Re: Aportes de Scripts RPG-Maker
Aqui voy a poner mi aportacion, que en verdad no es mia, es del otro tema de scripts, pero es para q la gente los pueda ver.
Barra de vida para los monstruos
Spoiler
#------------------------------------------------------------------------------
# Script Barra de vida para los enemigos
#================================================= =============================
class Window_Help < Window_Base
def set_enemy(actor)
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
carol3_draw_hp_bar(actor, 284, 0)
carol3_draw_sp_bar(actor, 460, 0)
@text = nil
self.visible = true
end
def carol3_draw_hp_bar(actor, x, y, width = 128)
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+17, width+2,6, Color.new(0, 0, 0, 255))
w = width * actor.hp / actor.maxhp
self.contents.fill_rect(x, y+18, w,1, Color.new(12, 90, 96, 200))
self.contents.fill_rect(x, y+19, w,1, Color.new(255, 0, 0, 255))
self.contents.fill_rect(x, y+20, w,1, Color.new(128, 0, 0, 255))
self.contents.fill_rect(x, y+21, w,1, Color.new(0, 0, 0, 255))
self.contents.font.color = normal_color
end
def carol3_draw_sp_bar(actor, x, y, width = 128)
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+17, width+2,6, Color.new(0, 0, 0, 255))
w = width * actor.sp / actor.maxsp
self.contents.fill_rect(x, y+18, w,1, Color.new(128, 20, 255, 255))
self.contents.fill_rect(x, y+19, w,1, Color.new(0, 255, 120, 255))
self.contents.fill_rect(x, y+20, w,1, Color.new(0, 192, 192, 255))
self.contents.fill_rect(x, y+21, w,1, Color.new(0, 128, 128, 255))
self.contents.font.color = normal_color
end
end
aqui va otro para poder poner auto batalla en en menu de acciones de batalla
Spoiler
#================================================= =============================
# Auto_Battle
#------------------------------------------------------------------------------
# Edited from default scripts by Thousand Dragoon Link and Sir_KnightDragoon
# Comments by Thousand Dragoon Link
#================================================= =============================
class Scene_Battle
#--------------------------------------------------------------------------
# ? Renewal of a frame (party command phase)
#--------------------------------------------------------------------------
def update_phase2
if Input.trigger?(Input::C)
case @party_command_window.index
when 0 # Fight
# Determine if a SE is performed.
$game_system.se_play($data_system.decision_se)
start_phase3
when 1 # Escape.
# escape is not possible
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
when 2 # Auto-Battle
$game_system.se_play($data_system.decision_se)
update_phase2_auto
end
return
end
end
#--------------------------------------------------------------------------
# Renewal of a frame (party command phase : auto)
#--------------------------------------------------------------------------
def update_phase2_auto
loop do
if @actor_index == $game_party.actors.size-1
start_phase4
return
end
@actor_index += 1
$game_party.actors[@actor_index].current_action.kind = 0
$game_party.actors[@actor_index].current_action.basic = 0
$game_party.actors[@actor_index].current_action.decide_random_target_for_actor
end
end
end
class Window_PartyCommand < Window_Selectable
#--------------------------------------------------------------------------
# object initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
#Change the commands to what you want them to say
@commands = ["Combatir", "Escapar", "Auto-Combate"]
@item_max = 3
@column_max = 3
draw_item(0, normal_color)
draw_item(1, $game_temp.battle_can_escape ? normal_color : disabled_color)
draw_item(2, normal_color)
self.active = false
self.visible = false
self.index = 0
end
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(80 + index * 160 + 4, 0, 128 - 10, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
# Renewal of the rectangle cursor
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.set(80 + index * 160, 0, 128, 32)
end
end
y el ultimo por hoy, visualizar los objectos adquiridos en el mapa:
facil ultilizacion:
q: girar objetos dercha
a: objetos izquierda
s: gastar objeto
|