- Base de datos de Scripts & Recursos a La carta [Pedidos V5] -

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Lynck.

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Necesito Scripts de... A PODER SER DE VX
-Imagenes antes del titulo + explicación.
Nombre del Script : Imagenes antes de Titulo

Version del Script : ¿?

Rpg Maker : VX

Screens : Tampoco hay :/

Script :
Descargar Txt.

Instrucciones :
Copiar y pegar encima de Main.
Conseguir las imágenes que quieres que aparescan en el titulo, y ponerlas en Pictures, en el Script, donde se indica,
poner el nombre de la imagen.

Creditos :
Desconocido again...
 
OP

Miwel~

EMD Legend
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Los Mares
como ahora lo pedidos son aqui ,o bueno espero no equivocarme, queria ver si alguien podira aydarme pueden hacer que este chara este montado en el cerdito??

Chara
heroe.png

Cerdo
155animal05.png


Gracias de antemano (si se puede)
 
OP

Miwel~

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como ahora lo pedidos son aqui ,o bueno espero no equivocarme, queria ver si alguien podira aydarme pueden hacer que este chara este montado en el cerdito??

Chara
heroe.png

Cerdo
155animal05.png


Gracias de antemano (si se puede)

Wiiii que idea mas loca xDDDDDDD
¡Pero lo hare!
¿Lo que buscas es algo así?:
wiiiibeta.png

Si es así, espera que lo termine y posteo xDDDD

Waw muchas gracias,nunca habia visto tantos tilesets.
Y los charas de arboles ¿si me los puedes pasar pliss?.
Gracias de antemano.

SALUDOS:icon_cheesygrin:.
En la misma pagina tambien hay charas, battlers y demas, tipo RTP solo hace falta buscar un poco mas xD
Espero que les sirva :)
Saludos!!!
 
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YOGUI007

Banneado
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En la oscuridad
Gracias miguel ya los encontre pero tengo una duda,¿no hay manera de que el script de tren de charas y el script de
perspectiva en el mapa sean compatibles?.
Esque si tengo esos dos scripts me dan error.

SALUDOS.
 
OP

Miwel~

EMD Legend
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Wiiii!:icon_mrgreen: Si es eso exactamente lo que busco gracias miguel no puedo esperar a que este listo
Listo xDDDDD
Me llevo un ratito terminarlo, pero ya esta xD
Aqui lo tienes:
Weeeeeee.png

Espero que te sirva ;)
Saludos!!!
 
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Los Mares
alguien me consigue un script que sirve para subirle los puntos en el jego como tipo online que cuando subes de lv de da cierta cantidad de puntos y tu decides si ponerlos en fuerza,defensa, hp,mp y todo eso es para vx yo lo vi pero ya no lo encuentro y no recuerdo como se llama ^^ gracias de antemano
 

frantas

EMD Master
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hola amigos de emudesc... NESECITO UN SCRIPTS QUE HAGA LO SIGUIENTO "SE PUEDA CARGAR LA MAGIA CUANDO UNO DA GOLPES A ENEMIGOS..."
POR FA... AYUDA CON ESO... ( LO HE BUSCADO POR TODOS LADOS POR QUE UNA VES LO VI, PERO NO LO ENCUENTRO...)
 
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Hola, migel, ¿me podrias pasar una paguina como la que le pasaste a YOGUI007
Pero para el vx, gracias de antemano (O antepie) XD :icon_cheesygrin:
 
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Aa Pues Aqui...Chilling
-Nombre Del Script:Smooth Scrolling (Map)
-Version Del Script:1.0
-Rpg Maker: VX

-Introducion:La version XP fue creada por Toby Zerner.
Agrega bonitos efectos pequeños cuando la pantalla se mueve.
ME gusta mucho.
por eso fue que lo hice para VX

Si no has escuchado de este Script Antes, Recomendo que lo intentes

-Caracteristicas:

-Demo:
Aqui Tienen el Demo

-ScreenShot:
No Necesario :icon_cheesygrin:

-Script:
# ● [VX] ◦ Smooth Scrolling ◦ □
# * Nice scrolling effect like an action game~! *
# * Ported from XP Version (by Toby Zerner) *
#--------------------------------------------------------------
# ◦ by Woratana [[email protected]]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 08/02/2009
# ◦ Version: 1.0
#--------------------------------------------------------------
# ◦ Compatibility:
#--------------------------------------------------------------
# □ This script will rewrite 6 method(s):
# Game_Map.start_scroll
# Game_Map.scroll_up
# Game_Map.scroll_down
# Game_Map.scroll_left
# Game_Map.scroll_right
# Game_Map.update_scroll
#
# □ This script will alias 1 method(s):
# Game_Map.setup_scroll
#
# □ This script would crash with other custom scripts that rewrite same method(s)
#
# □ This script may not work with maps that use loop.
#--------------------------------------------------------------
# ◦ Installation:
#--------------------------------------------------------------
# 1) This script should be placed JUST AFTER ▼ Materials.
#
# □ Like this:
# ▼ Materials
# * Smooth Scrolling
# ...
# ...
# ▼ Main Process
# Main
#
# 2) Setup this script in Setup Part below.
#
#--------------------------------------------------------------
# ◦ How to use:
#--------------------------------------------------------------
# □ Just place this script and try moving player in your game.
#
#=================================================================

class Game_System

#=================================================================
# ++ Setup Part
#-----------------------------------------------------------------
DEFAULT_DECELERATION_START = 4 # (default: 4)
# How fast before it will start decelerating (Higher = Start Faster)
# You can change this value in game by call script:
# $game_system.decel_start = (value)

DEFAULT_DECELERATION_SPEED = 4 # (default: 4)
# How fast it will decelerate each frame (Higher = Decelerate Faster)
# You can change this value in game by call script:
# $game_system.decel_speed = (value)
#-----------------------------------------------------------------

def decel_start
@decel_start ||= DEFAULT_DECELERATION_START
return @decel_start
end

def decel_speed
@decel_speed ||= DEFAULT_DECELERATION_SPEED
return @decel_speed
end

def decel_start=(value)
@decel_start = value
end

def decel_speed=(value)
@decel_speed = value
end
end

class Game_Map
#--------------------------------------------------------------------------
# * Scroll Setup
#--------------------------------------------------------------------------
alias wora_smoscr_gammap_setscr setup_scroll
def setup_scroll(*args)
wora_smoscr_gammap_setscr(*args)
# Initialize smooth scrolling variables
# scroll_remain: the number of pixels * 4 the still need to be scrolled
@scroll_remain_x = 0
@scroll_remain_y = 0
# scroll_take: the number of pixels * 4 that are being scrolled every frame
# i.e. scrolling speed
@scroll_take_x = 0
@scroll_take_y = 0
# scroll_decel: variables for calculating decelaration
@scroll_decel_x = 0
@scroll_decel_y = 0
end
#--------------------------------------------------------------------------
# * Start Scroll
#--------------------------------------------------------------------------
def start_scroll(direction, distance, speed)
# Set scrolling variables
distance = distance.ceil * 256
@scroll_direction = direction
@scroll_speed = speed
@scroll_rest = distance
# Execute scrolling
case @scroll_direction
when 2 # Down
scroll_down(@scroll_rest)
when 4 # Left
scroll_left(@scroll_rest)
when 6 # Right
scroll_right(@scroll_rest)
when 8 # Up
scroll_up(@scroll_rest)
end
end
#--------------------------------------------------------------------------
# * Scroll Down
#--------------------------------------------------------------------------
def scroll_down(distance)
# Ceil the distance
distance = distance.ceil
# If the map is scrolling from an event command, then use that scroll speed
if scrolling? then @scroll_take_y = 2 ** @scroll_speed
# If the map is not scrolling
else
# Make sure the distance is always divisible by 4
if distance.ceil % 4 == 0 then @scroll_take_y = distance.ceil
elsif distance.ceil % 4 <= 2 then @scroll_take_y = distance.ceil - distance.ceil % 4
else @scroll_take_y = distance.ceil + (4 - (distance.ceil % 4)) end
end
# If scrolling coordinates are inside the map's boundaries
unless @display_y + @scroll_remain_y + distance > (self.height - 13) * 256
# Add onto the amount left to be scrolled
@scroll_remain_y += distance
end
end
#--------------------------------------------------------------------------
# * Scroll Left
#--------------------------------------------------------------------------
def scroll_left(distance)
# Ceil the distance
distance = distance.ceil
# If the map is scrolling from an event command, then use that scroll speed
if scrolling? then @scroll_take_x = 2 ** @scroll_speed
# If the map is not scrolling
else
# Make sure the distance is always divisible by 4
if distance.ceil % 4 == 0 then @scroll_take_x = distance.ceil
elsif distance.ceil % 4 <= 2 then @scroll_take_x = distance.ceil - distance.ceil % 4
else @scroll_take_x = distance.ceil + (4 - (distance.ceil % 4)) end
end
# If scrolling coordinates are inside the map's boundaries
unless @display_x - @scroll_remain_x - distance < 0
# Add onto the amount left to be scrolled
@scroll_remain_x -= distance
end
end
#--------------------------------------------------------------------------
# * Scroll Right
#--------------------------------------------------------------------------
def scroll_right(distance)
# Ceil the distance
distance = distance.ceil
# If the map is scrolling from an event command, then use that scroll speed
if scrolling? then @scroll_take_x = 2 ** @scroll_speed
# If the map is not scrolling
else
# Make sure the distance is always divisible by 4
if distance.ceil % 4 == 0 then @scroll_take_x = distance.ceil
elsif distance.ceil % 4 <= 2 then @scroll_take_x = distance.ceil - distance.ceil % 4
else @scroll_take_x = distance.ceil + (4 - (distance.ceil % 4)) end
end
# If scrolling coordinates are inside the map's boundaries
unless @display_x + @scroll_remain_x + distance > (self.width - 17) * 256
# Add onto the amount left to be scrolled
@scroll_remain_x += distance
end
end
#--------------------------------------------------------------------------
# * Scroll Up
#--------------------------------------------------------------------------
def scroll_up(distance)
# Ceil the distance
distance = distance.ceil
# If the map is scrolling from an event command, then use that scroll speed
if scrolling? then @scroll_take_y = 2 ** @scroll_speed
# If the map is not scrolling
else
# Make sure the distance is always divisible by 4
if distance.ceil % 4 == 0 then @scroll_take_y = distance.ceil
elsif distance.ceil % 4 <= 2 then @scroll_take_y = distance.ceil - distance.ceil % 4
else @scroll_take_y = distance.ceil + (4 - (distance.ceil % 4)) end
end
# If scrolling coordinates are inside the map's boundaries
unless @display_y - @scroll_remain_y - distance < 0
# Add onto the amount left to be scrolled
@scroll_remain_y -= distance
end
end
#--------------------------------------------------------------------------
# * Update Scroll
#--------------------------------------------------------------------------
def update_scroll
# If the map is still scrolling
if @scroll_rest > 0 then @scroll_rest -= 2 ** @scroll_speed end

# If the x axis needs to be scrolled to the right
if @scroll_remain_x > 0
# If the amount to be scrolled is close enough to 0 to decelerate
if @scroll_remain_x <= @scroll_take_x * $game_system.decel_start
old_display_x = @display_x
# Add onto the deceleration variable
@scroll_decel_x += $game_system.decel_speed
# Work out how much to scroll
distance = [@scroll_take_x - @scroll_decel_x, 4].max
# If the scrolling coordinates are within the map's boundaries
unless @display_x + distance > (self.width - 17) * 256
@display_x += distance
@parallax_x += distance
end
# Subtract the amount that was scrolled
@scroll_remain_x += old_display_x - @display_x
if @scroll_remain_x < 0 then @scroll_remain_x = 0 end
# Otherwise, scroll at a normal speed
else
# Reset the deceleration variable
@scroll_decel_x = 0
# If the scrolling coordinates are out of range
if @display_x + @scroll_take_x > (self.width - 17) * 256
@display_x = (self.width - 20) * 256
@scroll_remain_x = 0
# Otherwise, scroll normally
else
@display_x += @scroll_take_x
@parallax_x += @scroll_take_x
@scroll_remain_x -= @scroll_take_x
end
end

# If the x axis needs to be scrolled to the left
elsif @scroll_remain_x < 0
# If the amount to be scrolled is close enough to 0 to decelerate
if @scroll_remain_x >= -@scroll_take_x * $game_system.decel_start
old_display_x = @display_x
# Add onto the deceleration variable
@scroll_decel_x += $game_system.decel_speed
# Work out how much to scroll
distance = [@scroll_take_x - @scroll_decel_x, 4].max
# If the scrolling coordinates are within the map's boundaries
unless @display_x - distance < 0
@display_x -= distance
@parallax_x -= distance
end
# Subtract the amount that was scrolled
@scroll_remain_x += old_display_x - @display_x
if @scroll_remain_x > 0 then @scroll_remain_x = 0 end
# Otherwise, scroll at a normal speed
else
# Reset the deceleration variable
@scroll_decel_x = 0
# If the scrolling coordinates are out of range
if @display_x - @scroll_take_x < 0
@display_x = 0
@scroll_remain_x = 0
# Otherwise, scroll normally
else
@display_x -= @scroll_take_x
@parallax_x -= @scroll_take_x
@scroll_remain_x += @scroll_take_x
end
end

# If no x scrolling needs to be done, reset the deceleration variable
else @scroll_decel_x = 0 end

# If the y axis needs to be scrolled downwards
if @scroll_remain_y > 0
# If the amount to be scrolled is close enough to 0 to decelerate
if @scroll_remain_y <= @scroll_take_y * $game_system.decel_start
old_display_y = @display_y
# Add onto the deceleration variable
@scroll_decel_y += $game_system.decel_speed
# Work out how much to scroll
distance = [@scroll_take_y - @scroll_decel_y, 4].max
# If the scrolling coordinates are within the map's boundaries
unless @display_y + distance > (self.height - 13) * 256
@display_y += distance
@parallax_y += distance
end
# Subtract the amount that was scrolled
@scroll_remain_y += old_display_y - @display_y
if @scroll_remain_y < 0 then @scroll_remain_y = 0 end
# Otherwise, scroll at a normal speed
else
# Reset the deceleration variable
@scroll_speed_accel_y = 0
# If the scrolling coordinates are out of range
if @display_y + @scroll_take_y > (self.height - 13) * 256
@display_y = (self.height - 15) * 256
@scroll_remain_y = 0
# Otherwise, scroll normally
else
@display_y += @scroll_take_y
@parallax_y += @scroll_take_y
@scroll_remain_y -= @scroll_take_y
end
end

# If the y axis needs to be scrolled upwards
elsif @scroll_remain_y < 0
# If the amount to be scrolled is close enough to 0 to decelerate
if @scroll_remain_y >= -@scroll_take_y * $game_system.decel_start
old_display_y = @display_y
# Add onto the deceleration variable
@scroll_decel_y += $game_system.decel_speed
# Work out how much to scroll
distance = [@scroll_take_y - @scroll_decel_y, 4].max
# If the scrolling coordinates are within the map's boundaries
unless @display_y - distance < 0
@display_y -= distance
@parallax_y -= distance
end
# Subtract the amount that was scrolled
@scroll_remain_y += old_display_y - @display_y
if @scroll_remain_y > 0 then @scroll_remain_y = 0 end
# Otherwise, scroll at a normal speed
else
# Reset the deceleration variable
@scroll_speed_accel_y = 0
# If the scrolling coordinates are out of range
if @display_y - @scroll_take_y < 0
@display_y = 0
@scroll_remain_y = 0
# Otherwise, scroll normally
else
@display_y -= @scroll_take_y
@parallax_y -= @scroll_take_y
@scroll_remain_y += @scroll_take_y
end
end

# If no y scrolling needs to be done, reset the deceleration variable
else
@scroll_decel_y = 0
end
end
end

-Instrucciones:
Insertar y Jugar (Hay una seccion llamada "Setup Part" en el Script si quieren editar algo

-Compatiblidad: Con todo

-Creditos:
Woratana
 
OP

Miwel~

EMD Legend
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hola amigos de emd

pues lo que nesesito no es tan dificil creo..nesesito unos autoties de pokemon estilo perla/diamante

gracias de ante manos
No pude encontrar tiles, pero si unas "planillas", no se si te sirvan:
DP_tiles_for_public_by_Kymotonian.png

projectmarnianregiontil.png

DPP_Tiles_by_Newtiteuf.png

alguien me consigue un script que sirve para subirle los puntos en el jego como tipo online que cuando subes de lv de da cierta cantidad de puntos y tu decides si ponerlos en fuerza,defensa, hp,mp y todo eso es para vx yo lo vi pero ya no lo encuentro y no recuerdo como se llama ^^ gracias de antemano
Tambien recuerdo haberlo visto, pero buscando y buscando, lo unico que pude encontrar fue este:
-Nombre Del Script: Level Up Stat and Display Window
-Version Del Script: -
-Rpg Maker: VX
-Introducion: Hace que se habra una ventana al finalizar batalla en la cual veras lo que incrementa el subir de nivel de tu personaje.
-Ejemplo:
Un level up Normal:
ss1d.jpg

Aprendiendo una tecnica:
ss2g.jpg


-Demo: -
-Script:
Código:
#-------------------- Level Up Stat and Display Window --------------------
#------------------------------ By BigEd781 -------------------------------
#                          www.rpgrevolution.com
#
module LevelUpDisplayConfig
#--------------------------------------------------------------------------
# * General Configuration Options
#--------------------------------------------------------------------------
 #The windowskin file name, minus the extension
 WINDOWSKIN_NAME = 'Window'
 #The sound effect name that is played when the window is displayed
 LEVEL_UP_SE = 'Recovery'
 #The sound effect volume
 LEVEL_UP_SE_VOLUME = 80
 #Display the skill window?
 USE_SKILL_WINDOW = true
 #The title text used in the "New Skills" window (if not nil)  
 #For example, NEW_SKILL_TITLE_TEXT = 'Abilities'
 NEW_SKILL_TITLE_TEXT = nil
 #Show the actor's sprite?
 USE_SPRITE_GRAPHIC = true
 #Opacity of the main window
 WINDOW_OPACITY = 255  
#--------------------------------------------------------------------------
# * Stat Window Configuration
#--------------------------------------------------------------------------
 #The color of the actor's name in the window (gold by default)
 NAME_COLOR = Color.new(255,235,0)
 #The color of the actor's level in the window (gold by default)
 LEVEL_COLOR = Color.new(255,235,0)
 #The color of the actor's stat names in the window (gold by default)
 STAT_COLOR = Color.new(255,235,0)
 #The color of the actor's old stat values (white by default)
 OLD_STAT_COLOR = Color.new(255,255,255)
 #The color of the actor's new stat values, if a net gain (green by default)
 NEW_STAT_VAL_COLOR = Color.new(0,250,154)
 #The color of the actor's new stat values, if a net loss (red by default)
 STAT_VAL_LOSS_COLOR = Color.new(255, 0, 0)
#--------------------------------------------------------------------------
# * Skill Window Configuration
#--------------------------------------------------------------------------
 #The color of the text in the skills title window
 SKILL_TITLE_COLOR = Color.new(255,215,0)
 #The color of the new skills text in the skills window
 SKILL_WINDOW_FONT_COLOR = Color.new(240,248,255)
#--------------------------------------------------------------------------
#  * There is no need to modify the constants below
#--------------------------------------------------------------------------
STAT_WINDOW_WIDTH = 320
SKILL_WINDOW_WIDTH = 165
WINDOW_HEIGHT = 220
SUB_WINDOW_HEIGHT = 45

end

include LevelUpDisplayConfig
#==========================================================================
# * Window_LevelUpdate
#--------------------------------------------------------------------------
#   The main window that appears in battle when a level is gained.
#   Displays stat info, faceset, and (optionally) the actor sprite.
#==========================================================================
class Window_LevelUpdate < Window_Base
 
 def initialize(actor)
   w = STAT_WINDOW_WIDTH
   h = WINDOW_HEIGHT
   if USE_SKILL_WINDOW
     super(272 - (w / 2) - (SKILL_WINDOW_WIDTH / 2), 50, w, h)
   else
     super(272 - (w / 2), 50, w, h)
   end
   self.windowskin = Cache.system(WINDOWSKIN_NAME)
   self.back_opacity = WINDOW_OPACITY
   @actor = actor
   @animation_index = 0
   @arrow = Cache.picture('level_up_arrow')    
   @y_offset = 12  #give some room under level display
   #begin drawing new level and old stat text
   @col_one_offset = 0
   #Draw old stats
   @col_two_offset = @col_one_offset + 60    
   #begin drawing Faceset/sprite and skills gained
   @col_four_offset = 0
   #begin drawing Faceset/sprite graphics
   @col_five_offset = 190
   #play the sound effect
   se = RPG::SE.new(LEVEL_UP_SE, LEVEL_UP_SE_VOLUME)
   se.play
   #calculates the offet for drawing level info
   calc_level_offsets          
   setup_name_window
   draw_stat_names
   draw_old_stat_values  
   draw_arrows      
   draw_new_stat_values
   draw_actor_rep
   update    
 end
 #--------------------------------------------------------------------------
 # * Create and display the name window
 #--------------------------------------------------------------------------
 def setup_name_window
   @name_window = Window_Base.new(self.x + 20, self.y - 30 , fit_to_text(@actor.name), SUB_WINDOW_HEIGHT)
   @name_window.windowskin = Cache.system(WINDOWSKIN_NAME)
   @name_window.back_opacity = 255
   @name_sprite = Sprite.new
   @name_sprite.bitmap = Bitmap.new(@name_window.width, @name_window.height)
   @name_sprite.bitmap.font.color = NAME_COLOR
   @name_sprite.x = @name_window.x + 15
   @name_sprite.y = @name_window.y - 10
   @name_sprite.z = 300
   @name_sprite.bitmap.draw_text(0, 0, @name_sprite.bitmap.width, 60, @actor.name)
 end
 #--------------------------------------------------------------------------
 # * Draws the level and stat text (not the values themselves)
 #--------------------------------------------------------------------------
 def draw_stat_names    
   self.contents.font.color = LEVEL_COLOR
   self.contents.draw_text(@col_one_offset, 0, 60, WLH, "Lv.")
   self.contents.font.color = STAT_COLOR                                              
   self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.hp)    
   self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.mp)
   self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.atk)
   self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.def)
   self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.spi)
   self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.agi)
   #reset the font color
   self.contents.font.color = Font.default_color  
   #reset the y_offset to 12
   y_incr_reset
 end
 #--------------------------------------------------------------------------
 # * Draws the old level and stat values
 #--------------------------------------------------------------------------
 def draw_old_stat_values
   self.contents.font.color = OLD_STAT_COLOR
   self.contents.draw_text(@col_level_old_offset, 0, 60, WLH, @actor.last_level)
   self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_hp)
   self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_mp)
   self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_atk)
   self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_def)
   self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_spi)
   self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_agi)
   #reset the font color
   self.contents.font.color = Font.default_color
   #reset the y_offset to 12
   y_incr_reset
 end
 #--------------------------------------------------------------------------
 # * Draws the arrows
 #--------------------------------------------------------------------------
 def draw_arrows
   if @actor.last_hp - 100 < 0
     @col_three_offset = @col_two_offset + 30    
   elsif @actor.last_hp - 1000 < 0
     @col_three_offset = @col_two_offset + 40
   else
     @col_three_offset = @col_two_offset + 50
   end    
   draw_arrow(@col_level_arrow_offset, 6)     #level
   draw_arrow(@col_three_offset, y_incr + 6)  #hp
   draw_arrow(@col_three_offset, y_incr + 6)  #mp
   draw_arrow(@col_three_offset, y_incr + 6)  #atk
   draw_arrow(@col_three_offset, y_incr + 6)  #def
   draw_arrow(@col_three_offset, y_incr + 6)  #spi
   draw_arrow(@col_three_offset, y_incr + 6)  #agi
   calc_col_four_offset(@col_three_offset)
   #reset the y_offset to 12
   y_incr_reset
 end
 #--------------------------------------------------------------------------
 # * Draws the new level and stat values
 #--------------------------------------------------------------------------
 def draw_new_stat_values      
   draw_new_stat(@col_level_new_offset, 0, 60, WLH, @actor.last_level, @actor.level)    
   draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_hp, @actor.maxhp)
   draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_mp, @actor.maxmp)
   draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_atk, @actor.base_atk)
   draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_def, @actor.base_def)
   draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_spi, @actor.base_spi)
   draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_agi, @actor.base_agi)
   self.contents.font.color = Font.default_color  
   #reset the y_offset to 12
   y_incr_reset
 end
 
 def draw_new_stat(x, y, w, h, prev_val, val)
   if val > prev_val      #gain
     self.contents.font.color = NEW_STAT_VAL_COLOR
   elsif val == prev_val  #no change
     self.contents.font.color = OLD_STAT_COLOR
   else                   #loss
     self.contents.font.color = STAT_VAL_LOSS_COLOR
   end    
   self.contents.draw_text(x, y, w, h, val)    
 end
 #--------------------------------------------------------------------------
 # * Draws the faceset and optionally the actor sprite
 #--------------------------------------------------------------------------
 def draw_actor_rep
   draw_actor_face(@actor, @col_five_offset, 0)
   if (USE_SPRITE_GRAPHIC)
     x_pos = @col_five_offset + ((self.width - @col_five_offset) / 2) - 18
     draw_character(@actor.character_name, @actor.character_index, x_pos, 160)
   end
 end
 #--------------------------------------------------------------------------
 # * Draws an arrow
 #--------------------------------------------------------------------------
 def draw_arrow(x, y)
   src_rect = Rect.new(0, 0, @arrow.width, @arrow.height)
   self.contents.blt(x, y, @arrow, src_rect)
 end
 #--------------------------------------------------------------------------
 # * figures out the spacing for the level text display
 #--------------------------------------------------------------------------
 def calc_level_offsets
   @col_level_old_offset = @col_one_offset + 30    
   if @actor.last_level < 10
     @col_level_arrow_offset = @col_level_old_offset + 20
   else
     @col_level_arrow_offset = @col_level_old_offset + 30
   end    
   @col_level_new_offset = @col_level_arrow_offset + 26
 end
 #--------------------------------------------------------------------------
 # * Increments the y counter
 #--------------------------------------------------------------------------
 def y_incr
   @y_offset += WLH
   return @y_offset
 end
 #--------------------------------------------------------------------------
 # * Resets the y counter
 #--------------------------------------------------------------------------
 def y_incr_reset
   @y_offset = 12
 end
 #--------------------------------------------------------------------------
 # * calculate where to draw col four text (new stat values)
 #--------------------------------------------------------------------------
 def calc_col_four_offset(col_three)  
   @col_four_offset = col_three + 22
 end
 #--------------------------------------------------------------------------
 # * Fit the window width to the text
 #--------------------------------------------------------------------------
 def fit_to_text(text)
   w = self.contents.text_size(text).width + 32
   return w > 90 ? w : 90
 end
 #--------------------------------------------------------------------------
 # * Update the child window position
 #--------------------------------------------------------------------------
 def update_child_window_pos
   @name_window.x = self.x + 20
   @name_window.y = self.y - 30  
   @name_sprite.x = @name_window.x + 15
   @name_sprite.y = @name_window.y - 10  
 end
 #--------------------------------------------------------------------------
 # * Destroy the sprite!
 #--------------------------------------------------------------------------
 def dispose
   super
   @name_window.dispose
   @name_sprite.dispose
 end
 
end
#============================================================================
# * Window_SkillUpdate
#----------------------------------------------------------------------------
#   The learned skill window
#============================================================================
class Window_SkillUpdate < Window_Base
 
 def initialize(actor, parent_x, parent_y, parent_width)
   x = parent_x + parent_width
   h = WINDOW_HEIGHT
   w = SKILL_WINDOW_WIDTH
   super(x, parent_y, w, h)
   self.windowskin = Cache.system(WINDOWSKIN_NAME)
   self.back_opacity = WINDOW_OPACITY
   self.contents.font.color = SKILL_WINDOW_FONT_COLOR
   @actor = actor
   @skills = []
   setup_title_window
   populate_skill_list
 end
 #--------------------------------------------------------------------------
 # * create the title window
 #--------------------------------------------------------------------------
 def setup_title_window
   #check to see if custom text is defined
   if NEW_SKILL_TITLE_TEXT == nil
     skill_title_text = sprintf("N. %s", Vocab.skill)
   else
     skill_title_text = NEW_SKILL_TITLE_TEXT
   end
   middle_parent = self.x + (self.width / 2)
   w = fit_to_text(skill_title_text)
   h = SUB_WINDOW_HEIGHT
   x = middle_parent - (w / 2)
   y = self.y - 30
   @title_window = Window_Base.new(x, y, w, h)
   @title_window.windowskin = Cache.system(WINDOWSKIN_NAME)
   @title_window.back_opacity = 255
   @title_sprite = Sprite.new
   @title_sprite.bitmap = Bitmap.new(@title_window.width, @title_window.height)
   @title_sprite.bitmap.font.color = SKILL_TITLE_COLOR
   @title_sprite.x = @title_window.x + 15
   @title_sprite.y = @title_window.y + 4
   @title_sprite.z = 300
   @title_sprite.bitmap.draw_text(0, 0, @title_sprite.bitmap.width, 32, skill_title_text)
 end
 #--------------------------------------------------------------------------
 # * My edit of draw_item_name.
 #   Necessary because the default one changes the font color.
 #--------------------------------------------------------------------------
 def draw_my_item_name(item, x, y, enabled = true)
    if item != nil
     draw_icon(item.icon_index, x, y, enabled)      
     self.contents.font.color.alpha = enabled ? 255 : 128
     self.contents.draw_text(x + 24, y, 172, WLH, item.name)
   end
 end
 #--------------------------------------------------------------------------
 # * draw all of the skills that were learned
 #--------------------------------------------------------------------------
 def populate_skill_list
   skills = @actor.last_learned_skills
   y = 0
   for skill in skills
     draw_my_item_name(skill, 0, y)
     y += 32
   end
 end
 #--------------------------------------------------------------------------
 # * Fit the window width to the text
 #--------------------------------------------------------------------------
 def fit_to_text(text)    
   return self.contents.text_size(text).width + 32
 end
 #--------------------------------------------------------------------------
 # * Kill the sprite!
 #--------------------------------------------------------------------------
 alias :eds_old_dispose :dispose
 def dispose    
   eds_old_dispose
   @title_window.dispose
   @title_sprite.dispose
 end
 
end
#==========================================================================
# * Game_Actor
#--------------------------------------------------------------------------
#   overrides -
#     * display_level_up (if DISPLAY_DEF_MESSAGE is set to false in config)
#==========================================================================
class Game_Actor < Game_Battler
 
 attr_reader :last_level
 attr_reader :last_hp
 attr_reader :last_mp
 attr_reader :last_atk
 attr_reader :last_def
 attr_reader :last_spi
 attr_reader :last_agi
 attr_reader :last_learned_skills
 #--------------------------------------------------------------------------
 # * Change Experience
 #     exp  : New experience
 #     show : Level up display flag
 #--------------------------------------------------------------------------
 alias :eds_old_change_exp :change_exp
 def change_exp(exp, show)
   #save off the old paramters    
   prev_skills = skills    
   @last_level = @level
   @last_hp = self.maxhp
   @last_mp = self.maxmp
   @last_atk = self.atk
   @last_def = self.def
   @last_spi = self.spi
   @last_agi = self.agi
   eds_old_change_exp(exp, show)
   @last_learned_skills =  skills - prev_skills
 end
 
if USE_SKILL_WINDOW  #below method is only used if we are using the skill window
 
 #--------------------------------------------------------------------------
 # * Show Level Up Message
 #     new_skills : Array of newly learned skills
 #--------------------------------------------------------------------------
 #   If we are not displaying the standard message when
 #   gaining a level, simply remove the loop that creates
 #   the learned skills message.  Continue to display
 #   the skills that were learned if we are not in battle.
 #--------------------------------------------------------------------------
 alias :eds_old_display_level_up :display_level_up
 def display_level_up(new_skills)
   if $game_temp.in_battle
     $game_message.new_page
     text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
     $game_message.texts.push(text)    
   else
     eds_old_display_level_up(new_skills)
   end
 end
 
end #skill window check
 
end
#============================================================================
# * Scene_Battle
#----------------------------------------------------------------------------
#   overrides -
#     * display_level_up
#============================================================================
class Scene_Battle < Scene_Base
 
 #--------------------------------------------------------------------------
 # * Display Level Up
 #--------------------------------------------------------------------------
 def display_level_up
   #patch for KGC Equip Learn Skill script
   if $imported != nil and $imported["EquipLearnSkill"]
     display_master_equipment_skill
   end
   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)      
     if actor.level > last_level
       win = Window_LevelUpdate.new(actor)  
       #if we are using the skill window and the skills have changed...
       if USE_SKILL_WINDOW && last_skills.length != actor.skills.length          
         s_win = Window_SkillUpdate.new(actor, win.x, win.y, win.width)        
         wait_for_message
         s_win.dispose if USE_SKILL_WINDOW
       else
         #move the window back to center screen and update the name window
         win.x = 272 - (win.width / 2)
         win.update_child_window_pos
         wait_for_message  
       end      
       win.dispose      
     end
   end
 end
 
end
-Instrucciones:
Deben guardar en la carpeta pictures de su proyecto esta imagen con el nombre de "level_up_arrow" (sin las comillas ")
leveluparrow.png


Además:
-Pegar encima de Main
-Llamenle como quieran o por defecto: Level Up Display Window
-Pueden cambiar los colores de letras y numeros en la ventana... solo deben buscar que lineas se pueden editar.
-Esta en ingles pero es facil usar
-Creditos: BigEd781
Por si acaso, tambien hay un sistema de batalla de ese tipo de juegos (Mu o Diablo) creo que te puede servir.
Alguien me pasa Tiles de zelda para vx
Encontre uno, pero no se si es de VX, si no tendras que hacerlos tu mismo mediante sprites...
-Nombre Del Script:Smooth Scrolling (Map)
...
Agregado
Saludos!!!
 
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