Aportes de Scripts RPG-Maker

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Nan

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bueno:
1 necesitas imagenes que tienen que estar en la carpeta characters de los enemigos que quieras que atacken nombralos: aca pone el *_act para el ataque del enemigo, y *_HIT para cuando el enemigo recibe daño.
los * deben ser reemplazados por el nombre del enemigo
Despues necesitas las imagenes del chara atacando , a estas nombralas con el final _SWD_01 (nota el 01 es el id del arma) para crear mas movimientos con armas diferentes crea otra imagen con el chara con la nueva arma y nombra la imagen con el _SWD_ al final mas el numero de id del arma...
para un escudo:
necesitas una imagen del chara con escudo: al final nombrala _SHD_ mas el id del escudo
Tambien necesitas una imagen de tu chara recibiendo daño al final nombrala _HIT (nota esta imagen no lleva numero al final)
Para la activacion del golpe de tu chara debes crear un evento a un costado (tiene que ser si o si el evento con id 001)
crea lo siguiente
nombre del evento:
Sword - 01 - (Weapon)
abajo en opciones marca solo estas dos casillas: throught y Always on Top
1Trigger: action button
Autonomus movement:
Type: custom
Speed: 6 Fastest
Freq: 6 Hightest
Move route:
marca la casilla ignore if cant move
crea el sig movimiento:
$ SE: el sonido de la espada
$ wait 4 frames
$ 1 step foward
$ change opacity : 255

Despues para crear el evento del escudo:

Name: Bronze Shield - (Left Hand)
Options:
Move animation
Stop animation
Direction fix

Trigger: action button

autonomus movement:
Type: custom
Speed: 3 normal
Freq: 3 normal
Move route:
1 Step Foward
SE : ruido del escudo

ya esta lista la parte de ataque:icon_exclaim::icon_exclaim::icon_exclaim::icon_exclaim::

Ahora la parte de la barra de SP y HP
En la carpeta icons debes tener las imagenes:
HP_Icon para el corazon lleno
HP_Icon_Back para un corazon vacio

esos son los nombres de las imagenes de los corazones deben ser iguales a como los escribi:icon_mrorange:

Desp:
SP_Icon para la barra llena de SP
SP_Icon_Back para la barra vacia

(nota las imagenes deben ser de un corazon solo, un solo pedazo de barra...)

Sino:icon_sad: entendieron les doy la pag para descargar un demo:

:dozey:http://www.atelier-rgss.com



Sino se acuerdan el nombre de las imag. de las barras de Hp y Sp adentro del script de icon HUD dice

y para concluir:
Deben tener esta imagen (opcional)
para la cara del chara:
deben llamarla: Nombredelheroe_Face ubicada en la carpeta pictures

:difus_23:eso es todo
muchas gracias
 
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00 Qan[T]
PHS RPG MAKER VX

Demo:

http://rapidshare.com/files/115427713/Max_party.exe.html

Screens:
Screen1.png

Screen2.png

Screen3.png

Screen4.png


Uso: en la linea 27 a 31 sale:
MAX_BATTLE_MEMBERS = 8 (numero de personajes en batalla maximo)
# ◆ パーティメンバー最大数
# Game_Party::MAX_MEMBERS を上書きします。
# 100 以上にすると [Window_MenuStatus] がバグります。
MAX_MEMBERS = 8(numero de personajes en menu maximo)

Es cosa de editarlo y listo!!!
 

.//Arcanie

Banneado
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Ishbal
bueno traigo mi primer aporte
bestiario
(para RPG maker XP)
(advertencia, es incompatible con el script de dificultad)
screen
jojojokb3.png

explicacion
es simple
sirve para ver las caracteristicas de los mounstruos como en los final fantasy
como se usa
el bestiario se usa como objeto
primero hay que hacer una categoria nueva encima de main y pegar el codigo
luego
creas un evento comun en el que pones llamar script
y escribes:
Código:
$scene = Scene_Beastairy.new
se crea un objeto y en efectos pones llamar evento comun
¡y listo!
Script
Código:
#==============================================================================
# Beastairy System
#--------------------------------------------------------------------------
#   Created By SephirothSpawn (11.18.05)
#    Last Updated: 11.18.05
#   Traducido al español por SketchDeluxe para mundodeluxe.com
#==============================================================================

#==============================================================================
# ** Class Scene Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias' New Game Method
  #--------------------------------------------------------------------------
  alias new_game command_new_game
  #--------------------------------------------------------------------------
  # * Adds Beastairy Game Variables
  #--------------------------------------------------------------------------
  def command_new_game
    # Sets Up Smithery List
    $game_beastairy = Game_Beastairy.new
    new_game
  end
end

#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :beastairy_return
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias beastairy_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    beastairy_initialize
    @beastairy_return = false
  end
end

#==============================================================================
# ** Class Game Beastairy
#==============================================================================
class Game_Beastairy
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :monster_groups
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @monster_groups = []
    for i in 1...$data_enemies.size
      $data_enemies[i].beastairy_setup
      unless @monster_groups.include?($data_enemies[i].group)
        @monster_groups.push($data_enemies[i].group)
      end
    end
  end
end

#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
  #=========================================================================
  # ** Class Enemy
  #=========================================================================
  class Enemy
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    # Detectors
    attr_accessor :seen, :defeated, :group
    # Counters
    attr_accessor :seen_times, :defeated_times
    #--------------------------------------------------------------------------
    # * Setup Beastairy
    #--------------------------------------------------------------------------
    def beastairy_setup
      @seen_times, @defeated_times = 0, 0
      @seen, @defeated = false, false
      if @name.include?('(')
        a, b = @name.index('('), @name.index(')')
        @group = @name.slice!(a..b)
        @group.delete!('(')
        @group.delete!(')')
      else
        @group = "Sin clasificar"
      end
    end
    #--------------------------------------------------------------------------
    # * See Enemy
    #--------------------------------------------------------------------------
    def see
      @seen = true
      @seen_times += 1
    end
    #--------------------------------------------------------------------------
    # * Defeat Enemy
    #--------------------------------------------------------------------------
    def defeat
      @defeated = true
      @defeated_times += 1
    end
  end
end

#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Save Data
  #--------------------------------------------------------------------------
  alias new_save write_save_data
  #--------------------------------------------------------------------------
  # * Write Save Data
  #--------------------------------------------------------------------------
  def write_save_data(file)
    new_save(file)
    Marshal.dump($game_beastairy, file)
  end
end

#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Read Save Data
  #--------------------------------------------------------------------------
  alias new_load read_save_data
  #--------------------------------------------------------------------------
  # * Read Save Data
  #--------------------------------------------------------------------------
  def read_save_data(file)
    new_load(file)
    $game_beastairy = Marshal.load(file)
  end
end

#==============================================================================
# ** Class Window Base
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Enemy Sprite
  #--------------------------------------------------------------------------
  def draw_enemy_sprite(x, y, enemy_name, enemy_hue, pose, frame)
    bitmap = RPG::Cache.character(enemy_name, enemy_hue)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    # Facing Direction
    case pose
      when 0    ;a = 0             # Down
      when 1    ;a = ch           # Left
      when 2    ;a = ch * 3      # Up
      when 3    ;a = ch * 2      # Right
    end
    # Current Animation Slide
    case frame
      when 0    ;b = 0
      when 1    ;b = cw
      when 2    ;b = cw * 2
      when 3    ;b = cw * 3
    end
    # Bitmap Rectange
    src_rect = Rect.new(b, a, cw, ch)
    # Draws Bitmap
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end

#==============================================================================
# Window Monster Group Info
#==============================================================================
class Window_Monster_Group_Info < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(200, 0, 440, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh(0, 0, 0)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     index  : Index of Group From Game_Beastairy.Groups
  #     pose   : Enemy Character Pose
  #     frame  : Frame of Pose
  #--------------------------------------------------------------------------
  def refresh(index, pose, frame)
    # Clears Window
    contents.clear
    # Sets Up Group Name
    group_name = $game_beastairy.monster_groups[index]
    # Sets Up Enemies In Group
    enemies = []
    for i in 1...$data_enemies.size
      if $data_enemies[i].group == group_name
        enemies.push($data_enemies[i])
      end
    end
    group_name = "Salir" if index == $game_beastairy.monster_groups.size
    # Draws Enemy Group Name
    contents.font.color = system_color
    contents.draw_text(0, 0, self.width - 32, 32, group_name, 1)
    unless index == $game_beastairy.monster_groups.size
      # Offsets Graphics X Position
      graphics_offset = contents.width / (enemies.size + 1)
      # Draws Enemies Graphics
      for i in 0...enemies.size
        draw_enemy_sprite(graphics_offset * (i + 1), 124, enemies[i].battler_name , enemies[i].battler_hue , pose, frame)
      end
      # HP, SP, and Gold Word
      hp_word = $data_system.words.hp
      sp_word = $data_system.words.sp
      gold_word = $data_system.words.gold
      # Draws Table Headings
      contents.draw_text(4, 128, width, 24, "Nombre")
      contents.draw_text(0, 128, 200, 24, "Max #{hp_word}", 2)
      contents.draw_text(0, 128, 300, 24, "Max #{sp_word}", 2)
      contents.draw_text(-4, 128, contents.width, 24, "#{gold_word} Award", 2)
      # Draws Enemies Stats
      contents.font.color = normal_color
      for i in 0...enemies.size
        # Sets Enemy Stats
        name, hp, sp, gold = "??????????", "???", "???", "?????"
        name, hp, sp = enemies[i].name, enemies[i].maxhp, enemies[i].maxsp if enemies[i].seen
        gold = enemies[i].gold if enemies[i].defeated
        # Draws Stats
        contents.draw_text(4, 152 + (i * 24), width, 24, name)
        contents.draw_text(0, 152 + (i * 24), 200, 24, "#{hp}", 2)
        contents.draw_text(0, 152 + (i * 24), 300, 24, "#{sp}", 2)
        contents.draw_text(-4, 152 + (i * 24), contents.width, 24, "#{gold}", 2)
      end
    end
  end
end

#==============================================================================
# Window Monster Info
#==============================================================================
class Window_Monster_Info < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(200, 0, 440, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     index  : Index of enemy From $data_enemies
  #     pose   : Enemy Character Pose
  #     frame  : Frame of Pose
  #--------------------------------------------------------------------------
  def refresh(index, pose, frame)
    # Clears Window
    contents.clear
    # Enemy
    enemy = $data_enemies[index]
    # Graphic Image
    draw_enemy_sprite(52, 100, enemy.battler_name , enemy.battler_hue, pose, frame)
    # Default Stats Set
    name = "??????????"
    maxhp = maxsp =  str = dex = agi = int = atk = pdef = mdef = eva = "???"
    exp = gold = item_id = weapon_id = armor_id = treasure_prob = "?????"
    item_icon = weapon_icon = armor_icon = "049-Skill06"
    armor_type = 2
    # If the Enemy has been seen
    if enemy.seen
      name = enemy.name
      maxhp = enemy.maxhp.to_s
      maxsp =  enemy.maxsp.to_s
      str = enemy.str.to_s
      dex = enemy.dex.to_s
      agi = enemy.agi.to_s
      int = enemy.int.to_s
      atk = enemy.atk.to_s
      pdef = enemy.pdef.to_s
      mdef = enemy.mdef.to_s
      eva = enemy.eva.to_s
    end
    # If the Enemy has been Defeated
    if enemy.defeated
      exp = enemy.exp.to_s
      gold = enemy.gold.to_s
      if enemy.item_id == 0
        item_id = "Nothing"
        item_icon = "032-Item01"
      else
        item_id = $data_items[enemy.item_id].name
        item_icon = $data_items[enemy.item_id].icon_name
      end
      if enemy.weapon_id == 0
        weapon_id = "Nada"
        weapon_icon = "032-Item01"
      else
        weapon_id = $data_weapons[enemy.weapon_id].name
        weapon_icon = $data_weapons[enemy.weapon_id].icon_name
      end
      if enemy.armor_id == 0
        armor_id = "Nada"
        armor_icon = "032-Item01"
      else
        armor_id = $data_armors[enemy.armor_id].name
        armor_icon = $data_armors[enemy.armor_id].icon_name
        armor_type = $data_armors[enemy.armor_id].type
      end
      treasure_prob = enemy.treasure_prob.to_s
    end
    # System Words
    g_word = $data_system.words.gold 
    hp_word = $data_system.words.hp 
    sp_word = $data_system.words.sp 
    str_word = $data_system.words.str 
    dex_word = $data_system.words.dex 
    agi_word = $data_system.words.agi 
    int_word = $data_system.words.int 
    atk_word = $data_system.words.atk 
    pdef_word = $data_system.words.pdef 
    mdef_word = $data_system.words.mdef 
    weapon_word = $data_system.words.weapon
    case armor_type
      when 0     ;armor_type = $data_system.words.armor1
      when 1     ;armor_type = $data_system.words.armor2
      when 2     ;armor_type = $data_system.words.armor3
      when 3     ;armor_type = $data_system.words.armor4
    end
    item_word = $data_system.words.item 
    # Draws Name
    contents.font.color = normal_color
    contents.draw_text(116, 0, contents.width - 116, 32, name)
    # Draws Times Seen & Defeated
    contents.font.color = system_color
    contents.draw_text(116, 32, contents.width - 116, 32, "Veces visto:")
    contents.draw_text(116, 64, contents.width - 116, 32, "Veces derrotado:")
    contents.font.color = normal_color
    contents.draw_text(0, 32, contents.width, 32, "#{enemy.seen_times}", 2)
    contents.draw_text(0, 64, contents.width, 32, "#{enemy.defeated_times}", 2)
    # Organizes Stats
    colomn_a_left = ["Max #{hp_word}", "Max #{sp_word}", str_word, dex_word, 
                     agi_word, int_word, atk_word, pdef_word, mdef_word, "Evasion"]
    colomn_a_right = [maxhp, maxsp, str,dex , agi, int, atk, pdef, mdef, eva]
    # Organized Victory Settings
    column_b_left = ["Experiencia:", "#{g_word} arrojado:", "#{item_word} arrojado:", "",
          "#{weapon_word} arrojada:", "", "#{armor_type} arrojada:", "", "Probabilidad de objeto:"]
    column_b_right = [exp, gold, "", item_id, "", weapon_id, "", armor_id, treasure_prob]
    # Draws Stats
    for i in 0...colomn_a_left.size
      contents.font.color = system_color
      contents.draw_text(4, 160 + i * 32, 160, 32, colomn_a_left[i])
      contents.font.color = normal_color
      contents.draw_text(-4, 160 + i * 32, 160, 32, colomn_a_right[i], 2)
    end
    # Draws Victory Settings
    for i in 0...column_b_left.size
      contents.font.color = system_color
      contents.draw_text(168, 160 + i * 32, contents.width, 32, column_b_left[i])
      x = -4
      x = -30 if i == 3 or i == 5 or i == 7
      contents.font.color = normal_color
      contents.draw_text(x, 160 + i * 32, contents.width, 32, column_b_right[i], 2)
    end
    # Draws Item Icons
    bitmap = RPG::Cache.icon(item_icon)
    self.contents.blt(contents.width - 24, 260, bitmap, Rect.new(0, 0, 24, 24))
    bitmap = RPG::Cache.icon(weapon_icon)
    self.contents.blt(contents.width - 24, 324, bitmap, Rect.new(0, 0, 24, 24))
    bitmap = RPG::Cache.icon(armor_icon)
    self.contents.blt(contents.width - 24, 388, bitmap, Rect.new(0, 0, 24, 24))
  end
end

#==============================================================================
# Window Beastairy Controls
#==============================================================================
class Window_Beastairy_Controls < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 288, 200, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 999
    refresh(0)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(phase)
    # Clears Window
    contents.clear
    disabled_system_color = Color.new(192, 224, 255, 128)
    contents.font.color = normal_color
    contents.draw_text(0, 0, contents.width, 24, "Izq / Der : Cambiar vista")
    # Main Phase Controls
    contents.font.color = phase == 0 ? system_color : disabled_system_color
    contents.draw_text(4, 24, contents.width, 24, "Principal")
    contents.font.color = phase == 0 ? normal_color : disabled_color
    contents.draw_text(8, 48, contents.width, 24, "B : Regresar al mapa")
    contents.draw_text(8, 72, contents.width, 24, "C : Elegir grupo")
    # Enemy Select Controls
    contents.font.color = phase == 1 ? system_color : disabled_system_color
    contents.draw_text(4, 96, contents.width, 24, "Elegir enemigo")
    contents.font.color = phase == 1 ? normal_color : disabled_color
    contents.draw_text(8, 120, contents.width, 24, "B : Atras")
    contents.draw_text(8, 140, contents.width, 24, "C : Probar batalla")
  end
end

#==============================================================================
# ** Class Scene Beastairy
#==============================================================================
class Scene_Beastairy
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Sets Main Phase
    @phase = 0
    # Enemies Graphic Animation
    @pose, @frame, @counting_frame= 0, 0, 0
    # Current Phase Window
    @phase_window = Window_Base.new(0, 0, width = 200, height = 64)
      @phase_window.contents = contents = Bitmap.new(width - 32, height - 32)
      @phase_window.contents.draw_text(0, 0, 168, 32, "Fase principal", 1)
    # Main Window (Enemy Groups)
    commands = $game_beastairy.monster_groups.dup
    commands.push("Salir")
    @enemy_groups = Window_Command.new(200, commands)
      @enemy_groups.y = 64
      @enemy_groups.height = 224
    # Controls Window
    @controls = Window_Beastairy_Controls.new
    # Monster Group Information Window
    @monster_window = Window_Monster_Group_Info.new
      @monster_window.refresh(0, 0, 0)
    # Enemy Information Window
    @enemy_window = Window_Monster_Info.new
      @enemy_window.visible = false
    # Scene Objects
    @objects = [@phase_window, @enemy_groups, @controls, @monster_window, @enemy_window]
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Update Objects Information
      @objects.each {|x| x.update}
      # Frame update
      update
      # Abort loop if screen is changed
      break if $scene != self
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of Objects
    @objects.each {|x| x.dispose unless x.disposed?}
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Visiblity Changes Between Methods
    case @phase
    # Main Phase
    when 0
      [@enemy_window].each {|x| x.visible = false if x.visible}
      [@enemy_groups, @monster_window].each {|x| x.visible = true unless x.visible}
      @enemy_groups.active = true
    when 1
      [@enemy_window].each {|x| x.visible = true unless x.visible}
      [@enemy_groups, @monster_window].each {|x| x.visible = false if x.visible}
      @enemy_groups.active = false
    end
    # Updates Enemy Animation
    @counting_frame += 1
    if @counting_frame == 8
      @counting_frame = 0
      @frame += 1
      @frame = 0 if @frame == 4
      if @phase == 0
        @monster_window.refresh(@enemy_groups.index, @pose, @frame)
      else
        enemy_id = @enemies[@groups_enemies.index].id
        @enemy_window.refresh(enemy_id, @pose, @frame)
      end
    end
    # Current Phase Update
    case @phase
      when 0; main_update
      when 1; enemy_select
    end
  end
  #--------------------------------------------------------------------------
  # * Main Frame Update
  #--------------------------------------------------------------------------
  def main_update
    # Exit Scene
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $game_temp.beastairy_return = false
      $scene = Scene_Map.new
    # Enemy Select
    elsif Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      if @enemy_groups.index == $game_beastairy.monster_groups.size
        $game_temp.beastairy_return = false
        $scene = Scene_Map.new
      else
        commands, @enemies = [], []
        group = $game_beastairy.monster_groups[@enemy_groups.index]
        for i in 1...$data_enemies.size
           if $data_enemies[i].group == group
            commands.push($data_enemies[i].name)
            @enemies.push($data_enemies[i])
          end
        end
        @groups_enemies = Window_Command.new(200, commands)
          @groups_enemies.y = 64
          @groups_enemies.height = 224
        # Phase Window Update
        @phase_window.contents.clear
        @phase_window.contents.draw_text(0, 0, 168, 32, "Elegir enemigo", 1)
        # Adds Object (For Updating)
        @objects.push(@groups_enemies)
        # Updates Controls Window
        @controls.refresh(1)
        enemy_id = @enemies[@groups_enemies.index].id
        @enemy_window.refresh(enemy_id, @pose, @frame)
        # Changes Phase
        @phase = 1
      end
    # Changes Pose
    elsif Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @pose == 0 ? @pose = 3 : @pose -= 1
    elsif Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @pose == 3 ? @pose = 0 : @pose += 1
    end
  end
  #--------------------------------------------------------------------------
  # * Enemy Frame Update
  #--------------------------------------------------------------------------
  def enemy_select
    # Exit Phase
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @groups_enemies.dispose
      @objects.delete(@groups_enemies)
      # Phase Window Update
      @phase_window.contents.clear
      @phase_window.contents.draw_text(0, 0, 168, 32, "Bestiario", 1)
      # Updates Controls Window
      @controls.refresh(0)
      # Changes Phase
      @phase = 0
    # Enemy Select
    elsif Input.trigger?(Input::C)
      enemy  = @enemies[@groups_enemies.index]
      if enemy.seen
        $game_system.se_play($data_system.decision_se)
        enemy_name = enemy.name
        for i in 1...$data_troops.size
          if $data_troops[i].name == enemy_name
            $game_temp.beastairy_return = true
            $game_temp.battle_troop_id = i
            $game_temp.battle_can_escape = true
            $game_temp.battle_can_lose = false
            $game_temp.battle_proc = nil
            # Memorize map BGM and stop BGM
            $game_temp.map_bgm = $game_system.playing_bgm
            $game_system.bgm_stop
            # Play battle start SE
            $game_system.se_play($data_system.battle_start_se)
            # Play battle BGM
            $game_system.bgm_play($game_system.battle_bgm)
            # Straighten player position
            $game_player.straighten
            # Switch to battle screen
            $scene = Scene_Battle.new
          end
        end
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    elsif Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @pose == 0 ? @pose = 3 : @pose -= 1
    elsif Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @pose == 3 ? @pose = 0 : @pose += 1
    end
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Main Processing
  #--------------------------------------------------------------------------
  alias beastairy_main main
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    unless $game_temp.beastairy_return
      @beastairy_troop = []
      troop = $data_troops[$game_temp.battle_troop_id]
      for i in 0...troop.members.size
        enemy = $data_enemies[troop.members[i].enemy_id]
        @beastairy_troop.push(enemy)
        enemy.see
      end
    else
      @beastairy_troop = []
    end
    beastairy_main
  end
  #--------------------------------------------------------------------------
  # * Battle Ends
  #     result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(result)
    # Clear in battle flag
    $game_temp.in_battle = false
    # Clear entire party actions flag
    $game_party.clear_actions
    # Remove battle states
    for actor in $game_party.actors
      actor.remove_states_battle
    end
    # Clear enemies
    $game_troop.enemies.clear
    # Call battle callback
    if $game_temp.battle_proc != nil
      $game_temp.battle_proc.call(result)
      $game_temp.battle_proc = nil
    end
    if $game_temp.beastairy_return
      $scene = Scene_Beastairy.new
    else
      if result == 0
        for enemy in @beastairy_troop
          enemy.defeat
        end
      end
      $scene = Scene_Map.new
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
            setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          @status_window.refresh
        end
      end
    end
    # Update system (timer) and screen
    $game_system.update
    $game_screen.update
    # If timer has reached 0
    if $game_system.timer_working and $game_system.timer == 0
      # Abort battle
      $game_temp.battle_abort = true
    end
    # Update windows
    @help_window.update
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    @message_window.update
    # Update sprite set
    @spriteset.update
    # If transition is processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If message window is showing
    if $game_temp.message_window_showing
      return
    end
    # If effect is showing
    if @spriteset.effect?
      return
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      if $game_temp.beastairy_return
        $scene = Scene_Beastairy.new
      else
        $scene = Scene_Gameover.new
      end
    end
    # If returning to title screen
    if $game_temp.to_title
      # Switch to title screen
      $scene = Scene_Title.new
      return
    end
    # If battle is aborted
    if $game_temp.battle_abort
      # Return to BGM used before battle started
      $game_system.bgm_play($game_temp.map_bgm)
      # Battle ends
      battle_end(1)
      return
    end
    # If waiting
    if @wait_count > 0
      # Decrease wait count
      @wait_count -= 1
      return
    end
    # If battler forcing an action doesn't exist,
    # and battle event is running
    if $game_temp.forcing_battler == nil and
       $game_system.battle_interpreter.running?
      return
    end
    # Branch according to phase
    case @phase
    when 1  # pre-battle phase
      update_phase1
    when 2  # party command phase
      update_phase2
    when 3  # actor command phase
      update_phase3
    when 4  # main phase
      update_phase4
    when 5  # after battle phase
      update_phase5
    end
  end  
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
    # Shift to phase 5
    @phase = 5
    # Play battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # Return to BGM before battle started
    $game_system.bgm_play($game_temp.map_bgm)
    # Initialize EXP, amount of gold, and treasure
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # If enemy is not hidden
      unless enemy.hidden
        unless $game_temp.beastairy_return
          # Add EXP and amount of gold obtained
          exp += enemy.exp
          gold += enemy.gold
          # Determine if treasure appears
          if rand(100) < enemy.treasure_prob
            if enemy.item_id > 0
              treasures.push($data_items[enemy.item_id])
            end
            if enemy.weapon_id > 0
              treasures.push($data_weapons[enemy.weapon_id])
            end
            if enemy.armor_id > 0
              treasures.push($data_armors[enemy.armor_id])
            end
          end
        end
      end
    end
    # Treasure is limited to a maximum of 6 items
    treasures = treasures[0..5]
    # Obtaining EXP
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    # Obtaining gold
    $game_party.gain_gold(gold)
    # Obtaining treasure
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    # Make battle result window
    @result_window = Window_BattleResult.new(exp, gold, treasures)
    # Set wait count
    @phase5_wait_count = 100
  end
end

Hola no logro ver los spoilers !!!
 
Mensajes
9.007
Reacciones
224
Puntos
0
Ubicación
00 Qan[T]
NIVEL MAXIMO RPG MAKER VX
Buenas!Este script permite cambiar el nivel máximo de los protagonistas.

Autor:Woratana
Version:1.1
============================================================

Insertar en scripts adicionales y configurar:
DEFAULT_LV_MAX = 99 # Cambia "99" por el nivel maximo
CHAR[1] = 5 # En este caso el nv. máximo del Char nº1 será 5

(Puedes añadir mas,Ejemplos:
CHAR[2] = 20(nivel máximo del char 2=20)
CHAR[4] = 10(nivel máximo del char 4 =10)

Código:
#==============================================================================
# ¦ [RMVX Script] +MAX Level Limitation System+ Version 1.1
#------------------------------------------------------------------------------
# by Woratana [[email protected]]
# Release Date: 30/01/2008
#
# Features in Version 1.1
# - Use alias to make the script shorter. Thanks Modern Algebra for suggestion.
# Features in Version 1.0
# - Set Default Max Level for Actor that doesn't need Specific Max Level
# - Allow to Set Specific Max Level for Specific Character
#
# How to Set Max Level
# - For all the Actors that don't need specific max level,
# set their Max Level in DEFAULT_LV_MAX = ...
# For example, DEFAULT_LV_MAX = 20
# This will make all the characters that you didn't set their specific max level
# have their max level at 20.
#
# - For the Actors that need specific max level,
# set their Max Level by:
# CHAR[actor's id from database] = ...
# For example, CHAR[7] = 10
# This will make character no.7 in database has max level at 10.
#==============================================================================

module Wormaxlv
CHAR = Array.new
#------------------------------------
# SETUP MAX Level HERE
#------------------------------------
DEFAULT_LV_MAX = 99 # Set Default Max Level
CHAR[1] = 5 # This make Character No.1 has max level at 5
end

class Scene_Battle < Scene_Base

def display_level_up
exp = $game_troop.exp_total
for actor in $game_party.existing_members
last_level = actor.level
last_skills = actor.skills
actor.gain_exp(exp, true)
end
wait_for_message
end

end

class Game_Actor < Game_Battler
attr_accessor :max_lv

alias wor_actor_setup setup
def setup(actor_id)
wor_actor_setup(actor_id)
if Wormaxlv::CHAR[actor_id] == nil
@max_lv = Wormaxlv:Big GrinEFAULT_LV_MAX
else
@max_lv = Wormaxlv::CHAR[actor_id]
end
end

def change_exp(exp, show)
last_level = @level
last_skills = skills
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 and @level <= (@max_lv - 1)
level_up
end
while @exp < @exp_list[@level]
level_down
end
@hp = [@hp, maxhp].min
@mp = [@mp, maxmp].min
if show and @level > last_level
display_level_up(skills - last_skills)
end
end
end
 
Mensajes
9.007
Reacciones
224
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0
Ubicación
00 Qan[T]
[Script]Menu Básico Plus

Autor:Moghunter
Version:1.0

VX_Menu02_IM01.gif


Código:
##################################################
# Mog Basic Menu Plus V 1.0 #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
#Menu padrão VX com adição de alguns extras, neste
#script você poderá trabalhar em cima dele e adaptá-lo
#facilmente ao seu jogo.
#-------------------------------------------------
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
end
def draw_actor_class_menu(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 85, WLH, actor.class.name)
end
def exp_gauge_color1
return text_color(30)
end
def exp_gauge_color2
return text_color(31)
end
def draw_actor_exp_meter(actor, x, y, width = 100)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
gw = width * exp / [actor.next_exp, 1].max
gc1 = exp_gauge_color1
gc2 = exp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, "Exp")
self.contents.font.color = normal_color
xr = x + width
self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2)
end
end
#####################
# Window_MenuStatus #
#####################
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 384, 416)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class_menu(actor, x + 120, y)
draw_actor_level_menu(actor, x + 200, y)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
draw_actor_exp_meter(actor, x , y + WLH * 1)
end
end
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < @item_max
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
############
# Game_Map #
############
class Game_Map
attr_reader :map_id
def mpname
$mpname = load_data("Data/MapInfos.rvdata")
$mpname[@map_id].name
end
end
###############
# Window_Time #
###############
class Window_Mapname < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 64)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2)
end
end
###############
# Window_Time #
###############
class Window_Time < Window_Base
def initialize(x, y)
super(x, y, 160, WLH + 64)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Play Time")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
##############
# Scene_Menu #
##############
class Scene_Menu
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(menu_index = 0)
@menu_index = menu_index
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(16, 16, 16, 128)
update_menu_background
end
def dispose_menu_background
@menuback_sprite.dispose
end
def update_menu_background
end
def perform_transition
Graphics.transition(10)
end
def start
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
@playtime_window = Window_Time .new(0, 270)
@mapname_window = Window_Mapname.new(0, 178)
@status_window.openness = 0
@playtime_window.openness = 0
@mapname_window.openness = 0
@gold_window.openness = 0
@status_window.open
@playtime_window.open
@mapname_window.open
@gold_window.open
end
def pre_terminate
@status_window.close
@playtime_window.close
@mapname_window.close
@gold_window.close
@command_window.close
begin
@status_window.update
@playtime_window.update
@mapname_window.update
@gold_window.update
@command_window.update
Graphics.update
end until @status_window.openness == 0
end
def terminate
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
@playtime_window.dispose
@mapname_window.dispose
end
def update
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
@mapname_window.update
@playtime_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.openness = 0
@command_window.open
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 1,2,3
start_actor_selection
when 4
$scene = Scene_File.new(true, false, false)
when 5
$scene = Scene_End.new
end
end
end
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
$mogscript = {} if $mogscript == nil
$mogscript["basic_menu_plus"] = true
 
Mensajes
9.007
Reacciones
224
Puntos
0
Ubicación
00 Qan[T]
por favor no hay una especie de script para cambiar la fuente y todo eso

para la próxima postea en el tema de dudas... (este tema es solo para aportes):icon_neutral:

Cambiar fuente:

SUSTITUYE Tu Main con este Codigo.

Código:
#=============================================================================#
# ** Main Mejorado(Silet's Enhanced Main)
#------------------------------------------------------------------------------#
#  Main mejorado para evitar problemas de fuentes causados por algunos scripts.
#------------------------------------------------------------------------------#
# Las variables globales usadas para las fuentes estan puestas de esa manera
# para que se pueda definir una fuente diferente para cada script...
# o para que un scripter que use variables globales tenga diferentes tipos de
# fuentes...
#==============================================================================#


begin#Comienzo del Silent's Main
#=================================================#

  #Opcion de Pantalla Completa
  #===============================================#
  #Si esta en true, el juego iniciara en Pantalla
  #Completa solo si se ejecuta desde el Game.exe
  PANTALLACOMPLETA = false# true/false
  #Si esta en false...no habra Pantalla Completa.
  #===============================================#
  
  #Definiciones de Fuente
  #===============================================#
  # Donde pone "Tahoma", entre comillas va el
  # nombre de tu fuente(puedes dejar esta)
  Font.default_name = "Tahoma"
  Font.default_size = 18
  # Recuerda no tener errores al escribir el nombre
  #===============================================#
  
  #Variables globales para fuentes

  $defaultfonttype = "Tahoma" #Nombre de fuente
  $defaultfontface = "Tahoma" #Nombre de fuente
  $defaultfontname = "Tahoma" #Nombre de fuente
  
  $defaultfontsize = 18# Tamaño de la fuente, no es recomendable mas de 22.
  
  $fontface = "Tahoma" #Nombre de fuente
  $fontname = "Tahoma" #Nombre de fuente
  $fonttype = "Tahoma" #Nombre de fuente
  
  $fontsize = 18# Tamaño de la fuente, no es recomendable mas de 22.
  
#==============================================================================#    
# - Pantalla  Completa -
#==============================================================================#  
if PANTALLACOMPLETA == true
if $DEBUG == false  
   $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ''
   $showm.call(18,0,0,0)
   $showm.call(13,0,0,0)
   $showm.call(13,0,2,0)
   $showm.call(18,0,2,0)
end
end
#==============================================================================#
# - Main  "Standard" -
#==============================================================================#
  Graphics.freeze
  $scene = Scene_Title.new
  while $scene != nil
    $scene.main
  end
  # Fade out
  Graphics.transition(20)
rescue Errno::ENOENT
  filename = $!.message.sub('No se encontó el archivo o directorio - ', '')
  print("Error RGSS: #{filename}")
#==============================================================================#
# - Main's   Final -
#==============================================================================#
end

donde dice:

Font.default_name = "Tahoma" (donde dice tahoma es donde colocamos el nombre de la fuente)
Font.default_size = 18 (donde dice 18 es donde buscamos el tamaño de la fuente)
 
Última edición:
Mensajes
9.007
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0
Ubicación
00 Qan[T]
Puerto, Script Sumamente útil y realista [RPG MAKER VX]

¿Cansado de que el héroe pueda desembarcar en cualquier lugar y no donde solo tú quieras? Pues ya no más (XD)
Este script solo te permite desembarcar solo en un evento llamado "Puerto"

Screen innesesaria

Código:
 #===============================================================================

#Restricción de desembarcar
#-------------------------------------------------------------------------------
# Versión 1.0
#===============================================================================

#Con este script solo podrás desembarcar donde hay algún evento de nombre
#"Puerto" sin comillas. (Con mayúsculas)
#===============================================================================


#===============================================================================

# Game_Player
#-------------------------------------------------------------------------------
# Traducido por Slab
#===============================================================================

class Game_Player < Game_Character

 def at_port(x,y)
   event  = $game_map.events_xy (x, y)
   if event.empty?
     return false
   else
     if (event[0].name =~ /\PUERTO/i) !=nil
       return true
     else
       return false
     end
   end
 end

 def get_off_vehicle
   if in_airship?
     return unless airship_land_ok?(@x, @y)
   else    
     front_x = $game_map.x_with_direction(@x, @direction)
     front_y = $game_map.y_with_direction(@y, @direction)
     return unless at_port(front_x, front_y)  
   end
   $game_map.vehicles[@vehicle_type].get_off  
   if in_airship?      
     @direction = 2                
   else              
     force_move_forward
     @transparent = false
   end
   @vehicle_getting_off = true    
   @move_speed = 4        
   @through = false    
   @walking_bgm.play            
   make_encounter_count    
 end
end

#===============================================================================

# Game_Event
#-------------------------------------------------------------------------------
#===============================================================================

class Game_Event < Game_Character
 #-----------------------------------------------------------------------------
 #-----------------------------------------------------------------------------
 def name
   return @event.name
 end
end
 
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Hola a todos, soy nuevo en la Comunidad y llego en busca de un Script. A ver si alguien me puede echar una mano.

Busco un Script que en el Comando Defensa, ponga Defensa/Cubrir y que sirva tanto para tu personaje, como para otro, añadiendo un poco al atributo de defensa dle personaje seleccionado, ya sea el mismo u otro

Si alguien sabe algo que me avise por aqui o por correo, lo necesito para perfeccionar mi juego de Los Caballeros del Zodiaco: "Saint Seiya, Aventura de un Soldado"

Un saludo y gracias!
 
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Sistema de Gold (RPGVX)
Version 1.0
Hola a todos, quiero presentarles mi segundo script RGSS2, algo simple, pero lo croe útil, sobre todo en los ARPG.
Este script tiene la función de mostrar el valor del Gold que tienen los personajes, con un icono, y el valor, actualizado constantemente.
La primera caracteristica de esta primera version, es el sonido emitido cuando recibes cualquier cantidad de gold.
Estoy actualmente trabajando en las futuras caractersiticas de la version 2.0.
Ahora, vamos con los datos de esta version:

Titulo del Script: Sistema de Gold
Versión: 1.0
Autor: Necrozard
RPG Maker: VX
Fecha: 22/05/08
Detalles: Dentro del Script.

Screenshot:
screenlh3.png

Esta Screenshot, es de mi proyecto Sunshine Secrets, tiene algunos scripts desactivados como el HUD, ARPG, etc, para mostrar solo el script de Gold.
El reflejo en el agua no es parte de mi script, es uno aparte creado por TDS.

Demo:
Descargar

Pueden descargarse la demo que ya tiene un ejemplo, el script incorporado, el sonido y la imagen de las monedas, espero que les guste, y pueden usarlo en sus proyectos sin restricciones! Saludos!
 
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Hola a todos, soy nuevo en la Comunidad y llego en busca de un Script. A ver si alguien me puede echar una mano.

Busco un Script que en el Comando Defensa, ponga Defensa/Cubrir y que sirva tanto para tu personaje, como para otro, añadiendo un poco al atributo de defensa dle personaje seleccionado, ya sea el mismo u otro

Si alguien sabe algo que me avise por aqui o por correo, lo necesito para perfeccionar mi juego de Los Caballeros del Zodiaco: "Saint Seiya, Aventura de un Soldado"

Un saludo y gracias!

Mi idea es que al elegir Defensa, no solo puedas defenderte a ti, sino que puedas defender a un aliado. Estuve probando y creo que es en este script donde hay que meterle mano. Aunque consegui que pudieras elegir un aliado, me salian cosas raras, como la animacion de una habilidad, se emzclaba la seleccion de aliado con el ataque del siguiente. A ver si alguin ve que hay que tocar


El Script es el Scene_Battle 3 que viene por defecto en el juego

#======================================================================
========
# ** Scene_Battle (part 3)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Start Actor Command Phase
#--------------------------------------------------------------------------
def start_phase3
# Shift to phase 3
@phase = 3
# Set actor as unselectable
@actor_index = -1
@active_battler = nil
# Go to command input for next actor
phase3_next_actor
end
#--------------------------------------------------------------------------
# * Go to Command Input for Next Actor
#--------------------------------------------------------------------------
def phase3_next_actor
# Loop
begin
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
# If last actor
if @actor_index == $game_party.actors.size-1
# Start main phase
start_phase4
return
end
# Advance actor index
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# Once more if actor refuses command input
end until @active_battler.inputable?
# Set up actor command window
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# * Go to Command Input of Previous Actor
#--------------------------------------------------------------------------
def phase3_prior_actor
# Loop
begin
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
# If first actor
if @actor_index == 0
# Start party command phase
start_phase2
return
end
# Return to actor index
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# Once more if actor refuses command input
end until @active_battler.inputable?
# Set up actor command window
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
def phase3_setup_command_window
# Disable party command window
@party_command_window.active = false
@party_command_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Set actor command window position
@actor_command_window.x = @actor_index * 160
# Set index to 0
@actor_command_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
# If enemy arrow is enabled
if @enemy_arrow != nil
update_phase3_enemy_select
# If actor arrow is enabled
elsif @actor_arrow != nil
update_phase3_actor_select
# If skill window is enabled
elsif @skill_window != nil
update_phase3_skill_select
# If item window is enabled
elsif @item_window != nil
update_phase3_item_select
# If actor command window is enabled
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : basic command)
#--------------------------------------------------------------------------
def update_phase3_basic_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Go to command input for previous actor
phase3_prior_actor
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by actor command window cursor position
case @actor_command_window.index
when 0 # attack
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# Start enemy selection
start_enemy_select
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 1
# Start skill selection
start_skill_select
when 2 # guard
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
# Go to command input for next actor
phase3_next_actor
when 3 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 2
# Start item selection
start_item_select
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : skill selection)
#--------------------------------------------------------------------------
def update_phase3_skill_select
# Make skill window visible
@skill_window.visible = true
# Update skill window
@skill_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_skill_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @skill_window.skill
# If it can't be used
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.skill_id = @skill.id
# Make skill window invisible
@skill_window.visible = false
# If effect scope is single enemy
if @skill.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @skill.scope == 3 or @skill.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End skill selection
end_skill_select
# Go to command input for next actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection)
#--------------------------------------------------------------------------
def update_phase3_item_select
# Make item window visible
@item_window.visible = true
# Update item window
@item_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End item selection
end_item_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.item_id = @item.id
# Make item window invisible
@item_window.visible = false
# If effect scope is single enemy
if @item.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @item.scope == 3 or @item.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End item selection
end_item_select
# Go to command input for next actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Updat (actor command phase : enemy selection)
#--------------------------------------------------------------------------
def update_phase3_enemy_select
# Update enemy arrow
@enemy_arrow.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End enemy selection
end_enemy_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.target_index = @enemy_arrow.index
# End enemy selection
end_enemy_select
# If skill window is showing
if @skill_window != nil
# End skill selection
end_skill_select
end
# If item window is showing
if @item_window != nil
# End item selection
end_item_select
end
# Go to command input for next actor
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : actor selection)
#--------------------------------------------------------------------------
def update_phase3_actor_select
# Update actor arrow
@actor_arrow.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End actor selection
end_actor_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.target_index = @actor_arrow.index
# End actor selection
end_actor_select
# If skill window is showing
if @skill_window != nil
# End skill selection
end_skill_select
end
# If item window is showing
if @item_window != nil
# End item selection
end_item_select
end
# Go to command input for next actor
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# * Start Enemy Selection
#--------------------------------------------------------------------------
def start_enemy_select
# Make enemy arrow
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
# Associate help window
@enemy_arrow.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Enemy Selection
#--------------------------------------------------------------------------
def end_enemy_select
# Dispose of enemy arrow
@enemy_arrow.dispose
@enemy_arrow = nil
# If command is [fight]
if @actor_command_window.index == 0
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Hide help window
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_select
# Make actor arrow
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
# Associate help window
@actor_arrow.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_select
# Dispose of actor arrow
@actor_arrow.dispose
@actor_arrow = nil
end
#--------------------------------------------------------------------------
# * Start Skill Selection
#--------------------------------------------------------------------------
def start_skill_select
# Make skill window
@skill_window = Window_Skill.new(@active_battler)
# Associate help window
@skill_window.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Skill Selection
#--------------------------------------------------------------------------
def end_skill_select
# Dispose of skill window
@skill_window.dispose
@skill_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
#--------------------------------------------------------------------------
# * Start Item Selection
#--------------------------------------------------------------------------
def start_item_select
# Make item window
@item_window = Window_Item.new
# Associate help window
@item_window.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Item Selection
#--------------------------------------------------------------------------
def end_item_select
# Dispose of item window
@item_window.dispose
@item_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
end

Creo que es la parte donde dice: (Lineas 137-144)

when 2 # guard
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
# Go to command input for next actor
phase3_next_actor


A ver si alguien me puede ayudar
 
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[Script] Menu Compacto

Hace un menú mas pequeño evitando el uso total de la pantalla

Screens:
compactovm3.png


Script en Spoiler[/COLOR]
###########################################################
##################### MENU COMPACTO #######################
#### V 1.0.0 ##############################################
################################### Por: lb_guilherme #####
###########################################################
class Window_MenuStatus < Window_Selectable
def initialize(x, y)
super(x, y, 384, 120)
refresh
self.active = false
self.index = -1
end
def refresh
@item_max = $game_party.members.size
draw_actor
end
def draw_actor
self.contents.clear
if (self.index < 0)
actor = 0
else
actor = self.index
end
actor = $game_party.members[actor]
draw_actor_face(actor, 2, 2, 86)
x = 104
y = 5
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
end
def update_cursor
if @index < 0
self.cursor_rect.empty
elsif @index < @item_max
self.cursor_rect.set(0, 0, contents.width, 90)
elsif @index >= 100
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
class Window_PlayTime < Window_Base
def initialize
super(320, 360, 224, WLH + 32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 22, "Tempo:")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(50, 0, 120, 22, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
class Scene_Menu < Scene_Base
def initialize(menu_index = 0)
@menu_index = menu_index
end
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(160, 360)
@status_window = Window_MenuStatus.new(160, 240)
@window_playtime = Window_PlayTime.new
end
def terminate
super
dispose_menu_background
@window_playtime.dispose
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
def update
super
update_menu_background
@window_playtime.update
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
if Input.repeat?(Input::DOWN)
@status_window.draw_actor
end
if Input.repeat?(Input::UP)
@status_window.draw_actor
end
update_actor_selection
end
end
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.y = 240
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 1,2,3
start_actor_selection
when 4
$scene = Scene_File.new(true, false, false)
when 5
$scene = Scene_End.new
end
end
end
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
@status_window.draw_actor
end
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
 
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PHS RPG MAKER VX

Demo:

http://rapidshare.com/files/115427713/Max_party.exe.html

Screens:
Screen1.png

Screen2.png

Screen3.png

Screen4.png


Uso: en la linea 27 a 31 sale:
MAX_BATTLE_MEMBERS = 8 (numero de personajes en batalla maximo)
# ◆ パーティメンバー最大数
# Game_Party::MAX_MEMBERS を上書きします。
# 100 以上にすると [Window_MenuStatus] がバグります。
MAX_MEMBERS = 8(numero de personajes en menu maximo)

Es cosa de editarlo y listo!!!

¿Sabes si está este script para el XP? No me vendría mal tenerlo.
 
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