¿Cual de los tres?
Nombre del mapa arriba
Este sript es para cuando entres a un mapa te salga el nombe arriba
Imagenes
Nesecitan esta imagen y ponerla en el gestor de archivo/pictures
Código:#_______________________________________________________________________________ # MOG_MPW Map_Name V1.3 #_______________________________________________________________________________ # By Moghunter # [url]http://www.atelier-rgss.com[/url] #_______________________________________________________________________________ module MOG #Font Name. MPFONT = "Georgia" #Fade ON/OFF(True - False). MPNMFD = true #Fade Time(in seconds). MPNMTM = 10 #Window Position. # 0 = Upper Left. # 1 = Lower Left. # 2 = Upper Right. # 3 = Lower Right. MPNMPS = 2 # Disable Window Switch(ID). WM_SWITCH_VIS_DISABLE = 15 end #_________________________________________________ $mogscript = {} if $mogscript == nil $mogscript["mpmapname"] = true ############### # Game_System # ############### class Game_System attr_accessor :fdtm attr_accessor :mpnm_x attr_accessor :mpnm_y alias mog24_initialize initialize def initialize mog24_initialize @fdtm = 255 + 40 * MOG::MPNMTM if MOG::MPNMPS == 0 @mpnm_x = -300 @mpnm_y = 0 elsif MOG::MPNMPS == 1 @mpnm_x = -300 @mpnm_y = 380 elsif MOG::MPNMPS == 2 @mpnm_x = 640 @mpnm_y = 0 else @mpnm_x = 640 @mpnm_y = 380 end end def mpnm_x return @mpnm_x end def mpnm_y return @mpnm_y end def fdtm if @fdtm <= 0 @fdtm = 0 end return @fdtm end end ############ # Game_Map # ############ class Game_Map attr_reader :map_id def mpname $mpname = load_data("Data/MapInfos.rxdata") $mpname[@map_id].name end end ############### # Window Base # ############### class Window_Base < Window def nd_mapic mapic = RPG::Cache.picture("") end def draw_mpname(x,y) mapic = RPG::Cache.picture("Mpname") rescue nd_mapic cw = mapic.width ch = mapic.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch + 65, mapic, src_rect) self.contents.font.name = MOG::MPFONT self.contents.font.size = 22 self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 76, y + 27, 110, 32, $game_map.mpname.to_s,1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 75, y + 26, 110, 32, $game_map.mpname.to_s,1) end end ########## # Mpname # ########## class Mpname < Window_Base def initialize super($game_system.mpnm_x, $game_system.mpnm_y, 250, 100) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 refresh end def refresh self.contents.clear draw_mpname(10,0) end end ############# # Scene_Map # ############# class Scene_Map alias mog24_main main def main @mpnm = Mpname.new @mpnm.contents_opacity = $game_system.fdtm if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == false @mpnm.visible = true else @mpnm.visible = false end mog24_main @mpnm.dispose end alias mog24_update update def update mog24_update $game_system.mpnm_x = @mpnm.x $game_system.mpnm_y = @mpnm.y if $game_switches[MOG::WM_SWITCH_VIS_DISABLE] == true or $game_system.fdtm <= 0 @mpnm.visible = false else @mpnm.visible = true end if MOG::MPNMPS == 0 or MOG::MPNMPS == 1 if @mpnm.x < 0 @mpnm.x += 8 elsif @mpnm.x >= 0 @mpnm.x = 0 end else if @mpnm.x > 400 @mpnm.x -= 8 elsif @mpnm.x <= 400 @mpnm.x = 400 end end @mpnm.contents_opacity = $game_system.fdtm if MOG::MPNMFD == true $game_system.fdtm -= 3 end end alias mog24_transfer_player transfer_player def transfer_player mog24_transfer_player if MOG::MPNMPS == 0 $game_system.mpnm_x = -300 $game_system.mpnm_y = 0 elsif MOG::MPNMPS == 1 $game_system.mpnm_x = -300 $game_system.mpnm_y = 380 elsif MOG::MPNMPS == 2 $game_system.mpnm_x = 640 $game_system.mpnm_y = 0 else $game_system.mpnm_x = 640 $game_system.mpnm_y = 380 end @mpnm.y = $game_system.mpnm_y @mpnm.x = $game_system.mpnm_x $game_system.fdtm = 255 + 40 * MOG::MPNMTM @mpnm.refresh end end
ok...
me da ravia ver kmo hay gente tan...
em.. FLOJA!!!! q lo uniko q hace es pedir y pedir y no se da la paja de buskarlo..
todo lo q piden esos post de arriba mio LOS tengo... empece hace poko y aun asi he logrado
buskar informacion pq me he dado el tiempo de buskarla!!!!
asi que no sean flojo y BUSKENLA!!!!!!
ahora si no la encuentran recien pidanla....
Atte:
sk
#=======================================================================
# ● [VX] ◦ On-Screen Shop ◦ □
#-------------------------------------------------------------------
# ◦ by Woratana [[email protected]]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 14/05/2008
# ◦ Version: 1.0
#=======================================================================
class Scene_Shop < Scene_Base
USE_SPRITESET = true
# Do you want to use real map as background? (tile will animate)
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias wora_sceshop_str_oshop start
def start
wora_sceshop_str_oshop
@spriteset = Spriteset_Map.new if USE_SPRITESET
@gold_window.x = Graphics.width - @gold_window.width - 24
@gold_window.y = Graphics.height - @gold_window.height - 24
@buy_window.x = @sell_window.x = 0
@number_window.x = 0
@dummy_window.y = @help_window.height
@buy_window.y = @sell_window.y = @help_window.height
@number_window.y = @status_window.y = @help_window.height
@buy_window.height = @sell_window.height = 200
@number_window.height = @status_window.height = 200
@dummy_window.y = Graphics.height
@status_window.create_contents
@help_window.visible = false
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias wora_sceshop_ter_oshop terminate
def terminate
wora_sceshop_ter_oshop
@spriteset.dispose if USE_SPRITESET
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias wora_sceshop_upd_oshop update
def update
wora_sceshop_upd_oshop
if @command_window.active
@help_window.visible = false
elsif @buy_window.active
@help_window.visible = @buy_window.visible
elsif @sell_window.active
@help_window.visible = @sell_window.visible
end
@spriteset.update if USE_SPRITESET
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::ShopBuy
s2 = Vocab::ShopSell
s3 = Vocab::ShopCancel
@command_window = Window_Command.new(120, [s1, s2, s3])
@command_window.y = Graphics.height - @command_window.height - 24
@command_window.x = 24
if $game_temp.shop_purchase_only
@command_window.draw_item(1, false)
end
end
end
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
y = 64
self.contents.clear
draw_item_name(@item, 0, y)
self.contents.font.color = normal_color
self.contents.draw_text(212, y, 20, WLH, "×")
self.contents.draw_text(248, y, 20, WLH, @number, 2)
self.cursor_rect.set(244, y, 28, WLH)
draw_currency_value(@price * @number, 4, y + WLH * 2, 264)
end
end
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item != nil
number = $game_party.item_number(@item)
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 200, WLH, number, 2)
for actor in $game_party.members
x = 4
y = WLH * (2 + actor.index)
draw_actor_parameter_change(actor, x, y)
end
end
end
#--------------------------------------------------------------------------
# * Draw Actor's Current Equipment and Parameters
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
if change > 0 # If increase status
elsif change < 0 # If decrease status
self.contents.font.color.alpha = 128
else # if not change status
self.contents.font.color.alpha = 128
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
end
end
Ese script ya esta, buscalo bien, yo ya lo vi, igual ahora me fijo bien, si no lo veo lo posteo, pero che, mira que ni el buscador ni el Google muerden, podrian buscar si no encuentran tambien.Hola pueden poner un script de ocho direcciones plzzzzzzzzz
Este script no aparece en el buscador (si por alguna razón fue posteado avisarme por mp o msn)
Screen:
Demo:
Descargar Demo (SkyDrive)
Descargar Demo (MegaUpload)
Descargar Demo (FileFront)
Descargar Demo (Fortaleza Friki)
Instrucciones:
Viene todo en el script. Si hay alguna duda posteadla aquí para que pueda resolverla.
El script no da error, lo he probado personalmente. Si obtenéis errores es muy probable que se deba a la compatibilidad con otros scripts.
Para obtener battlers para este sistema os recomiendo que utilicéis un generador de personajes para RO, os será de gran ayuda.
Créditos:
Script creado por... por... A ver. Han intervenido en la elaboración de este script (xDD):
Azrith001
SephirothSpawn
Minkoff
DerVVulfman
Charlie Lee
Post original de Fegarur (VZ4)