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Puedes poner un pantallazo Akatsuki?
¿Qué tipos de Scripts tiene (Lo mas importantes) el pack, yerko 522, podias haber sido mas especifico Un saludo, lo digo de buen rollo. Es mas que nada por saber si lo que se postea me interesa, y supongo que a los demas les pasara |
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Aportes de Scripts RPG-Maker
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MI APORTE BANCO RGSS
Este es un script para crear un banco completo, que guarde y devuelva items y dinero. Esta aun un poco verde y apreciaría comentarios: Hay que incluir en game_Temp.: Lo que está entre las lineas donde pone #banco-----.. es lo que hay que añadir. Solo teneis que usar buscar para localizar las lineas de arriba y abajo. ................ attr_accessor :battle_main_phase # Flag de Fase Principal attr_accessor :battleback_name # Nombre del Archivo "BattleBack" attr_accessor :forcing_battler # Forzar Personaje de Batalla attr_accessor :shop_calling # Llamar tienda #Banco------------------------------------------------------------------- attr_accessor :bank_calling # Llamar banco #Banco------------------------------------------------------------------- attr_accessor :shop_goods # Lista del Genero en venta y compra attr_accessor :name_calling # Intr. nombre de Flag de llamada attr_accessor :name_actor_id # Intr. nombre de ID de personaje attr_accessor :name_max_char # Intr. Num. de caracteres maximos attr_accessor :menu_calling # Flag de Llamar Menu ................................. ................................... @forcing_battler = nil @shop_calling = false @shop_id = 0 #Banco------------------------------------------------------------------- @bank_calling = false @bank_id = 0 #Banco------------------------------------------------------------------- @name_calling = false @name_actor_id = 0 @name_max_char = 0 #----------------------------------------------------- En game_party cambiar def inicialice entero por: def initialize @actors = [] @gold = 0 @steps = 0 @items = {} @weapons = {} @armors = {} #Añadir depósito de Oro adicional para el banco @gold2 = 0 #Añadir depósito de items adicional para el banco @items2 = {} @weapons2 = {} @armors2 = {} end #-------------------------- y añadir al final de la misma clase, después del resto de métodos: #-------------------------------------------------------------------------- # Métodos adicionales de control de oro e items para el banco #-------------------------------------------------------------------------- def gain_gold2(n) @gold2 = [[@gold2 + n, 0].max, 9999999].min end #-------------------------------------------------------------------------- def lose_gold2(n) gain_gold2(-n) end #-------------------------------------------------------------------------- def item_number2(item_id) return @items2.include?(item_id) ? @items2[item_id] : 0 end #-------------------------------------------------------------------------- def weapon_number2(weapon_id) return @weapons2.include?(weapon_id) ? @weapons2[weapon_id] : 0 end #-------------------------------------------------------------------------- def armor_number2(armor_id) return @armors2.include?(armor_id) ? @armors2[armor_id] : 0 end #-------------------------------------------------------------------------- def gain_item2(item_id, n) if item_id > 0 @items2[item_id] = [[item_number2(item_id) + n, 0].max, 99].min end end #-------------------------------------------------------------------------- def gain_weapon2(weapon_id, n) if weapon_id > 0 @weapons2[weapon_id] = [[weapon_number2(weapon_id) + n, 0].max, 99].min end end #-------------------------------------------------------------------------- def gain_armor2(armor_id, n) if armor_id > 0 @armors2[armor_id] = [[armor_number2(armor_id) + n, 0].max, 99].min end end #-------------------------------------------------------------------------- def lose_item2(item_id, n) gain_item2(item_id, -n) end #-------------------------------------------------------------------------- def lose_weapon2(weapon_id, n) gain_weapon2(weapon_id, -n) end #-------------------------------------------------------------------------- def lose_armor2(armor_id, n) gain_armor2(armor_id, -n) end #-------------------------------------------------------------------------- # Fin de las funciones de banco #-------------------------------------------------------------------------- Luego hay que añadir estas clases a la lista, preferentemente después de Shopstatus: #------------------------------------------------------------------------------ # Window_BankCommand #------------------------------------------------------------------------------ # Es la ventana que elige el negocio a realizar en una banco #------------------------------------------------------------------------------ class Window_BankCommand < Window_Selectable #-------------------------------------------------------------------------- # - Inicializar Objeto #-------------------------------------------------------------------------- def initialize super(0, 64, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @item_max = 4 @column_max = 4 @commands = ["Retirar", "Depositar", "Dinero", "Salir"] refresh self.index = 0 end #-------------------------------------------------------------------------- # - Refrescar #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # - Dibujado del objeto # index : número del objeto #-------------------------------------------------------------------------- def draw_item(index) x = 4 + index * 160 self.contents.draw_text(x, 0, 128, 32, @commands[index]) end end #------------------------------------------------------------------------------ # Window_Bank_Removeitem #------------------------------------------------------------------------------ # Aqui es donde eliges los objetos que vas a retirar del banco #------------------------------------------------------------------------------ class Window_Bank_Removeitem < Window_Selectable #-------------------------------------------------------------------------- # - Inicializar Objeto #-------------------------------------------------------------------------- def initialize super(0, 128, 320, 352) @column_max = 1 refresh self.index = 0 end #-------------------------------------------------------------------------- # - Adquisición del Objeto #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- #- Refrescar #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number2(i) > 0 @data.push($data_items[i]) end end for i in 1...$data_weapons.size if $game_party.weapon_number2(i) > 0 @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number2(i) > 0 @data.push($data_armors[i]) end end # El número de objetos. Si no es cero, se dibujara un mapa de bits y se dibujaran los objetos. @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize - 5 for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # - Dibujado del Objeto # index : Número de Objeto #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number2(item.id) when RPG::Weapon number = $game_party.weapon_number2(item.id) when RPG::Armor number = $game_party.armor_number2(item.id) end =begin x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) =end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # - Renovación del texto de ayuda #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #------------------------------------------------------------------------------ # Window_Bank_Additem #------------------------------------------------------------------------------ # Aqui es donde eliges los objetos que vas a retirar del banco #------------------------------------------------------------------------------ class Window_Bank_Additem < Window_Selectable #-------------------------------------------------------------------------- # - Inicializar Objeto #-------------------------------------------------------------------------- def initialize super(320, 128, 320, 352) @column_max = 1 refresh self.index = 0 end #-------------------------------------------------------------------------- # - Adquisición del Objeto #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- #- Refrescar #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items[i]) end end for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors[i]) end end # El número de objetos. Si no es cero, se dibujara un mapa de bits y se dibujaran los objetos. @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize - 5 for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # - Dibujado del Objeto # index : Número de Objeto #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end #-------------------------------------------------------------------------- # - Renovación del texto de ayuda #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #================================================= ============================= # Window_BankNumber #------------------------------------------------------------------------------ # Es la ventana donde se elige el número de objetos a comprar o a vender en una tienda. #================================================= ============================= class Window_BankNumber < Window_Base #-------------------------------------------------------------------------- # - Inicializar Objeto #-------------------------------------------------------------------------- def initialize super(130, 250, 378, 160) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @item = nil @max = 1 @number = 1 end #-------------------------------------------------------------------------- # - Elección de objeto, número máximo y precio #-------------------------------------------------------------------------- def set(item, max) @item = item @max = max @number = 1 refresh end #-------------------------------------------------------------------------- # - Elegir número de entrada #-------------------------------------------------------------------------- def number return @number end #-------------------------------------------------------------------------- #- Refrescar #-------------------------------------------------------------------------- def refresh self.contents.clear draw_item_name(@item, 4, 50) self.contents.font.color = normal_color self.contents.draw_text(272, 50, 32, 32, "~") self.contents.draw_text(308, 50, 24, 32, @number.to_s, 2) self.cursor_rect.set(304, 50, 32, 32) end #-------------------------------------------------------------------------- # - Renovar Frame #-------------------------------------------------------------------------- def update super if self.active # Cursor Derecha (+1) if Input.repeat?(Input::RIGHT) and @number < @max $game_system.se_play($data_system.cursor_se) @number += 1 refresh end # Cursor Izquierda (-1) if Input.repeat?(Input::LEFT) and @number > 1 $game_system.se_play($data_system.cursor_se) @number -= 1 refresh end # En cursor (+10) if Input.repeat?(Input::UP) and @number < @max $game_system.se_play($data_system.cursor_se) @number = [@number + 10, @max].min refresh end # Bajo Cursor (-10) if Input.repeat?(Input: OWN) and @number > 1$game_system.se_play($data_system.cursor_se) @number = [@number - 10, 1].max refresh end end end end #------------------------------------------------------------------------------ # ? Window_InputNumber #------------------------------------------------------------------------------ class Window_Inputbank< Window_Base #-------------------------------------------------------------------------- #Banco....................... attr_accessor :maxi #Banco....................... def initialize(digits_max) @digits_max = digits_max #Banco....................... $maxm = maxi if $maxm = nil @number = 0 else @number = $maxm end #Banco....................... @number = 0 dummy_bitmap = Bitmap.new(32, 32) @cursor_width = dummy_bitmap.text_size("0").width + 20 dummy_bitmap.dispose super(150, 214, @cursor_width * @digits_max + 32, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.z += 9999 self.opacity = 255 @index = 0 refresh update_cursor_rect end #-------------------------------------------------------------------------- def number return @number end #-------------------------------------------------------------------------- def dispose super end #-------------------------------------------------------------------------- def number=(number) @number = [[number, 0].max, $maxm].min refresh end #-------------------------------------------------------------------------- def update_cursor_rect self.cursor_rect.set(@index * @cursor_width, 0, @cursor_width, 32) end #-------------------------------------------------------------------------- def update super if Input.repeat?(Input::UP) or Input.repeat?(Input: OWN)$game_system.se_play($data_system.cursor_se) place = 10 ** (@digits_max - 1 - @index) n = @number / place % 10 @number -= n * place n = (n + 1) % 10 if Input.repeat?(Input::UP) n = (n + 9) % 10 if Input.repeat?(Input: OWN)@number += n * place refresh end if Input.repeat?(Input::RIGHT) if @digits_max >= 2 $game_system.se_play($data_system.cursor_se) @index = (@index + 1) % @digits_max end end if Input.repeat?(Input::LEFT) if @digits_max >= 2 $game_system.se_play($data_system.cursor_se) @index = (@index + @digits_max - 1) % @digits_max end end update_cursor_rect end #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.back_opacity = 255 #Comentar esta línea para que el mensaje sea translúcido s = sprintf("%0*d", @digits_max, @number) for i in 0...@digits_max self.contents.draw_text(i * @cursor_width + 4, 0, 32, 32, s[i,1]) end end end #------------------------------------------------------------------------------ # Window_MoneyCommand #------------------------------------------------------------------------------ # Es la ventana que elige el negocio a realizar en una banco #------------------------------------------------------------------------------ class Window_MoneyCommand < Window_Selectable #-------------------------------------------------------------------------- # - Inicializar Objeto #-------------------------------------------------------------------------- def initialize super(150, 278, 370, 130) self.contents = Bitmap.new(width, height) self.contents.font.name = $fontface self.contents.font.size = $fontsize @item_max = 2 @column_max = 1 @commands = ["Retirar", "Ingresar"] refresh self.index = 0 end #-------------------------------------------------------------------------- # - Refrescar #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # - Dibujado del objeto # index : número del objeto #-------------------------------------------------------------------------- def draw_item(index) x = 4 y = index * 30 self.contents.draw_text(x, y, 128, 32, @commands[index]) end end Luego teneis que cambiar esto en game_map De nuevo, lo que está entre las lineas donde pone #banco-----.. es lo que hay que añadir. Solo teneis que usar buscar para localizar las lineas de arriba y abajo. if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop #Banco------------------------------------------------------------------- elsif $game_temp.bank_calling call_Bank #Banco------------------------------------------------------------------- elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end En penúltimo lugar, hay que añadir una nueva clase justo después de Scene_shop, que es esta: #------------------------------------------------------------------------------ # ? Scene_Bank #------------------------------------------------------------------------------ class Scene_Bank # ------------------------------------ def main @help_window = Window_Help.new @command_window = Window_BankCommand.new @dummy_window = Window_Base.new(0, 128, 640, 352) @buy_window = Window_Bank_Removeitem.new @buy_window.help_window = @help_window @sell_window = Window_Bank_Additem.new @sell_window.help_window = @help_window @number_window = Window_BankNumber.new @Money_window = Window_MoneyCommand.new @input_window = Window_Inputbank.new(6) @buy_window.active = false @buy_window.visible = true @sell_window.active = false @sell_window.visible = true @number_window.active = false @number_window.visible = false @Money_window.active = false @Money_window.visible = false @input_window.active = false @input_window.visible = false Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @command_window.dispose @dummy_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @Money_window.dispose @input_window.dispose end # ------------------------------------ def update @help_window.update @command_window.update @dummy_window.update @buy_window.update @sell_window.update @number_window.update @Money_window.update @input_window.update if @command_window.active update_command return end if @Money_window.active update_command2 return end if @buy_window.active update_buy return end if @sell_window.active update_sell return end if @number_window.active update_number return end if @input_window.active update_input return end end # ------------------------------------ def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) case @command_window.index when 0 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.visible = true @buy_window.refresh @sell_window.active = false @Money_window.active = false @Money_window.visible = false update when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh @buy_window.active = false @Money_window.active = false @Money_window.visible = false update when 2 @command_window.active = false @buy_window.active = false @sell_window.active = false @command_window.active = false @buy_window.active = false @sell_window.active = false @Money_window.refresh @Money_window.visible = true @Money_window.active = true when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Map.new end return end end # ------------------------------------ def update_command2 if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = true @sell_window.active = false @sell_window.visible = true @Money_window.active = false @Money_window.visible = false @help_window.set_text("") return end if Input.trigger?(Input::C) case @Money_window.index when 0 @help_window.set_text("El banco dispone de " + $game_party.gold2.to_s + " " + $data_system.words.gold) @Money_window.active = false @input_window.visible = true @input_window.max = $game_party.gold @input_window.active = true when 1 @help_window.set_text("El grupo dispone de " + $game_party.gold.to_s + " " + $data_system.words.gold) @input_window.visible = true @Money_window.active = false @input_window.max = $game_party.gold2 @input_window.active = true end return end end #-------------------------------------------------------------- def update_buy if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = true @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @buy_window.item if @item == nil $game_system.se_play($data_system.buzzer_se) return end case @item when RPG::Item number = $game_party.item_number2(@item.id) when RPG::Weapon number = $game_party.weapon_number2(@item.id) when RPG::Armor number = $game_party.armor_number2(@item.id) end max = number $game_system.se_play($data_system.decision_se) @buy_window.active = false @buy_window.visible = true @number_window.set(@item, max) @number_window.active = true @number_window.visible = true end end # ------------------------------------ def update_sell if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = true @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @sell_window.item if @item == nil or @item.price == 0 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end max = number @sell_window.active = false @sell_window.visible = true @Money_window.active = false @Money_window.visible = false @number_window.set(@item, max) @number_window.active = true @number_window.visible = true end end # ------------------------------------ def update_number if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @number_window.active = false @number_window.visible = false case @command_window.index when 0 @buy_window.active = true @buy_window.visible = true when 1 @sell_window.active = true @sell_window.visible = true end return end if Input.trigger?(Input::C) $game_system.se_play($data_system.shop_se) @number_window.active = false @number_window.visible = false @Money_window.active = false @Money_window.visible = false case @command_window.index when 0 case @item when RPG::Item $game_party.gain_item(@item.id, @number_window.number) $game_party.lose_item2(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) $game_party.lose_weapon2(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) $game_party.lose_armor2(@item.id, @number_window.number) end @buy_window.refresh @sell_window.refresh @buy_window.active = true @buy_window.visible = true @sell_window.active =false @sell_window.visible = true @Money_window.active = false @Money_window.visible = false when 1 case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) $game_party.gain_item2(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) $game_party.gain_weapon2(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) $game_party.gain_armor2(@item.id, @number_window.number) end @buy_window.refresh @sell_window.refresh @buy_window.active = false @buy_window.visible = true @sell_window.active = true @sell_window.visible = true @Money_window.active = false @Money_window.visible = false end return end end end #------------------------------------------------------------------------- def update_input if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @input_window.active = false @input_window.visible = false @Money_window.active = true @Money_window.visible = true @buy_window.active = false @buy_window.visible = true @sell_window.active = false @sell_window.visible = true return end if Input.trigger?(Input::C) $game_system.se_play($data_system.shop_se) @input_window.active = false @input_window.visible = false @Money_window.active = false @Money_window.visible = true case @Money_window.index when 0 $game_party.gain_gold(@input_window.number) $game_party.lose_gold2(@input_window.number) @buy_window.refresh @sell_window.refresh @buy_window.active = false @buy_window.visible = false @sell_window.active =false @sell_window.visible = false @input_window.active = false @input_window.visible = false @Money_window.active = false @Money_window.visible = false @command_window.active = true @help_window.set_text("") when 1 $game_party.gain_gold2(@input_window.number) $game_party.lose_gold(@input_window.number) @buy_window.refresh @sell_window.refresh @buy_window.active = false @buy_window.visible = false @sell_window.active =false @sell_window.visible = false @input_window.active = false @input_window.visible = false @Money_window.active = false @Money_window.visible = false @command_window.active = true @help_window.set_text("") end return end end Si todo está bien puesto, para que aparezca el menú, solo debeis hace esta llamada a script desde cualquier evento: $game_temp.bank_calling = true Espero que os valla bien, necesito ayuda para corregir todos los errores. Que haberlos, los hay ^^U.gif Un saludo |
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Inventario Avanzado
Descripción Crea un menú de objetos (inventario) más complejo dividido por categorías de objetos y con opciones de descarte de objetos y organización. Screens:
Spoiler
Script:
Spoiler
Instrucciones: 1.- El script comenzará a funcionar en cuanto lo pongas sobre Main. 2.- Puedes renombrar las opciones en las líneas 33 a 36. 3.- Puedes configurar la velocidad con la que el menú pasa entre las categorias y las opciones (entre 1 y 5) en la línea 37. Créditos: Script creado por Dark Chocobo. |
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Cita:
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