Ajuda com tamanho de janela de quest

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hategum rpg

Tópico criado em: 19/03/2015 às 16:30 - Última modificação por hategum rpg em 19/03/2015 às 16:58

Eu não sei...

Mas vou aproveitar esse tópico para perguntar como deixo a janela no tamanho (640,480)?
ou pelo menos deixa-la no centro dessa configuração...
Código: [Selecionar]
#==============================================================================#
#                            VMS - Quest_List                             #
#------------------------------------------------------------------------------#
# To : RMB                      By : DeadMaker               Date : 12/06/2012 #
#==============================================================================#
#                ~Não poste ou modifique o script sem permissão~               #
#------------------------------------------------------------------------------#
#                                  Comandos :                                  #
#------------------------------------------------------------------------------#
#                                                                              #
#  $game_system.add_new_quest(id da quest)    #=> Adiciona nova quest          #
#                                                                              #
#  $game_system.quest_complete(nome da quest) #=> Completa quest manualmente   #
#                                                                              #
#  vms_check_quest(id da quest)       #=> Dar premio da quest completa         #
#                                                                              #
#  quest_has_complete?(nome da quest) #=> Apenas chechar se quest foi completa #
#                                                                              #
#==============================================================================#
# Dúvidas ? Acesse : http://www.rpgmakerbrasil.net/forum/profile/?u=54         #
#------------------------------------------------------------------------------#
# Me envie uma MP que ajudarei ;)                                              #
#==============================================================================#

class Game_System
 
attr_accessor :vms_quests_add

attr_accessor :vms_quests_sta

  def add_new_quest(id)
    $game_system.vms_quests_add.push(Vms_Quests_Add::Quests_List[id])
    $game_system.vms_quests_sta[id] = Vms_Quests_Config::Course_Text
  end
 
  def quest_complete(name)
    maker = 0
    for i in $game_system.vms_quests_add
      maker += 1
      range = i
      if range["Quest_Name"] == name
        $game_system.vms_quests_sta[maker-1] = Vms_Quests_Config::Complete_Text
      end
    end
  end
 
  def vms_quest_give_prize(id)
    quest_data = Vms_Quests_Add::Quests_List[id]
    quest_required = quest_data["Required_Items"]
    quest_gain = quest_data["Quest_Prizes"]
    for i in quest_gain
      case i[0]
      when "I"
        $game_party.gain_item($data_items[i[1]],i[2])
      when "A"
        $game_party.gain_item($data_armors[i[1]],i[2])
      when "W"
        $game_party.gain_item($data_weapons[i[1]],i[2])
      when "E"
        $game_party.members[0].gain_exp(i[1])
      end
    end
    for z in quest_required
      case z[0]
      when "I"
        $game_party.lose_item($data_items[z[1]],z[2])
      when "A"
        $game_party.lose_item($data_armors[z[1]],z[2])
      when "W"
        $game_party.lose_item($data_weapons[z[1]],z[2])
      end
    end
  end
 
end

class Game_Interpreter
 
  def vms_check_quest(id)
    make = id
    quest_data = Vms_Quests_Add::Quests_List[id]
    quest_required = quest_data["Required_Items"]
    quest_swtich = quest_data["Required_Switches"]
    quest_variable = quest_data["Required_Variable"]
    quest_name = quest_data["Quest_Name"]
    for i in quest_required
      case i[0]
      when "I"
        object = $data_items[i[1]]
      when "W"
        object = $data_weapons[i[1]]
      when "A"
        object = $data_armors[i[1]]
      when "T"
        object = "Text"
      end
      if object != "Text"
        if $game_party.has_item?(object,i[3])
          $game_system.vms_quests_sta[id] = Vms_Quests_Config::Complete_Text
        else
          $game_system.vms_quests_sta[id] = Vms_Quests_Config::Course_Text
        end
      end
    end
    if quest_swtich != nil
      if $game_switches[quest_swtich] == true
        $game_system.vms_quests_sta[id] = Vms_Quests_Config::Complete_Text
      else
        $game_system.vms_quests_sta[id] = Vms_Quests_Config::Course_Text
      end
    end
    if quest_variable != nil
      if $game_variables[quest_variable[0]] >= quest_variable[1]
        $game_system.vms_quests_sta[id] = Vms_Quests_Config::Complete_Text
      else
        $game_system.vms_quests_sta[id] = Vms_Quests_Config::Course_Text
      end
    end
    if $game_system.vms_quests_sta[id] == Vms_Quests_Config::Complete_Text
      $game_system.vms_quest_give_prize(make)
    else
      return false
    end
  end
 
  def quest_has_complete?(name)
    maker = 0
    for i in $game_system.vms_quests_add
      maker += 1
      range = i
      if range["Quest_Name"] == name
        if $game_system.vms_quests_sta[maker-1] == Vms_Quests_Config::Complete_Text
          return true
        else
          return false
        end
      end
    end
  end
 
end

class Vms_Quest_Book < Scene_Base
 
  def start
    super
    create_background
    create_quest_commands
    create_view_windows
    create_quest_windows
    update
  end
 
  def create_background
    if Vms_Quests_Config::Map_Background == true
      @background = Sprite.new
      @background.bitmap = SceneManager.background_bitmap
    end
  end
 
  def create_quest_commands
    @command = Vms_Quest_Book_Command.new
    @command.set_handler(:cancel,     method(:vms_return))
  end
 
  def create_view_windows
    @title = Vms_Window_Title_Quest.new
    @progress = Vms_Window_Progress_Quest.new
    @status = Vms_Window_Status_Quest.new
  end
 
  def create_quest_windows
    @window = Vms_Window_Book_Quest.new
  end
 
  def update
    super
    @window.refresh(@command.index)
    @status.refresh(@command.index)
  end
 
  def vms_go_to
    SceneManager.return
  end
 
  def vms_return
    SceneManager.return
  end
 
  def terminate
    super
  end
 
end

class Vms_Quest_Book_Command < Window_Command
 
include Vms_Quests_Add

include Vms_Quests_Config

  def initialize
    super(0, 48)
  end

  def window_width
    return 200
  end
 
  def window_height
    return 320
  end

  def visible_line_number
    $game_system.vms_quests_add.compact.size
  end
 
  def make_command_list
    if $game_system.vms_quests_add.compact.size == 0
      add_command(No_Quest_Text, nil)
    else
      for z in 0..$game_system.vms_quests_add.compact.size-1
        range = $game_system.vms_quests_add.compact[z]
        add_command(range["Quest_Name"], nil)
      end
    end
  end
 
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end

  def select_last
    select_symbol(@@last_command_symbol)
  end
 
end

class Vms_Window_Book_Quest < Window_Base
 
include Vms_Quests_Config

include Vms_Quests_Add

  def initialize
    super(200, 48, 344, 368)
    refresh(0)
  end
 
  def refresh(id)
    self.contents.clear
    if $game_system.vms_quests_add.compact.size > 0
    range = $game_system.vms_quests_add.compact[id]
    list = range
    self.contents.font.size = 22
    change_color(Requeriment_Text_Color)
    draw_text(85, (line_height *  7) - 5, 150, line_height, Requeriment_Text,1)
    change_color(Prize_Color)
    draw_text(88, (line_height *  11) - 5, 150, line_height, Prize_Text,1)
    change_color(Quest_Name_Color)
    plus_icon = contents.text_size(list["Quest_Name"]).width
    x = (344 / 2) - (plus_icon / 2) - 6
    draw_text(x, 0, 280, line_height, list["Quest_Name"])
    draw_icon(list["Quest_Icon"], x - 28, -1)
    change_color(Local_Text_Color)
    l_text_w = contents.text_size(Local_Text).width
    draw_text(30, (line_height *  6) - 12, l_text_w+10, line_height, Local_Text)
    draw_icon(list["Local_Icon"], 0, (line_height *  6) - 12)
    self.contents.font.size = 18
    change_color(normal_color)
    draw_text(l_text_w + 28, (line_height *  6) - 11, 150, line_height, list["Quest_Local"])
    vqb = 0
    for n in list["Quest_Text"]
      vqb += 1
      place = contents.text_size(n).width
      draw_text(0, (line_height * vqb)+10, place+10, line_height, n)
    end
    r = 8 ; p = 12
    line = space = 0
    check = list["Required_Items"]
    market = check[0]
    if market[0] != "T"
      for i in check
        line += 1
        if line == 3
          space += 3
          r += 1
        end
        case i[0]
          when "I"
          object = $data_items[i[1]]
          when "A"
          object = $data_armors[i[1]]
          when "W"
          object = $data_weapons[i[1]]
        end
        if line == 1 or line == 3
          make_icon(0,(line_height *  r),object.icon_index,space)
          make_text(27,(line_height *  r),object.name,space,i[2])
        elsif line == 2 or line == 4
          make_icon(162,(line_height *  r),object.icon_index,space)
          make_text(189,(line_height *  r),object.name,space,i[2])
        end
      end
    else
      medit = contents.text_size(market[1]).width
      draw_text(0, (line_height*8) + 18, medit+10, line_height, market[1])
      if list["Required_Variable"] != nil
        place_up = list["Required_Variable"]
        var = $game_variables[place_up[0]] ; var_tol = place_up[1]
        draw_text(medit+2,(line_height*8)+18,100,line_height,"("+"#{var}"+"/"+"#{var_tol}"+")")
      end
    end
    line = space = 0
    for z in list["Quest_Prizes"]
      line += 1
      if line == 3
        space += 3
        p += 1
      end
      case z[0]
        when "I"
        object2 = $data_items[z[1]]
        when "A"
        object2 = $data_armors[z[1]]
        when "W"
        object2 = $data_weapons[z[1]]
      end
      if line == 1 or line == 3
        if z[0] == "E"
          make_icon(0,(line_height *  p),Experience_Icon,space)
          make_exp_text(27,(line_height *  p),Experience_Text,space,z[1])
        else
          make_icon(0,(line_height *  p),object2.icon_index,space)
          make_text(27,(line_height *  p),object2.name,space,z[2])
        end
      elsif line == 2 or line == 4
        if z[0] == "E"
          make_icon(162,(line_height *  p),Experience_Icon,space)
          make_exp_text(189,(line_height *  p),Experience_Text,space,z[1])
        else
          make_icon(162,(line_height *  p),object2.icon_index,space)
          make_text(189,(line_height *  p),object2.name,space,z[2])
        end
      end
    end ; end
  end
 
  def make_icon(x,y,obj,space)
    draw_icon(obj, x, y + space)
  end
 
  def make_text(x,y,obj,space,number)
    draw_text(x, y + space, 145, line_height+8, obj + " x " + "#{number}")
  end
 
  def make_exp_text(x,y,obj,space,number)
    change_color(Exp_Text_Color)
    width = contents.text_size(obj).width
    draw_text(x, y + space, width+10, line_height+8, obj)
    change_color(normal_color)
    w2 = contents.text_size("#{number}").width
    draw_text(x + width, y + space, w2+10, line_height+8, "#{number}")
  end
 
end

class Scene_Map
 
alias vms_quest_book_create_main main

  def main
    $game_system.vms_quests_add = [] if $game_system.vms_quests_add == nil
    $game_system.vms_quests_sta = [] if $game_system.vms_quests_sta == nil
    vms_quest_book_create_main
  end
 
end

class Vms_Window_Title_Quest < Window_Base
 
include Vms_Quests_Config

  def initialize
    super(200, 0, 344, 48)
    refresh
  end
 
  def refresh
    self.contents.clear
    change_color(Title_Color)
    width = contents.text_size(Title_Text).width
    x = (344 / 2) - (width / 2) - 12
    draw_text(x, 0, width+10, line_height, Title_Text)
  end
 
end

class Vms_Window_Status_Quest < Window_Base
 
include Vms_Quests_Config

  def initialize
    super(0, 368, 200, 48)
    refresh(0)
  end
 
  def refresh(id)
    self.contents.clear
    self.contents.font.size = 20
    change_color(Status_Text_Color)
    width = contents.text_size(Status_Text).width
    draw_text(0, 2, width+10, line_height, Status_Text)
    case $game_system.vms_quests_sta.compact[id]
    when Course_Text
      change_color(Course_Text_Color)
    when Complete_Text
      change_color(Complete_Text_Color)
    end
    if $game_system.vms_quests_add.compact.size == 0
      change_color(normal_color)
      draw_text(width+10, 2, 160, line_height, No_Quest_Text)
    end
    draw_text(width+10, 2, 160, line_height, $game_system.vms_quests_sta.compact[id])
  end
 
end

class Vms_Window_Progress_Quest < Window_Base
 
include Vms_Quests_Config

  def initialize
    super(0, 0, 200, 48)
    @percent = []
    refresh
  end
 
  def refresh
    self.contents.clear
    width = contents.text_size(Progress_Text).width
    change_color(Progress_Text_Color)
    draw_text(0, 0, width+10, line_height, Progress_Text)
    total = $game_system.vms_quests_add.compact.size
    for i in $game_system.vms_quests_sta.compact
      @percent.push(1) if i == Complete_Text
    end
    change_color(normal_color)
    if total > 0
      acount = @percent.size * 100 / total
      draw_text(13, 0, 160, line_height, "#{acount}" + "%",2)
    else
      draw_text(13, 0, 160, line_height, "0" + "%",2)
    end
  end
 
end
#==============================================================================#
#                           Fim das Modificações                          #
#------------------------------------------------------------------------------#
Um cara desenvolvendo um jogo de RPG...
"  Faça o melhor que puder em tudo, simples assim."                    
                              - Hategum RPG.

Raizen

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Resposta 1: 19/03/2015 às 16:43

Você reviveu uma pergunta diferente para fazer uma pergunta sua xD.

Aquela pergunta sobre o script do Dead já tem um ano >_>, é melhor criar um tópico para isso do que reviver outro para uma pergunta diferente, mesmo se a pergunta tem relação.

O problema do script do Dead é que ele não usou como parâmetros o tamanho da tela^, então tentei dar um gato aqui, veja se resolve para ti.

Código: [Selecionar]
#==============================================================================#
#                            VMS - Quest_List                             #
#------------------------------------------------------------------------------#
# To : RMB                      By : DeadMaker               Date : 12/06/2012 #
#==============================================================================#
#                ~Não poste ou modifique o script sem permissão~               #
#------------------------------------------------------------------------------#
#                                  Comandos :                                  #
#------------------------------------------------------------------------------#
#                                                                              #
#  $game_system.add_new_quest(id da quest)    #=> Adiciona nova quest          #
#                                                                              #
#  $game_system.quest_complete(nome da quest) #=> Completa quest manualmente   #
#                                                                              #
#  vms_check_quest(id da quest)       #=> Dar premio da quest completa         #
#                                                                              #
#  quest_has_complete?(nome da quest) #=> Apenas chechar se quest foi completa #
#                                                                              #
#==============================================================================#
# Dúvidas ? Acesse : http://www.rpgmakerbrasil.net/forum/profile/?u=54         #
#------------------------------------------------------------------------------#
# Me envie uma MP que ajudarei ;)                                              #
#==============================================================================#

class Game_System
 
attr_accessor :vms_quests_add

attr_accessor :vms_quests_sta

  def add_new_quest(id)
    $game_system.vms_quests_add.push(Vms_Quests_Add::Quests_List[id])
    $game_system.vms_quests_sta[id] = Vms_Quests_Config::Course_Text
  end
 
  def quest_complete(name)
    maker = 0
    for i in $game_system.vms_quests_add
      maker += 1
      range = i
      if range["Quest_Name"] == name
        $game_system.vms_quests_sta[maker-1] = Vms_Quests_Config::Complete_Text
      end
    end
  end
 
  def vms_quest_give_prize(id)
    quest_data = Vms_Quests_Add::Quests_List[id]
    quest_required = quest_data["Required_Items"]
    quest_gain = quest_data["Quest_Prizes"]
    for i in quest_gain
      case i[0]
      when "I"
        $game_party.gain_item($data_items[i[1]],i[2])
      when "A"
        $game_party.gain_item($data_armors[i[1]],i[2])
      when "W"
        $game_party.gain_item($data_weapons[i[1]],i[2])
      when "E"
        $game_party.members[0].gain_exp(i[1])
      end
    end
    for z in quest_required
      case z[0]
      when "I"
        $game_party.lose_item($data_items[z[1]],z[2])
      when "A"
        $game_party.lose_item($data_armors[z[1]],z[2])
      when "W"
        $game_party.lose_item($data_weapons[z[1]],z[2])
      end
    end
  end
 
end

class Game_Interpreter
 
  def vms_check_quest(id)
    make = id
    quest_data = Vms_Quests_Add::Quests_List[id]
    quest_required = quest_data["Required_Items"]
    quest_swtich = quest_data["Required_Switches"]
    quest_variable = quest_data["Required_Variable"]
    quest_name = quest_data["Quest_Name"]
    for i in quest_required
      case i[0]
      when "I"
        object = $data_items[i[1]]
      when "W"
        object = $data_weapons[i[1]]
      when "A"
        object = $data_armors[i[1]]
      when "T"
        object = "Text"
      end
      if object != "Text"
        if $game_party.has_item?(object,i[3])
          $game_system.vms_quests_sta[id] = Vms_Quests_Config::Complete_Text
        else
          $game_system.vms_quests_sta[id] = Vms_Quests_Config::Course_Text
        end
      end
    end
    if quest_swtich != nil
      if $game_switches[quest_swtich] == true
        $game_system.vms_quests_sta[id] = Vms_Quests_Config::Complete_Text
      else
        $game_system.vms_quests_sta[id] = Vms_Quests_Config::Course_Text
      end
    end
    if quest_variable != nil
      if $game_variables[quest_variable[0]] >= quest_variable[1]
        $game_system.vms_quests_sta[id] = Vms_Quests_Config::Complete_Text
      else
        $game_system.vms_quests_sta[id] = Vms_Quests_Config::Course_Text
      end
    end
    if $game_system.vms_quests_sta[id] == Vms_Quests_Config::Complete_Text
      $game_system.vms_quest_give_prize(make)
    else
      return false
    end
  end
 
  def quest_has_complete?(name)
    maker = 0
    for i in $game_system.vms_quests_add
      maker += 1
      range = i
      if range["Quest_Name"] == name
        if $game_system.vms_quests_sta[maker-1] == Vms_Quests_Config::Complete_Text
          return true
        else
          return false
        end
      end
    end
  end
 
end

class Vms_Quest_Book < Scene_Base
 
  def start
    super
    create_background
    create_quest_commands
    create_view_windows
    create_quest_windows
    update
  end
 
  def create_background
    if Vms_Quests_Config::Map_Background == true
      @background = Sprite.new
      @background.bitmap = SceneManager.background_bitmap
    end
  end
 
  def create_quest_commands
    @command = Vms_Quest_Book_Command.new
    @command.set_handler(:cancel,     method(:vms_return))
  end
 
  def create_view_windows
    @title = Vms_Window_Title_Quest.new
    @progress = Vms_Window_Progress_Quest.new
    @status = Vms_Window_Status_Quest.new
  end
 
  def create_quest_windows
    @window = Vms_Window_Book_Quest.new
  end
 
  def update
    super
    @window.refresh(@command.index)
    @status.refresh(@command.index)
  end
 
  def vms_go_to
    SceneManager.return
  end
 
  def vms_return
    SceneManager.return
  end
 
  def terminate
    super
  end
 
end

class Vms_Quest_Book_Command < Window_Command
 
include Vms_Quests_Add

include Vms_Quests_Config

  def initialize
    super(0, 50)
  end

  def window_width
    return 200
  end
 
  def window_height
    return 380
  end

  def visible_line_number
    $game_system.vms_quests_add.compact.size
  end
 
  def make_command_list
    if $game_system.vms_quests_add.compact.size == 0
      add_command(No_Quest_Text, nil)
    else
      for z in 0..$game_system.vms_quests_add.compact.size-1
        range = $game_system.vms_quests_add.compact[z]
        add_command(range["Quest_Name"], nil)
      end
    end
  end
 
  def process_ok
    @@last_command_symbol = current_symbol
    super
  end

  def select_last
    select_symbol(@@last_command_symbol)
  end
 
end

class Vms_Window_Book_Quest < Window_Base
 
include Vms_Quests_Config

include Vms_Quests_Add

  def initialize
    super(200, 50, 344, 430)
    refresh(0)
  end
 
  def refresh(id)
    self.contents.clear
    if $game_system.vms_quests_add.compact.size > 0
    range = $game_system.vms_quests_add.compact[id]
    list = range
    self.contents.font.size = 22
    change_color(Requeriment_Text_Color)
    draw_text(85, (line_height *  7) - 5, 150, line_height, Requeriment_Text,1)
    change_color(Prize_Color)
    draw_text(88, (line_height *  11) - 5, 150, line_height, Prize_Text,1)
    change_color(Quest_Name_Color)
    plus_icon = contents.text_size(list["Quest_Name"]).width
    x = (344 / 2) - (plus_icon / 2) - 6
    draw_text(x, 0, 280, line_height, list["Quest_Name"])
    draw_icon(list["Quest_Icon"], x - 28, -1)
    change_color(Local_Text_Color)
    l_text_w = contents.text_size(Local_Text).width
    draw_text(30, (line_height *  6) - 12, l_text_w+10, line_height, Local_Text)
    draw_icon(list["Local_Icon"], 0, (line_height *  6) - 12)
    self.contents.font.size = 18
    change_color(normal_color)
    draw_text(l_text_w + 28, (line_height *  6) - 11, 150, line_height, list["Quest_Local"])
    vqb = 0
    for n in list["Quest_Text"]
      vqb += 1
      place = contents.text_size(n).width
      draw_text(0, (line_height * vqb)+10, place+10, line_height, n)
    end
    r = 8 ; p = 12
    line = space = 0
    check = list["Required_Items"]
    market = check[0]
    if market[0] != "T"
      for i in check
        line += 1
        if line == 3
          space += 3
          r += 1
        end
        case i[0]
          when "I"
          object = $data_items[i[1]]
          when "A"
          object = $data_armors[i[1]]
          when "W"
          object = $data_weapons[i[1]]
        end
        if line == 1 or line == 3
          make_icon(0,(line_height *  r),object.icon_index,space)
          make_text(27,(line_height *  r),object.name,space,i[2])
        elsif line == 2 or line == 4
          make_icon(162,(line_height *  r),object.icon_index,space)
          make_text(189,(line_height *  r),object.name,space,i[2])
        end
      end
    else
      medit = contents.text_size(market[1]).width
      draw_text(0, (line_height*8) + 18, medit+10, line_height, market[1])
      if list["Required_Variable"] != nil
        place_up = list["Required_Variable"]
        var = $game_variables[place_up[0]] ; var_tol = place_up[1]
        draw_text(medit+2,(line_height*8)+18,100,line_height,"("+"#{var}"+"/"+"#{var_tol}"+")")
      end
    end
    line = space = 0
    for z in list["Quest_Prizes"]
      line += 1
      if line == 3
        space += 3
        p += 1
      end
      case z[0]
        when "I"
        object2 = $data_items[z[1]]
        when "A"
        object2 = $data_armors[z[1]]
        when "W"
        object2 = $data_weapons[z[1]]
      end
      if line == 1 or line == 3
        if z[0] == "E"
          make_icon(0,(line_height *  p),Experience_Icon,space)
          make_exp_text(27,(line_height *  p),Experience_Text,space,z[1])
        else
          make_icon(0,(line_height *  p),object2.icon_index,space)
          make_text(27,(line_height *  p),object2.name,space,z[2])
        end
      elsif line == 2 or line == 4
        if z[0] == "E"
          make_icon(162,(line_height *  p),Experience_Icon,space)
          make_exp_text(189,(line_height *  p),Experience_Text,space,z[1])
        else
          make_icon(162,(line_height *  p),object2.icon_index,space)
          make_text(189,(line_height *  p),object2.name,space,z[2])
        end
      end
    end ; end
  end
 
  def make_icon(x,y,obj,space)
    draw_icon(obj, x, y + space)
  end
 
  def make_text(x,y,obj,space,number)
    draw_text(x, y + space, 145, line_height+8, obj + " x " + "#{number}")
  end
 
  def make_exp_text(x,y,obj,space,number)
    change_color(Exp_Text_Color)
    width = contents.text_size(obj).width
    draw_text(x, y + space, width+10, line_height+8, obj)
    change_color(normal_color)
    w2 = contents.text_size("#{number}").width
    draw_text(x + width, y + space, w2+10, line_height+8, "#{number}")
  end
 
end

class Scene_Map
 
alias vms_quest_book_create_main main

  def main
    $game_system.vms_quests_add = [] if $game_system.vms_quests_add == nil
    $game_system.vms_quests_sta = [] if $game_system.vms_quests_sta == nil
    vms_quest_book_create_main
  end
 
end

class Vms_Window_Title_Quest < Window_Base
 
include Vms_Quests_Config

  def initialize
    super(200, 0, 440, 50)
    refresh
  end
 
  def refresh
    self.contents.clear
    change_color(Title_Color)
    width = contents.text_size(Title_Text).width
    x = (344 / 2) - (width / 2) - 12
    draw_text(x, 0, width+10, line_height, Title_Text)
  end
 
end

class Vms_Window_Status_Quest < Window_Base
 
include Vms_Quests_Config

  def initialize
    super(0, 430, 200, 50)
    refresh(0)
  end
 
  def refresh(id)
    self.contents.clear
    self.contents.font.size = 20
    change_color(Status_Text_Color)
    width = contents.text_size(Status_Text).width
    draw_text(0, 2, width+10, line_height, Status_Text)
    case $game_system.vms_quests_sta.compact[id]
    when Course_Text
      change_color(Course_Text_Color)
    when Complete_Text
      change_color(Complete_Text_Color)
    end
    if $game_system.vms_quests_add.compact.size == 0
      change_color(normal_color)
      draw_text(width+10, 2, 160, line_height, No_Quest_Text)
    end
    draw_text(width+10, 2, 160, line_height, $game_system.vms_quests_sta.compact[id])
  end
 
end

class Vms_Window_Progress_Quest < Window_Base
 
include Vms_Quests_Config

  def initialize
    super(0, 0, 200, 50)
    @percent = []
    refresh
  end
 
  def refresh
    self.contents.clear
    width = contents.text_size(Progress_Text).width
    change_color(Progress_Text_Color)
    draw_text(0, 0, width+10, line_height, Progress_Text)
    total = $game_system.vms_quests_add.compact.size
    for i in $game_system.vms_quests_sta.compact
      @percent.push(1) if i == Complete_Text
    end
    change_color(normal_color)
    if total > 0
      acount = @percent.size * 100 / total
      draw_text(13, 0, 160, line_height, "#{acount}" + "%",2)
    else
      draw_text(13, 0, 160, line_height, "0" + "%",2)
    end
  end
 
end
#==============================================================================#
#                           Fim das Modificações                          #
#------------------------------------------------------------------------------#

hategum rpg

Resposta 2: 19/03/2015 às 16:57

 :lol: Resolveu, esta bem melhor agora.
É que eu estava pesquisando pelo fórum e tal, mas blz da próxima vez faço um novo tópico mesmo.

obrigado.
Um cara desenvolvendo um jogo de RPG...
"  Faça o melhor que puder em tudo, simples assim."                    
                              - Hategum RPG.

Misty

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Resposta 3: 19/03/2015 às 17:01

Problema resolvido! :lock: