Castlevania Coders
Seja bem-vindo ao forum da Castlevania Coders
Você não está Conectado...
Fassa login ou se Registre

[Max Hero] Character_Debug 3

Ver o tópico anterior Ver o tópico seguinte Ir em baixo

Script [Max Hero] Character_Debug 3

Mensagem por maxhero em Qua Out 27, 2010 5:58 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:



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 = 416-@help_window.height
  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 = 416-@help_window.height
  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
avatar
maxhero
Administrador
Administrador

Mensagens : 18
Data de inscrição : 26/10/2010
Idade : 19
Localização : Castlevania Coders

http://castlevaniacoders.forumeiro.info

Voltar ao Topo Ir em baixo

Script Re: [Max Hero] Character_Debug 3

Mensagem por lasso em Qui Nov 04, 2010 3:18 pm

"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"

precisa almentar o tamanho da letra nesa parte
Duvida: da pra colocar + de 7 personagens?
+C¢1,00

__________________________________________________
Scripts:


Sistema por evento:
avatar
lasso
Ajudante de Administrador
Ajudante de Administrador

Mensagens : 14
Data de inscrição : 28/10/2010
Idade : 20

Voltar ao Topo Ir em baixo

Script Re: [Max Hero] Character_Debug 3

Mensagem por maxhero em Qui Nov 04, 2010 3:55 pm

lasso escreveu:"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"

precisa almentar o tamanho da letra nesa parte
Duvida: da pra colocar + de 7 personagens?
+C¢1,00
da pra colocard
mas tem que alterar Game_Party a primeira variavel
avatar
maxhero
Administrador
Administrador

Mensagens : 18
Data de inscrição : 26/10/2010
Idade : 19
Localização : Castlevania Coders

http://castlevaniacoders.forumeiro.info

Voltar ao Topo Ir em baixo

Script Re: [Max Hero] Character_Debug 3

Mensagem por Conteúdo patrocinado


Conteúdo patrocinado


Voltar ao Topo Ir em baixo

Ver o tópico anterior Ver o tópico seguinte Voltar ao Topo

- Tópicos similares

 
Permissão deste fórum:
Você não pode responder aos tópicos neste fórum