_commands_enabled)
when :formation
add_formation_command
when :save
add_original_commands
add_save_command
when :game_end
add_game_end_command
#--- Yanfly Engine Ace Commands ---
when :class
next unless $imported["YEA-ClassSystem"]
add_class_command
#--- Imported Commands ---
when :sslots
next unless $imported["YSA-SlotBattle"]
add_sslots_command
when :grathnode
next unless $imported["KRX-GrathnodeInstall"]
process_custom_command(command)
when :gogototori
next unless $imported["KRX-AlchemicSynthesis"]
process_custom_command(command)
#--- Imported Commands ---
else
process_common_event_command(command)
process_custom_command(command)
end
end
end
#--------------------------------------------------------------------------
# new method: process_common_event_command
#--------------------------------------------------------------------------
def process_common_event_command(command)
return unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
show = YEA::MENU::COMMON_EVENT_COMMANDS[command][2]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = YEA::MENU::COMMON_EVENT_COMMANDS[command][0]
switch = YEA::MENU::COMMON_EVENT_COMMANDS[command][1]
ext = YEA::MENU::COMMON_EVENT_COMMANDS[command][3]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command, enabled, ext)
end
#--------------------------------------------------------------------------
# new method: process_custom_command
#--------------------------------------------------------------------------
def process_custom_command(command)
return unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
show = YEA::MENU::CUSTOM_COMMANDS[command][2]
continue = show <= 0 ? true : $game_switches[show]
return unless continue
text = YEA::MENU::CUSTOM_COMMANDS[command][0]
switch = YEA::MENU::CUSTOM_COMMANDS[command][1]
enabled = switch <= 0 ? true : $game_switches[switch]
add_command(text, command, enabled)
end
end # Window_MenuCommand
#==============================================================================
# ■ Menu
#==============================================================================
module Menu
#--------------------------------------------------------------------------
# self.help_window_location
#--------------------------------------------------------------------------
def self.help_window_location
return YEA::MENU::HELP_WINDOW_LOCATION
end
#--------------------------------------------------------------------------
# self.command_window_align
#--------------------------------------------------------------------------
def self.command_window_align
return YEA::MENU::COMMAND_WINDOW_ALIGN
end
#--------------------------------------------------------------------------
# self.main_menu_align
#--------------------------------------------------------------------------
def self.main_menu_align
return YEA::MENU::MAIN_MENU_ALIGN
end
#--------------------------------------------------------------------------
# self.main_menu_right
#--------------------------------------------------------------------------
def self.main_menu_right
return YEA::MENU::MAIN_MENU_RIGHT
end
end # Menu
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# new method: draw_mp?
#--------------------------------------------------------------------------
def draw_mp?
return true unless draw_tp?
for skill in skills
next unless added_skill_types.include?(skill.stype_id)
return true if skill.mp_cost > 0
end
return false
end
#--------------------------------------------------------------------------
# new method: draw_tp?
#--------------------------------------------------------------------------
def draw_tp?
return false unless $data_system.opt_display_tp
for skill in skills
next unless added_skill_types.include?(skill.stype_id)
return true if skill.tp_cost > 0
end
return false
end
end # Game_Actor
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This command window appears on the menu screen.
#==============================================================================
class Window_Base < Window
def full_health_color; text_color(24); end; # Full Health Color
#--------------------------------------------------------------------------
# * Get HP Text Color
#--------------------------------------------------------------------------
def hp_color(actor)
return knockout_color if actor.hp == 0
return crisis_color if actor.hp < actor.mhp / 4
return full_health_color if actor.hp == actor.mhp
return normal_color
end
#--------------------------------------------------------------------------
# * Get MP Text Color
#--------------------------------------------------------------------------
def mp_color(actor)
return crisis_color if actor.mp < actor.mmp / 4
return full_health_color if actor.mp == actor.mmp
return normal_color
end
#--------------------------------------------------------------------------
# * Draw Name
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y, width = 112)
if actor.hp == actor.mhp
contents.font.size = 18
change_color(normal_color)
draw_text(x, y, width, line_height, actor.name)
else
contents.font.size = 18
change_color(hp_color(actor))
draw_text(x, y, width, line_height, actor.name)
end
end
#--------------------------------------------------------------------------
# * Draw HP
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 224)
change_color(normal_color)
contents.font.size = 18
draw_text(x, y, 34, line_height, Vocab::hp_a)
draw_current_and_max_values(x - 75 , y, 194, actor.hp, actor.mhp,
hp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# * Draw MP
#--------------------------------------------------------------------------
def draw_actor_mp(actor, x, y, width = 124)
change_color(normal_color)
contents.font.size = 18
draw_text(x, y, 33, line_height, Vocab::mp_a)
draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
mp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# * Desenho do nível
# actor : herói
# x : coordenada X
# y : coordenada Y
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
change_color(normal_color)
contents.font.size = 22
draw_text(x + 3, y + 5, 32, line_height, Vocab::level_a)
change_color(normal_color)
contents.font.size = 24
draw_text(x + 30, y + 4, 32, line_height, actor.level, 2)
end
#--------------------------------------------------------------------------
# * Desenho da classe
# actor : herói
# x : coordenada X
# y : coordenada Y
# width : largura
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y, width = 112)
change_color(normal_color)
contents.font.size = 18
draw_text(x, y, width, line_height, actor.class.name)
line_y = y + line_height / 2 - 1
contents.fill_rect(0, line_y + 65, contents_width, 2, line_color)
end
#--------------------------------------------------------------------------
# * Desenho do segundo nome
# actor : herói
# x : coordenada X
# y : coordenada Y
# width : largura
#--------------------------------------------------------------------------
def draw_actor_nickname(actor, x, y, width = 180)
change_color(normal_color)
contents.font.size = 18
draw_text(x, y, width, line_height, actor.nickname)
line_y = y + line_height / 2 - 1
contents.fill_rect(0, line_y + 28, contents_width, 2, line_color)
end
end #Window_Base
def line_color
color = normal_color
color.alpha = 48
color
end
#==============================================================================
# ■ Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# overwrite method: alignment
#--------------------------------------------------------------------------
def alignment
return Menu.command_window_align
end
end # Window_Command
#==============================================================================
# ■ Window_MenuCommand
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: init_command_position
#--------------------------------------------------------------------------
class <<self; alias init_command_position_ame init_command_position; end
def self.init_command_position
init_command_position_ame
@@last_command_oy = nil
end
#--------------------------------------------------------------------------
# overwrite method: visible_line_number
#--------------------------------------------------------------------------
def visible_line_number
return [[item_max, YEA::MENU::MAIN_MENU_ROWS].min, 1].max
end
#--------------------------------------------------------------------------
# overwrite method: alignment
#--------------------------------------------------------------------------
def alignment
return Menu.main_menu_align
end
#--------------------------------------------------------------------------
# alias method: process_ok
#--------------------------------------------------------------------------
alias window_menucommand_process_ok_ame process_ok
def process_ok
@@last_command_oy = self.oy
window_menucommand_process_ok_ame
end
#--------------------------------------------------------------------------
# alias method: select_last
#--------------------------------------------------------------------------
alias window_menucommand_select_last_ame select_last
def select_last
window_menucommand_select_last_ame
self.oy = @@last_command_oy unless @@last_command_oy.nil?
@@last_command_oy = nil
end
end # Window_MenuCommand
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias scene_menu_start_ame start
def start
scene_menu_start_ame
relocate_windows
end
#--------------------------------------------------------------------------
# new method: relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
return unless Menu.main_menu_right
@command_window.x = Graphics.width - @command_window.width
@gold_window.x = Graphics.width - @gold_window.width
@status_window.x = 0
end
end # Scene_Menu
#==============================================================================
# ■ Scene_Item
#==============================================================================
class Scene_Item < Scene_ItemBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias scene_item_start_ame start
def start
scene_item_start_ame
return if $imported["YEA-ItemMenu"]
relocate_windows
end
#--------------------------------------------------------------------------
# new method: relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@category_window.y = @help_window.height
@item_window.y = @category_window.y + @category_window.height
when 1 # Middle
@category_window.y = 0
@help_window.y = @category_window.height
@item_window.y = @help_window.y + @help_window.height
else # Bottom
@category_window.y = 0
@item_window.y = @category_window.height
@help_window.y = @item_window.y + @item_window.height
end
if $imported["YEA-ItemMenu"]
@types_window.y = @category_window.y
@status_window.y = @category_window.y
end
end
end # Scene_Item
#==============================================================================
# ■ Scene_Skill
#==============================================================================
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias scene_skill_start_ame start
def start
scene_skill_start_ame
relocate_windows
end
#--------------------------------------------------------------------------
# new method: relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@command_window.y = @help_window.height
@status_window.y = @help_window.height
@item_window.y = @status_window.y + @status_window.height
when 1 # Middle
@command_window.y = 0
@status_window.y = 0
@help_window.y = @status_window.y + @status_window.height
@item_window.y = @help_window.y + @help_window.height
else # Bottom
@command_window.y = 0
@status_window.y = 0
@item_window.y = @status_window.y + @status_window.height
@help_window.y = @item_window.y + @item_window.height
end
end
end # Scene_Skill
#==============================================================================
# ■ Scene_Equip
#==============================================================================
class Scene_Equip < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: start
#--------------------------------------------------------------------------
alias scene_equip_start_ame start
def start
scene_equip_start_ame
relocate_windows
relocate_aee_windows
end
#--------------------------------------------------------------------------
# new method: relocate_windows
#--------------------------------------------------------------------------
def relocate_windows
return if $imported["YEA-AceEquipEngine"]
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@status_window.y = @help_window.height
@command_window.y = @help_window.height
@slot_window.y = @command_window.y + @command_window.height
@item_window.y = @slot_window.y + @slot_window.height
when 1 # Middle
@status_window.y = 0
@command_window.y = 0
@slot_window.y = @command_window.y + @command_window.height
@help_window.y = @slot_window.y + @slot_window.height
@item_window.y = @help_window.y + @help_window.height
else # Bottom
@status_window.y = 0
@command_window.y = 0
@slot_window.y = @command_window.y + @command_window.height
@item_window.y = @slot_window.y + @slot_window.height
@help_window.y = @item_window.y + @item_window.height
end
end
#--------------------------------------------------------------------------
# new method: relocate_aee_windows
#--------------------------------------------------------------------------
def relocate_aee_windows
return unless $imported["YEA-AceEquipEngine"]
case Menu.help_window_location
when 0 # Top
@help_window.y = 0
@command_window.y = @help_window.height
@slot_window.y = @command_window.y + @command_window.height
when 1 # Middle
@command_window.y = 0
@help_window.y = @command_window.height
@slot_window.y = @help_window.y + @help_window.height
else # Bottom
@command_window.y = 0
@slot_window.y = @command_window.height
@help_window.y = @slot_window.y + @slot_window.height
end
@actor_window.y = @command_window.y
@item_window.y = @slot_window.y
@status_window.y = @slot_window.y
end
end # Scene_Equip
#==============================================================================
# ■ Scene_Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias scene_menu_create_command_window_ame create_command_window
def create_command_window
scene_menu_create_command_window_ame
process_common_event_commands
process_custom_commands
end
#--------------------------------------------------------------------------
# new method: process_common_event_commands
#--------------------------------------------------------------------------
def process_common_event_commands
for command in YEA::MENU::COMMANDS
next unless YEA::MENU::COMMON_EVENT_COMMANDS.include?(command)
@command_window.set_handler(command, method(:command_common_event))
end
end
#--------------------------------------------------------------------------
# new method: command_common_event
#--------------------------------------------------------------------------
def command_common_event
event_id = @command_window.current_ext
return return_scene if event_id.nil?
return return_scene if $data_common_events[event_id].nil?
$game_temp.reserve_common_event(event_id)
return_scene
end
#--------------------------------------------------------------------------
# new method: process_custom_commands
#--------------------------------------------------------------------------
def process_custom_commands
for command in YEA::MENU::COMMANDS
next unless YEA::MENU::CUSTOM_COMMANDS.include?(command)
called_method = YEA::MENU::CUSTOM_COMMANDS[command][3]
@command_window.set_handler(command, method(called_method))
end
end
#--------------------------------------------------------------------------
# new method: command_debug
#--------------------------------------------------------------------------
def command_debug
SceneManager.call(Scene_Debug)
end
#--------------------------------------------------------------------------
# new method: command_shop
#--------------------------------------------------------------------------
def command_shop
goods = []
SceneManager.call(Scene_Shop)
SceneManager.scene.prepare(goods, false)
end
#--------------------------------------------------------------------------
# new method: command_totori
#--------------------------------------------------------------------------
def command_totori
return unless $imported['KRX-AlchemicSynthesis']
SceneManager.call(Scene_Alchemy)
end
end # Scene_Menu
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Citação de: Dax online 18/01/2013 às 21:37Desculpe só pude testar o script agora, infelizmente não é o resultado que esperava, por exemplo você tem um personagem no grupo e encontra outro (sua posição fica no mapa indepedentemente do jogador) e pode alterar entre eles a posição onde estão mudam.
@@Worldbites: Não entendi muito bem a parte de cada um fazer movimentos próprios, mais eu fiz um aqui, caso não seja como você quer, por favor não se intimida pode pedir outro script!Código Selecionar#==============================================================================
# • Change Actor Map
#==============================================================================
# Autor: Dax
# Versão: 1.0
# Site: www.dax-soft.webbly.com
# Requerimento: Nenhum
#==============================================================================
# • Descrição: Padrão: Q - :L | W - :R
#------------------------------------------------------------------------------
# Permite mudar o personagem principal, para o próximo, e assim continumante.
# Para mudar as teclas de mudar, basta configurar na variável '@@index_actor', na
# parte que está :L, :R. Para configurar o máximo de seguidos que estão, basta ir
# na parte onde está o número '3'(3 é o número padrão, que representa os 4 herói!)
#==============================================================================
class Scene_Map < Scene_Base
@@index_actor = [0, 0, :L, :R, 3]
alias dax_change_actor_update update
def update
@@index_actor[0] += 1 if Input.trigger?(@@index_actor[2])
@@index_actor[0] -= 1 if Input.trigger?(@@index_actor[3])
@@index_actor[0] = 0 if @@index_actor[0] > @@index_actor[4]
@@index_actor[0] = 3 if @@index_actor[0] < 0
if @@index_actor[1] != @@index_actor[0]
$game_party.swap_order(@@index_actor[0], @@index_actor[1])
@@index_actor[1] = @@index_actor[0]
end
dax_change_actor_update
end
end
Citação de: Dax online 30/01/2013 às 10:13Já estaria ótimo. Novo pedido
@Worldbites : Bom cara, por o seu pedido ser complexo, eu posso somente faze-lo personalizado, único para você. Tipo eu posso fazer o script somente para funcionar com 2 jogadores.
Citação de: Mangekyou online 18/03/2013 às 15:382 vezes para o lado significa, que não terá o shift certo? e ai os 2 cliques que indicam se começa a correr ou não?
Nickname:Mangekyou
Nome do script:Stand/Walk/Run
Engine:RMVXA
Descrição:Um sistema de movimento customizado ou seja quando parado animação parada , andando , e se apertar duas vezes para o lado animação correndo.
Características:Irá trocar de gráficos a cada tipo de animação porém acho que não precisarei postar até por que estou usando o multi frames do Raizen.
Imagens:
Referência: Tenho uma referência que é uma versão do meu pedido para rmvxSpoiler
http://www.rpgmakervx.net/index.php?showtopic=362 (http://www.rpgmakervx.net/index.php?showtopic=362)[close]