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Ppik Scene Equip

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RPG Maker XP Ppik Scene Equip

Mensaje por Wecoc el 2011-06-27, 19:50

(Script relacionado: Ppik Scene Status)
Este script es un edit del MOG_Scene_Equip, dedicado a Pokepik, a Raven (me hicieron el pedido otra vez) y al foro Mundo Maker. El diseño es nuevamente del estilo de los menús (no para RPG maker) de maxarkes aunque este no está plenamente inspirado en ninguno de sus menús.
Autor: Wecoc

Screeny:


Código:
#//////////////////////////////////////////////////////////
# Ppik_Scene_Equip
#//////////////////////////////////////////////////////////
#                  POKEPIK SCENE EQUIP
# Este script es un edit del MOG_Scene_Equip, dedicado a la
# Pokepik, a Raven y al foro Mundo Maker. Es la continuación
# del script Ppik_Scene_Status que hice hace unos meses.
# Autor: Wecoc
# Pegar encima de main
#//////////////////////////////////////////////////////////

module MOG
  # Set Maximum (STR,DEX,AGL,INT)
  MST_ST = 499
  # Set Maximum (ATK,PDEF,MDEF)
  MST_STE = 499
end

#//////////////////////////////////////////////////////////
# Window_Base
#//////////////////////////////////////////////////////////

class Window_Base < Window
  def nada2(actor)
    face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  end 
  def status_color
    return Color.new(200, 178, 116, 255)
  end
  def shadow_color
    return Color.new(0, 0, 0, 128)
  end

  def draw_heroface4(actor,x,y) # Battler gráfico
    face = RPG::Cache.picture(actor.name + "_fc2") rescue
    face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = face.width
    ch = face.height
    src_rect = Rect.new(0, 0, cw, ch)
    if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
      self.contents.blt(x + 35 , y - ch - 150, face, src_rect)   
    else 
      self.contents.blt(x, y - ch, face, src_rect)   
    end
  end 

  def draw_actor_parameter3(actor, x, y, type)
    back = RPG::Cache.picture("STBAR_Back")
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 50 , y - ch + 20, back, src_rect) 
    case type
      when 0
      parameter_value = actor.atk
        if @new_atk != nil
          if @new_atk < @actor.atk
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARminus.png")
            cw = meter.width  * @new_atk / MOG::MST_STE
            cw2 = meter2.width  * actor.atk / MOG::MST_STE
          elsif @new_atk > @actor.atk
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARplus.png")
            cw = meter.width  * actor.atk / MOG::MST_STE
            cw2 = meter2.width  * @new_atk / MOG::MST_STE
          else
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBAR.png")
            cw = meter.width  * actor.atk / MOG::MST_STE
            cw2 = meter2.width  * actor.atk / MOG::MST_STE
          end
        else
          meter = RPG::Cache.picture("STBAR.png")
          meter2 = RPG::Cache.picture("STBAR.png")
          cw = meter.width  * actor.atk / MOG::MST_STE
          cw2 = meter2.width  * actor.atk / MOG::MST_STE
        end
      when 1
        parameter_value = actor.pdef
        if @new_pdef != nil
          if @new_pdef < @actor.pdef
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARminus.png")
            cw = meter.width  * @new_pdef / MOG::MST_STE
            cw2 = meter2.width  * actor.pdef / MOG::MST_STE
          elsif @new_pdef > @actor.pdef
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARplus.png")
            cw = meter.width  * actor.pdef / MOG::MST_STE
            cw2 = meter2.width  * @new_pdef / MOG::MST_STE
          else
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBAR.png")
            cw = meter.width  * actor.pdef / MOG::MST_STE
            cw2 = meter2.width  * actor.pdef / MOG::MST_STE
          end
        else
          meter = RPG::Cache.picture("STBAR.png")
          meter2 = RPG::Cache.picture("STBAR.png")
          cw = meter.width  * actor.pdef / MOG::MST_STE
          cw2 = meter2.width  * actor.pdef / MOG::MST_STE
        end
      when 2
        parameter_value = actor.mdef
        if @new_mdef != nil
          if @new_mdef < @actor.mdef
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARminus.png")
            cw = meter.width  * @new_mdef / MOG::MST_STE
            cw2 = meter2.width  * actor.mdef / MOG::MST_STE
          elsif @new_mdef > @actor.mdef
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARplus.png")
            cw = meter.width  * actor.mdef / MOG::MST_STE
            cw2 = meter2.width  * @new_mdef / MOG::MST_STE
          else
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBAR.png")
            cw = meter.width  * actor.mdef / MOG::MST_STE
            cw2 = meter2.width  * actor.mdef / MOG::MST_STE
          end
        else
          meter = RPG::Cache.picture("STBAR.png")
          meter2 = RPG::Cache.picture("STBAR.png")
          cw = meter.width  * actor.mdef / MOG::MST_STE
          cw2 = meter2.width  * actor.mdef / MOG::MST_STE
        end
      when 3
        parameter_value = actor.str
        if @new_str != nil
          if @new_str < @actor.str
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARminus.png")
            cw = meter.width  * @new_str / MOG::MST_ST
            cw2 = meter2.width  * actor.str / MOG::MST_ST
          elsif @new_str > @actor.str
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARplus.png")
            cw = meter.width  * actor.str / MOG::MST_ST
            cw2 = meter2.width  * @new_str / MOG::MST_ST
          else
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBAR.png")
            cw = meter.width  * actor.str / MOG::MST_ST
            cw2 = meter2.width  * actor.str / MOG::MST_ST
          end
        else
          meter = RPG::Cache.picture("STBAR.png")
          meter2 = RPG::Cache.picture("STBAR.png")
          cw = meter.width  * actor.str / MOG::MST_ST
          cw2 = meter2.width  * actor.str / MOG::MST_ST
        end
      when 4
        parameter_value = actor.dex
        if @new_dex != nil
          if @new_dex < @actor.dex
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARminus.png")
            cw = meter.width  * @new_dex / MOG::MST_ST
            cw2 = meter2.width  * actor.dex / MOG::MST_ST
          elsif @new_dex > @actor.dex
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARplus.png")
            cw = meter.width  * actor.dex / MOG::MST_ST
            cw2 = meter2.width  * @new_dex / MOG::MST_ST
          else
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBAR.png")
            cw = meter.width  * actor.dex / MOG::MST_ST
            cw2 = meter2.width  * actor.dex / MOG::MST_ST
          end
        else
          meter = RPG::Cache.picture("STBAR.png")
          meter2 = RPG::Cache.picture("STBAR.png")
          cw = meter.width  * actor.dex / MOG::MST_ST
          cw2 = meter2.width  * actor.dex / MOG::MST_ST
        end
      when 5
        parameter_value = actor.agi
        if @new_agi != nil
          if @new_agi < @actor.agi
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARminus.png")
            cw = meter.width  * @new_agi / MOG::MST_ST
            cw2 = meter2.width  * actor.agi / MOG::MST_ST
          elsif @new_agi > @actor.agi
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARplus.png")
            cw = meter.width  * actor.agi / MOG::MST_ST
            cw2 = meter2.width  * @new_agi / MOG::MST_ST
          else
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBAR.png")
            cw = meter.width  * actor.agi / MOG::MST_ST
            cw2 = meter2.width  * actor.agi / MOG::MST_ST
          end
        else
          meter = RPG::Cache.picture("STBAR.png")
          meter2 = RPG::Cache.picture("STBAR.png")
          cw = meter.width  * actor.agi / MOG::MST_ST
          cw2 = meter2.width  * actor.agi / MOG::MST_ST
        end
      when 6
        parameter_value = actor.int
        if @new_int != nil
          if @new_int < @actor.int
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARminus.png")
            cw = meter.width  * @new_int / MOG::MST_ST
            cw2 = meter2.width  * actor.int / MOG::MST_ST
          elsif @new_int > @actor.int
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBARplus.png")
            cw = meter.width  * actor.int / MOG::MST_ST
            cw2 = meter2.width  * @new_int / MOG::MST_ST
          else
            meter = RPG::Cache.picture("STBAR.png")
            meter2 = RPG::Cache.picture("STBAR.png")
            cw = meter.width  * actor.int / MOG::MST_ST
            cw2 = meter2.width  * actor.int / MOG::MST_ST
          end
        else
          meter = RPG::Cache.picture("STBAR.png")
          meter2 = RPG::Cache.picture("STBAR.png")
          cw = meter.width  * actor.int / MOG::MST_ST
          cw2 = meter2.width  * actor.int / MOG::MST_ST
        end
      end
#    self.contents.font.color = normal_color
#    self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
    ch = meter.height   
   
    src_rect = Rect.new(0, 0, cw2, ch)
    self.contents.blt(x + 50 , y - ch + 20, meter2, src_rect)
   
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
  end

  def nada
    face = RPG::Cache.picture("")
  end 

  def draw_next(x, y) # Change Character / Return
    self.contents.font.size = 28
    self.contents.font.color = shadow_color
    self.contents.draw_text(x+2, y+2, 240, 32, "Q/W", 0)
    self.contents.draw_text(x+222, y+2, 240, 32, "X", 0)
    self.contents.draw_text(x+52, y+2, 240, 32, "Change Character", 0)
    self.contents.draw_text(x+252, y+2, 240, 32, "Return", 0)
     
    if $game_party.actors.size == 1
      self.contents.font.color = disabled_color
      self.contents.draw_text(x, y, 240, 32, "Q/W", 0)
      self.contents.draw_text(x+50, y, 240, 32, "Change Character", 0)
    else
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 240, 32, "Q/W", 0)
      self.contents.font.color = status_color
      self.contents.draw_text(x+50, y, 240, 32, "Change Character", 0)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x+220, y, 240, 32, "X", 0)
    self.contents.font.color = status_color
    self.contents.draw_text(x+250, y, 240, 32, "Return", 0)
  end

  def draw_actor_name2(actor, x, y)
    # Name
    self.contents.font.size = 48
    self.contents.font.color = shadow_color
    self.contents.draw_text(x+2, y+2, 120, 48, actor.name)
    self.contents.font.color = status_color
    self.contents.draw_text(x, y, 120, 48, actor.name)
    # Lv
    self.contents.font.size = 48
    self.contents.font.color = shadow_color
    self.contents.draw_text(x+192, y+2, 48, 48, "Lv")
    self.contents.draw_text(x+227, y+2, 48, 48, actor.level.to_s, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(x+190, y, 48, 48, "Lv")
    self.contents.font.color = status_color
    self.contents.draw_text(x+225, y, 48, 48, actor.level.to_s, 2)
    # Class
    if actor.level >= 1 and actor.level <= 4
      self.contents.font.size = 30
      self.contents.font.color = shadow_color
      self.contents.draw_text(x+2, y+38, 236, 32, actor.class_name+" novato")
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y+36, 236, 32, actor.class_name+" novato")
    end
    if actor.level >= 5 and actor.level <= 9
      self.contents.font.size = 30
      self.contents.font.color = shadow_color
      self.contents.draw_text(x+2, y+38, 236, 32, actor.class_name+" aficionado")
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y+36, 236, 32, actor.class_name+" aficionado")
    end
    if actor.level >= 10 and actor.level <= 19
      self.contents.font.size = 30
      self.contents.font.color = shadow_color
      self.contents.draw_text(x+2, y+38, 236, 32, actor.class_name+" principiante")
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y+36, 236, 32, actor.class_name+"principiante")
    end
    if actor.level >= 20 and actor.level <= 49
      self.contents.font.size = 30
      self.contents.font.color = shadow_color
      self.contents.draw_text(x+2, y+38, 236, 32, actor.class_name+" experto")
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y+36, 236, 32, actor.class_name+" experto")
    end
    if actor.level >= 50 and actor.level <= 100
      self.contents.font.size = 30
      self.contents.font.color = shadow_color
      self.contents.draw_text(x+2, y+38, 236, 32, "Maestro "+actor.class_name)
      self.contents.font.color = normal_color
      self.contents.draw_text(x, y+36, 236, 32, "Maestro "+actor.class_name)
    end
    #Exp
    #self.contents.font.size = 30
    #self.contents.font.color = shadow_color
  end
end

#//////////////////////////////////////////////////////////
# Window_EquipLeft
#//////////////////////////////////////////////////////////
class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 0, 680, 500)
    self.contents = Bitmap.new(width, height)

    self.opacity = 0
    @actor = actor
    refresh
  end
#--------------------------------------------------------------------------
# Refresh
#-------------------------------------------------------------------------- 
  def refresh
    self.contents.clear
    self.contents.font.name = "Cataneo BT"   
    draw_heroface4(@actor,0,495)   
    draw_actor_name2(@actor, 8, 4)
    draw_actor_parameter3(@actor, 230, 290, 0) #Ataque
    draw_actor_parameter3(@actor, 420, 290, 1) #Def Física
   
    draw_actor_parameter3(@actor, 230, 325, 6) #Magia (Inteligencia)
    draw_actor_parameter3(@actor, 420, 325, 2) #Def Magica
   
#    draw_actor_parameter3(@actor, 230, 360, 3) #Fuerza
    draw_actor_parameter3(@actor, 230, 360, 4) #Puntería (Destreza)
    draw_actor_parameter3(@actor, 420, 360, 5) #Agilidad
   
#    self.contents.font.color = normal_color
#    self.contents.draw_text(200, 162, 36, 32, @new_atk.to_s, 2)
#    self.contents.draw_text(200, 194, 36, 32, @new_pdef.to_s, 2)
#    self.contents.draw_text(200, 226, 36, 32, @new_mdef.to_s, 2)
#    self.contents.draw_text(200, 258, 36, 32, @new_str.to_s, 2)
#    self.contents.draw_text(200, 290, 36, 32, @new_dex.to_s, 2)
#    self.contents.draw_text(200, 322, 36, 32, @new_agi.to_s, 2)
#    self.contents.draw_text(200, 354, 36, 32, @new_int.to_s, 2)
    draw_next(250, 415)
  end
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
    new_agi, new_int)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
      @new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or
      @new_int != new_int     
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end

#//////////////////////////////////////////////////////////
# Window_EquipRight
#//////////////////////////////////////////////////////////
class Window_EquipRight < Window_Selectable
  def initialize(actor)
    super(272, 48, 368, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    self.contents.font.name = "Georgia"       
    @actor = actor
    refresh
    self.index = 0
  end
  def item
    return @data[self.index]
  end
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[1], 92, 32 * 1)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
  end
end

#//////////////////////////////////////////////////////////
# Window_EquipItem
#//////////////////////////////////////////////////////////
class Window_EquipItem < Window_Selectable
  def initialize(actor, equip_type)
   
    super(252, 226, 368, 64)
    self.opacity = 0
    @actor = actor
    @equip_type = equip_type
   
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  def draw_item(index)
    self.contents.font.name = "Georgia"       
    item = @data[index]
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x + 40, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 68, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, "x", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end

#//////////////////////////////////////////////////////////
# Scene_Equip
#//////////////////////////////////////////////////////////
class Scene_Equip
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  def main
    @mnback = Plane.new
    @mnback.bitmap = RPG::Cache.picture("Fondo")
    @mnback.z = 1
    @actor = $game_party.actors[@actor_index]
   
    @left_window = Window_EquipLeft.new(@actor)
    @left_window.x = -300
    @left_window.contents_opacity = 0
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @item_window1.x = 640
    @item_window2.x = 640
    @item_window3.x = 640
    @item_window4.x = 640
    @item_window5.x = 640   
    @right_window.index = @equip_index
    @right_window.x = 640
    Graphics.transition(10)#(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT)

    refresh
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
    @mnback.dispose
  end
  def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int   
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
      new_dex,new_agi,new_int)     
    end
  end
  def update
    @right_window.x = 272
    @item_window.x = 272
    if @item_window.active == false 
      if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
        @item_window.x = 640 
      end   
    end
    @left_window.x = 0
    @left_window.contents_opacity = 255
    @left_window.update
    @right_window.update
    @item_window.update
    if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
    Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or
    Input.trigger?(Input::R) or Input.press?(Input.dir4)
    refresh
    end   
    if @right_window.active
      update_right
      return
    end
    if @item_window.active
      update_item
      return
    end
  end
  def update_right
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::C)
      if @actor.equip_fix?(@right_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      refresh     
      return
    end
    if Input.trigger?(Input::R)
      if $game_party.actors.size == 1
        $game_system.se_play($data_system.buzzer_se)
        return
      else
        $game_system.se_play($data_system.cursor_se)
        @actor_index += 1
        @actor_index %= $game_party.actors.size
        $scene = Scene_Equip.new(@actor_index, @right_window.index)
        return
      end
    end
    if Input.trigger?(Input::L)
      if $game_party.actors.size == 1
        $game_system.se_play($data_system.buzzer_se)
        return
      else     
        $game_system.se_play($data_system.cursor_se)
        @actor_index += $game_party.actors.size - 1
        @actor_index %= $game_party.actors.size
        $scene = Scene_Equip.new(@actor_index, @right_window.index)
        return
      end
    end
  end
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      refresh
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.equip_se)
      item = @item_window.item
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @right_window.refresh
      @item_window.refresh
      refresh     
      return
    end
    if Input.trigger?(Input::R)
      if $game_party.actors.size == 1
        $game_system.se_play($data_system.buzzer_se)
        return
      else
        @right_window.active = true
        @item_window.active = false
        @item_window.index = -1
 
        $game_system.se_play($data_system.cursor_se)
        @actor_index += 1
        @actor_index %= $game_party.actors.size
        $scene = Scene_Equip.new(@actor_index, @right_window.index)
        return
      end
    end
    if Input.trigger?(Input::L)
      if $game_party.actors.size == 1
        $game_system.se_play($data_system.buzzer_se)
        return
      else     
        @right_window.active = true
        @item_window.active = false
        @item_window.index = -1
 
        $game_system.se_play($data_system.cursor_se)
        @actor_index += $game_party.actors.size - 1
        @actor_index %= $game_party.actors.size
        $scene = Scene_Equip.new(@actor_index, @right_window.index)
        return
      end
    end
  end
end

Demo:
Link: Pokepik Scene Equip
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RPG Maker XP Re: Ppik Scene Equip

Mensaje por Clark-CLK el 2011-06-27, 21:10

WoW! Me gustaron tus edits Wecoc xD ya te los "mangaré" algun dia xDDD
Bueno, solo una duda, ¿Qual es la font?

P.D: Cuando puedas, podrias hacer los demás haber como quedan?? Es curiosidad, si me gustan, alhomejor los acabo usando xD

Wong Wong!!
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RPG Maker XP Re: Ppik Scene Equip

Mensaje por Wecoc el 2011-06-27, 22:22

La font es "Cataneo BT", si no te va cambiala en el script por una de parecida como "Georgia" o alguna así.
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RPG Maker XP Re: Ppik Scene Equip

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