Soy nuevo en esto pofa no se burlen...xD donde se poner los script???
#=============================================================================
# Window Hud
#=============================================================================
class Window_Hud < Window_Base
def initialize
super(0,0,128,96)
self.opacity = 0
# self.visible = false
refresh
end
def refresh
self.contents.clear
actor = $game_actors[1]
draw_actor_hp(actor, 0, 0, 96)
draw_actor_mp(actor, 0, 32, 96)
end
def update
# self.visible = true if $game_switches[1] == true # 1=interruptor que activa y desactiva el HUD
refresh
end
end
class Scene_Map
alias hud_main main
alias hud_update update
alias hud_terminate terminate
def main
@hud = Window_Hud.new
hud_main
end
def update
@hud.update
hud_update
end
def terminate
@hud.dispose
end
end
pregunto
¿estos ultimos scripts para que maker son?
#==============================================================================
# ** Auto_Batalla (por 2008 TYPE74RX-T) (Editado por ERZENGEL)
#==============================================================================
AUTOBATTLE = "Auto-Batalla" # Auto-Batalla
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# アクターを扱うクラスです。このクラスは Game_Actors クラス ($game_actors)
# の内部で使用され、Game_Party クラス ($game_party) からも参照されます。
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * SSeetup
# actor_id : Actor ID
#--------------------------------------------------------------------------
alias rgss2b3_setup setup
def setup(actor_id)
# メソッドを呼び戻す
rgss2b3_setup(actor_id)
# オートバトルフラグ(コピー用)
@rx_auto_battle = false
end
#--------------------------------------------------------------------------
# * オートバトルフラグ(コピー用)
#--------------------------------------------------------------------------
def rx_auto_battle
return @rx_auto_battle
end
#--------------------------------------------------------------------------
# * アクターのオートバトルフラグをコピー
#--------------------------------------------------------------------------
def rx_auto_battle_copy
@rx_auto_battle = actor.auto_battle
end
#--------------------------------------------------------------------------
# * アクターのオートバトルフラグをオン
#--------------------------------------------------------------------------
def rx_auto_battle_on
actor.auto_battle = true
end
#--------------------------------------------------------------------------
# * アクターのオートバトルフラグを修復
#--------------------------------------------------------------------------
def rx_auto_battle_recover
actor.auto_battle = @rx_auto_battle
end
end
#==============================================================================
# ** Window_PartyCommand
#------------------------------------------------------------------------------
# バトル画面で、戦うか逃げるかを選択するウィンドウです。
#==============================================================================
class Window_PartyCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
s1 = Vocab::fight
s2 = AUTOBATTLE
s3 = Vocab::escape
super(128, [s1, s2, s3], 1, 4)
draw_item(0, true)
draw_item(1, $game_troop.can_escape)
self.active = false
end
end
#==============================================================================
# * Scene_Battle
#------------------------------------------------------------------------------
# バトル画面の処理を行うクラスです。
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Battle End
# result : 結果 (0:勝利 1:逃走 2:敗北)
#--------------------------------------------------------------------------
alias rgss2b3_battle_end battle_end
def battle_end(result)
# ★ パーティ全員の自動戦闘フラグを復元
for actor in $game_party.members
actor.rx_auto_battle_recover
end
# ★ メソッドを呼び戻す
rgss2b3_battle_end(result)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.index
when 0 # Fight
# ★ 自動戦闘フラグを待避
for actor in $game_party.members
actor.rx_auto_battle_copy
end
Sound.play_decision
@status_window.index = @actor_index = -1
next_actor
when 1 # Auto-Battle
Sound.play_decision
@status_window.index = @actor_index = -1
# ★ 自動戦闘フラグを待避した後、パーティ全員の自動戦闘フラグをON
for actor in $game_party.members
actor.rx_auto_battle_copy
actor.rx_auto_battle_on
end
next_actor
when 2 # Escape
# ★ 自動戦闘フラグを待避
for actor in $game_party.members
actor.rx_auto_battle_copy
end
if $game_troop.can_escape == false
Sound.play_buzzer
return
end
Sound.play_decision
process_escape
end
end
end
#--------------------------------------------------------------------------
# * Turn end
#--------------------------------------------------------------------------
alias rgss2b3_turn_end turn_end
def turn_end
# ★ パーティ全員の自動戦闘フラグを復元
for actor in $game_party.members
actor.rx_auto_battle_recover
end
# メソッドを呼び戻す
rgss2b3_turn_end
end
end
OK y...
http://www.atelier-rgss.com/RGSS/Battle/Script_Bat06_Code.txt Un parámetro extra de soporte: La suerte.
Eso es todo por hoy.