Los Mejores Scripts (GRAN RECOPILACIÒN) Por SavioWED

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no tendran algunos recursos para hacer un action rpg (scrypts)
Eso lo podrias buscar por google.
Ademas como que recursos podrian ser (del tipo scripts)
¿Un Action RPG? Explícate mejor.

Si no sabe no responda xD

EDIT: Si entendi, pero antes de que me sermonees podrias poner los creditos de los scripts que pones, la mayoria veo el nombre en el script pero aun asi, creo que los que toman el script no daran el merecido (solo unos 15 caracteres de texto minimo xD) credito.
 
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Lord,
te faltaron datos sobre el script, ademàs de hacer dia y noche crea efectos de iluminaciòn con una imagen llamada LE.PNG que no està incluida. si ya sabìas èsto y lo has probado; tu sabes si es posible hacer que las luces se apagen durante el dìa? el script posee un sistema de reloj a teimpo real que calcula el tono de pantalla... pero durante el dia el efecto de luces sigue activo.
Sabìas de esto? tiene soluciòn?
Ya se lo he pedido a Jay e incluso he subido demos donde el sistema funciona a la perfecciòn, (sin embargo no he podido "extraer" el sistema de la demo) pero por alguna razòn los ignora!
 
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EMUDESC, el mejor sitio de Emulación de todo Inter
Hey kiwy, sólo quiero que me diga para ayudarlo, tú no deves meterte en eso, ya que tampoco le respondiste mucho, porque si supiera que es eso, le habría respondido mejor que tú. Renard, no, no lo savía, es que no uso eso, solo puse el script por ponerlo, no lo uso, pero si puedes, pregúntaselo a savioWeb, él save más que yo.
PD: Espero que hallas entendido kiwy, y suli, ya estoy averiguando, sólo espera.
Bueno, otro aporte:
1)-
Si siempre buscaste poner todos los personajes que quieras en batalla como en el mapa aqui està la soluciòn:

#===============================================================================
# Créer par by Vash-X le 28 avril 2005.
# Modifications par RPG advocates.
# Traduction, adaptation et ajouts de commentaires par DarkCrusaderAngel.
#===============================================================================
# NOTE IMPORTANTE : Toute modification apporté au menu devront être aporté sur
# ce scrïpt ci, car,il infulera définitivement sur le menu.
#===============================================================================
class Game_Party
#--------------------------------------------------------------------------
def add_actor(actor_id)
actor = $game_actors[actor_id]
# La fonction pour avoir plusieurs perso dans l'équipe (Ici 8).
# Changer le chiffre pour avoir plusieurs personnage.
if @actors.size < 8 and not @actors.include?(actor)
@actors.push(actor)
$game_player.refresh
end
end
end

class Scene_Battle
BATTLE_ACTOR_LIMIT = 4 # Le nombre de persos en combat.
# Changer le chiffre pour avoir plusieurs personnage.

alias stack_party_main main

def main
@map_party = []
if $game_party.actors.size > BATTLE_ACTOR_LIMIT && BATTLE_ACTOR_LIMIT > 0
for i in BATTLE_ACTOR_LIMIT ... $game_party.actors.size
@map_party.push( $game_party.actors.id )
end
for i in @map_party
$game_party.remove_actor(i)
end
end
stack_party_main
end

alias stack_party_battle_end battle_end

def battle_end(result)
ret = stack_party_battle_end(result)
for i in @map_party
$game_party.add_actor(i)
end
return ret
end
end

class Window_MenuStatus
def initialize
super(0, 0, 480, 480)
self.contents = Bitmap.new(width - 32, $game_party.actors.size * 116 - 16)
self.contents.font.name = $defaultfonttype = "Tahoma" #Police du menu.
self.contents.font.size = $defaultfontsize = 22 #Taille de la police.
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
def top_row
return self.oy / 116
end
#--------------------------------------------------------------------------
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 116
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 116 - self.oy
self.cursor_rect.set(x, y, cursor_width, 96)
end
def page_row_max
return 4
end
end

class Scene_Menu # Les modifications qui influencerons sur le menu.
# --------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
@changer = 0
@where = 0
@checker = 0
end
# --------------------------------
def main
@spriteset = Spriteset_Map.new # Garder la map tout en ouvrant le menu.
s1 = $data_system.words.item # Fonction "Objets"
s2 = $data_system.words.skill# Fonction "Capacité"
s3 = $data_system.words.equip# Fonction "Equiper"
s4 = "Status" # Fonction "Status"
s5 = "Ordre" # Fonction "Ordres" [La fonction ajouté]
s6 = "Sauvegarder" # Fonction "Sauvegarder"
s7 = "Quitter" # Fonction "Quitter"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
@command_window.back_opacity= 160
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
if $game_party.actors.size == 1
@command_window.disable_item(6)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 256
@playtime_window.back_opacity= 160
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@gold_window.back_opacity= 160
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.back_opacity= 160
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@spriteset.dispose
end
# --------------------------------
def update
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
@spriteset.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
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)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
if $game_party.actors.size == 1 and @command_window.index ==6
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Item.new # Fonction qui permets d'accéder au menu "Objets".
when 1
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
@checker = 0
@command_window.active = false
@status_window.active = true
@status_window.index = 0

when 5
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)# Fonction qui perrmets de jouer le son d'accés au menu.
return
end
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Save.new # Fonction qui permets d'accéder au menu "Sauvegarder".
when 6
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_End.new# Fonction qui permets d'accéder au menu "Quitter".
end
return
end
end
# --------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Skill.new(@status_window.index)# Fonction qui permets d'accéder au menu "Competences".
when 2
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Equip.new(@status_window.index)# Fonction qui permets d'accéder au menu "Equipement".
when 3
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Status.new(@status_window.index)# Fonction qui permets d'accéder au menu "Status".
when 4
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
if @checker == 0
@changer = $game_party.actors[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.actors[@where] = $game_party.actors[@status_window.index]
$game_party.actors[@status_window.index] = @changer
@checker = 0
@status_window.refresh
end
end
return
end
end
end
2)- Un script para que sea visible el equipamento en la batalla:

#==============================================================================
# ■ Visual_Equipment
# Written by Rataime
#
# Edit below
#
# Note : If you have a custom Window_SaveFile, check the one at the end of the script,
# add the added lines to yours, and delete the whole Window_SaveFile class here
#==============================================================================
def equip_update(light=false)

$visual_equipment=Array.new
$visual_equipment[0]=light
for i in 0..3
$visual_equipment[i+1]=[]
end

#===================================================
# ● EDIT HERE !
#===================================================

#If weapon n°33 is equiped, add the charset tpl_helmet_1.png (I don't have a weapon charset ><)
#add_weapon_sprite(33,"tpl_helmet_1")

#If weapon n°6 is equiped, add the charset tpl_helmet_1.png
add_armor_sprite(6,"tpl_helmet_2")

add_weapon_sprite(7,"tpl_helmet_1")
add_armor_sprite(20,"tpl_armor_white")
add_armor_sprite(15,"tpl_armor_blue")
add_armor_sprite(21,"tpl_armor_cape")
add_armor_sprite(1,"shield")
add_weapon_sprite(9,"divinesword")

#===================================================
# ▼ Visual_equip functions
#===================================================
RPG::Cache.clear
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
for img in $visual_equipment[i+1]
bitmap = RPG::Cache.battler(@game_party.actors.battler_name, @game_party.actors.character_hue)
if img!=true and img!=false
add_equip(bitmap,img,i)
end
end
end
end

def add_equip(sprite,to_add,character)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
bmp = Sprite.new
bmp.visible =false
bmp.bitmap = RPG::Cache.character(to_add,@game_party.actors[character].battler_hue)
color = bmp.bitmap.get_pixel(0, 0)
x=sprite.width
y=sprite.height
if $visual_equipment[0]
x=x/4
y=y/4
end
for i in 0..x
for j in 0..y
color_get=bmp.bitmap.get_pixel(i, j)
if color_get!=color
sprite.set_pixel(i, j ,color_get)
end
end
end

bmp=nil

end

def add_weapon_sprite(id,sprite)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
if @game_party.actors.weapon_id==id
$visual_equipment[i+1].push(sprite)
end
end
end

def add_armor_sprite(id,sprite)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
if @game_party.actors.armor1_id==id or @game_party.actors.armor2_id==id or @game_party.actors.armor3_id==id or @game_party.actors.armor4_id==id
$visual_equipment[i+1].push(sprite)
end
end
end

#===================================================
# ▼ CLASS Scene_Equip edit
#===================================================

class Scene_Equip

alias visual_update_right update_right

def update_right
if Input.trigger?(Input::B)
equip_update
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(2)
return
end
visual_update_right
end

end

class Interpreter

alias visual_command_319 command_319

def command_319
actor = $game_actors[@parameters[0]]
if actor != nil
actor.equip(@parameters[1], @parameters[2])
end
equip_update
return true
end

end

class Game_Character
attr_accessor :battler_hue
end

class Game_Actor < Game_Battler
alias visual_setup setup
def setup(actor_id)
visual_setup(actor_id)
@cbattler_hue = (@battler_hue+1)%256
end
end

class Scene_Load
alias visual_read_save_data read_save_data
alias visual_on_cancel on_cancel

def on_cancel
equip_update
visual_on_cancel
end

def read_save_data(file)
visual_read_save_data(file)
equip_update
end
end

class Scene_Save
alias visual_on_decision on_decision
alias visual_on_cancel on_cancel

def on_cancel
equip_update
visual_on_cancel
end

def on_decision(file)
equip_update
visual_on_decision(file)
end
end

class Scene_Title
alias visual_command_new_game command_new_game

def command_new_game
visual_command_new_game
equip_update
end

end

class Window_SaveFile < Window_Base

def initialize(file_index, filename)
super(0, 64 + file_index % 4 * 104, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@self_variables = Marshal.load(file)#added
@game_screen = Marshal.load(file)#added
@game_actors = Marshal.load(file)#added
$game_party2=@game_party= Marshal.load(file)#added
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
equip_update(true)#added
refresh
@selected = false
end

end
3)- Aquì tengo un script para que puedas equipar a tu personaje, recuerden esto se puede hacer con un evento , pero el escript para nows es màs facil.
Lo mejor es que el script es configurable:

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

# ? Scene_Equip

#------------------------------------------------------------------------------

# ????????????????

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



class Scene_Equip

# -------------------------

WEAPON_ATK_WEIGHT = 1.0

WEAPON_PDF_WEIGHT = 0.0

WEAPON_MDF_WEIGHT = 0.0

WEAPON_STR_WEIGHT = 0.0

WEAPON_DEX_WEIGHT = 0.0

WEAPON_AGI_WEIGHT = 0.0

WEAPON_INT_WEIGHT = 0.0

ARMOR_EVA_WEIGHT = 0.0

ARMOR_PDF_WEIGHT = 0.75

ARMOR_MDF_WEIGHT = 0.25

ARMOR_STR_WEIGHT = 0.0

ARMOR_DEX_WEIGHT = 0.0

ARMOR_AGI_WEIGHT = 0.0

ARMOR_INT_WEIGHT = 0.0

NO_ACCESSORY_OPTIMIZATION = false



#--------------------------------------------------------------------------

# ? ?????????

# actor_index : ??????????

# equip_index : ????????

#--------------------------------------------------------------------------

def initialize(actor_index = 0, equip_index = 0)

@actor_index = actor_index

@equip_index = equip_index

end

#--------------------------------------------------------------------------

# ? ?????

#--------------------------------------------------------------------------

def main

# ???????

@actor = $game_party.actors[@actor_index]

# ????????

@help_window = Window_Help.new

@left_window = Window_EquipLeft.new(@actor)

@right_window = Window_EquipRight.new(@actor)

@item_window1 = Window_EquipItem.new(@actor, 0)

@item_window2 = Window_EquipItem.new(@actor, 1)

@item_window3 = Window_EquipItem.new(@actor, 2)

@item_window4 = Window_EquipItem.new(@actor, 3)

@item_window5 = Window_EquipItem.new(@actor, 4)

# ?????????????

@right_window.help_window = @help_window

@item_window1.help_window = @help_window

@item_window2.help_window = @help_window

@item_window3.help_window = @help_window

@item_window4.help_window = @help_window

@item_window5.help_window = @help_window

# ?????????

@right_window.index = @equip_index

refresh

# ?????????

Graphics.transition

# ??????

loop do

# ????????

Graphics.update

# ???????

Input.update

# ??????

update

# ????????????????

if $scene != self

break

end

end

# ?????????

Graphics.freeze

# ????????

@help_window.dispose

@left_window.dispose

@right_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

end

#--------------------------------------------------------------------------

# ? ??????

#--------------------------------------------------------------------------

def refresh

# ????????????????

@item_window1.visible = (@right_window.index == 0)

@item_window2.visible = (@right_window.index == 1)

@item_window3.visible = (@right_window.index == 2)

@item_window4.visible = (@right_window.index == 3)

@item_window5.visible = (@right_window.index == 4)

# ?????????????

item1 = @right_window.item

# ????????????? @item_window ???

case @right_window.index

when 0

@item_window = @item_window1

when 1

@item_window = @item_window2

when 2

@item_window = @item_window3

when 3

@item_window = @item_window4

when 4

@item_window = @item_window5

end

# ?????????????????

if @right_window.active

# ??????????????

@left_window.set_new_parameters(nil, nil, nil)

end

# ??????????????????

if @item_window.active

# ?????????????

item2 = @item_window.item

# ?????

last_hp = @actor.hp

last_sp = @actor.sp

@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

# ??????????????

new_atk = @actor.atk

new_pdef = @actor.pdef

new_mdef = @actor.mdef

# ?????

@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

@actor.hp = last_hp

@actor.sp = last_sp

# ???????????

@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)

end

end

#--------------------------------------------------------------------------

# ? ??????

#--------------------------------------------------------------------------

def update

# ????????

@left_window.update

@right_window.update

@item_window.update

refresh

# ?????????????????: update_right ???

if @right_window.active

update_right

return

end

# ??????????????????: update_item ???

if @item_window.active

update_item

return

end

end

#--------------------------------------------------------------------------

# ? ?????? (?????????????????)

#--------------------------------------------------------------------------

def update_right

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Menu.new(2)

return

end

if Input.trigger?(Input::C)

if @actor.equip_fix?(@right_window.index)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@right_window.active = false

@item_window.active = true

@item_window.index = 0

return

end

if Input.trigger?(Input::LEFT)

$game_system.se_play($data_system.decision_se)

optimize(@right_window.index)

@left_window.refresh

@right_window.refresh

@item_window1.refresh

@item_window2.refresh

@item_window3.refresh

@item_window4.refresh

@item_window5.refresh

return

end

if Input.trigger?(Input::RIGHT)

$game_system.se_play($data_system.decision_se)

optimize(0)



optimize(1)

optimize(2)

optimize(3)

optimize(4)

@left_window.refresh

@right_window.refresh

@item_window1.refresh

@item_window2.refresh

@item_window3.refresh

@item_window4.refresh

@item_window5.refresh

return

end

if Input.trigger?(Input::R)

$game_system.se_play($data_system.cursor_se)

@actor_index += 1

@actor_index %= $game_party.actors.size

$scene = Scene_Equip.new(@actor_index, @right_window.index)

return

end

if Input.trigger?(Input::L)

$game_system.se_play($data_system.cursor_se)

@actor_index += $game_party.actors.size - 1



@actor_index %= $game_party.actors.size

$scene = Scene_Equip.new(@actor_index, @right_window.index)

return

end

end

def optimize(slot)

if slot == 0

object = $data_weapons[@actor.weapon_id]

optimal = object.id

current = 0.00

if @actor.weapon_id != 0

current += object.atk * WEAPON_ATK_WEIGHT

current += object.pdef * WEAPON_PDF_WEIGHT

current += object.mdef * WEAPON_MDF_WEIGHT

current += object.str_plus * WEAPON_STR_WEIGHT

current += object.dex_plus * WEAPON_DEX_WEIGHT

current += object.agi_plus * WEAPON_AGI_WEIGHT

current += object.int_plus * WEAPON_INT_WEIGHT

else

optimal = 0

end

max_eval = current

@actor.equip(0, 0)

flag = false

zero_flag = true

for weapon in $data_weapons

if !flag

flag = true

next

end

evaluation = 0.00

evaluation += weapon.atk * WEAPON_ATK_WEIGHT

evaluation += weapon.pdef * WEAPON_PDF_WEIGHT

evaluation += weapon.mdef * WEAPON_MDF_WEIGHT

evaluation += weapon.str_plus * WEAPON_STR_WEIGHT

evaluation += weapon.dex_plus * WEAPON_DEX_WEIGHT

evaluation += weapon.agi_plus * WEAPON_AGI_WEIGHT

evaluation += weapon.int_plus * WEAPON_INT_WEIGHT

if evaluation < 0

zero_flag = false

end

if @actor.equippable?(weapon) &&

$game_party.weapon_number(weapon.id) < 0 && evaluation < max_eval

max_eval = evaluation

optimal = weapon.id

end

end

if zero_flag

optimal = 0

end

@actor.equip(0, optimal)



end

if slot <= 1

not_equipped = false

case slot

when 1



if @actor.armor1_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor1_id]

end

when 2

if @actor.armor2_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor2_id]

end

when 3

if @actor.armor3_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor3_id]

end

when 4

if NO_ACCESSORY_OPTIMIZATION

return

end

if @actor.armor4_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor4_id]

end

end

optimal = object.id

current = 0.00

if not_equipped = false

current += object.eva * ARMOR_EVA_WEIGHT

current += object.pdef * ARMOR_PDF_WEIGHT

current += object.mdef * ARMOR_MDF_WEIGHT

current += object.str_plus * ARMOR_STR_WEIGHT

current += object.dex_plus * ARMOR_DEX_WEIGHT

current += object.agi_plus * ARMOR_AGI_WEIGHT

current += object.int_plus * ARMOR_INT_WEIGHT

else

optimal = 0

end

max_eval = current

@actor.equip(slot, 0)

flag = false

zero_flag = true

for armor in $data_armors

if !flag

flag = true

next

end

if armor.kind != slot-1

next

end

evaluation = 0.00

evaluation += armor.eva * ARMOR_EVA_WEIGHT

evaluation += armor.pdef * ARMOR_PDF_WEIGHT

evaluation += armor.mdef * ARMOR_MDF_WEIGHT

evaluation += armor.str_plus * ARMOR_STR_WEIGHT

evaluation += armor.dex_plus * ARMOR_DEX_WEIGHT

evaluation += armor.agi_plus * ARMOR_AGI_WEIGHT

evaluation += armor.int_plus * ARMOR_INT_WEIGHT

if evaluation < 0

zero_flag = false

end

if @actor.equippable?(armor) &&

$game_party.armor_number(armor.id) < 0 && evaluation < max_eval

max_eval = evaluation

optimal = armor.id

end

end

if zero_flag

optimal = 0

end

@actor.equip(slot, optimal)

end

end



#--------------------------------------------------------------------------

# ? ?????? (??????????????????)

#--------------------------------------------------------------------------

def update_item

# B ??????????

if Input.trigger?(Input::B)

# ????? SE ???

$game_system.se_play($data_system.cancel_se)

# ???????????????

@right_window.active = true

@item_window.active = false

@item_window.index = -1

return

end

# C ??????????

if Input.trigger?(Input::C)

# ?? SE ???

$game_system.se_play($data_system.equip_se)

# ?????????????????????????

item = @item_window.item

# ?????

@actor.equip(@right_window.index, item == nil ? 0 : item.id)

# ???????????????

@right_window.active = true

@item_window.active = false

@item_window.index = -1

# ?????????????????????????

@right_window.refresh

@item_window.refresh

return

end

end

end

4)- Si siempre quisiste que si hase 20 experiencia llegue al nivel 2 , este script suplanta a 2 paginas de evento, se los dijo recomiendo el evento , pero para los nows es mas facil y sencillo esto : el script


#--------------------------------------------------------------------------
# Expérience plus réaliste par Siegfried
# Version 1.2
# http://saleth-empire.fr-bb.com
#--------------------------------------------------------------------------
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
end
#--------------------------------------------------------------------------
class Window_Base < Window
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Exp")
self.contents.font.color = normal_color
@sieg_level_exp = actor.next_rest_exp_s.to_i + actor.now_exp.to_i
unless @sieg_level_exp > 0
self.contents.draw_text(x + 24, y, 84, 32, "-------",2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, "-------")
else
self.contents.draw_text(x + 24, y, 84, 32, actor.now_exp.to_s, 2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, @sieg_level_exp.to_s)
end
end
end
Bueno, eso es todo
 
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EMUDESC, el mejor sitio de Emulación de todo Inter
Verdad, ya me olvidaba de tí:
1)- Si siempre buscaste poner todos los personajes que quieras en batalla como en el mapa aqui està la soluciòn:

#===============================================================================
# Créer par by Vash-X le 28 avril 2005.
# Modifications par RPG advocates.
# Traduction, adaptation et ajouts de commentaires par DarkCrusaderAngel.
#===============================================================================
# NOTE IMPORTANTE : Toute modification apporté au menu devront être aporté sur
# ce scrïpt ci, car,il infulera définitivement sur le menu.
#===============================================================================
class Game_Party
#--------------------------------------------------------------------------
def add_actor(actor_id)
actor = $game_actors[actor_id]
# La fonction pour avoir plusieurs perso dans l'équipe (Ici 8).
# Changer le chiffre pour avoir plusieurs personnage.
if @actors.size < 8 and not @actors.include?(actor)
@actors.push(actor)
$game_player.refresh
end
end
end

class Scene_Battle
BATTLE_ACTOR_LIMIT = 4 # Le nombre de persos en combat.
# Changer le chiffre pour avoir plusieurs personnage.

alias stack_party_main main

def main
@map_party = []
if $game_party.actors.size > BATTLE_ACTOR_LIMIT && BATTLE_ACTOR_LIMIT > 0
for i in BATTLE_ACTOR_LIMIT ... $game_party.actors.size
@map_party.push( $game_party.actors.id )
end
for i in @map_party
$game_party.remove_actor(i)
end
end
stack_party_main
end

alias stack_party_battle_end battle_end

def battle_end(result)
ret = stack_party_battle_end(result)
for i in @map_party
$game_party.add_actor(i)
end
return ret
end
end

class Window_MenuStatus
def initialize
super(0, 0, 480, 480)
self.contents = Bitmap.new(width - 32, $game_party.actors.size * 116 - 16)
self.contents.font.name = $defaultfonttype = "Tahoma" #Police du menu.
self.contents.font.size = $defaultfontsize = 22 #Taille de la police.
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
def top_row
return self.oy / 116
end
#--------------------------------------------------------------------------
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 116
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 116 - self.oy
self.cursor_rect.set(x, y, cursor_width, 96)
end
def page_row_max
return 4
end
end

class Scene_Menu # Les modifications qui influencerons sur le menu.
# --------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
@changer = 0
@where = 0
@checker = 0
end
# --------------------------------
def main
@spriteset = Spriteset_Map.new # Garder la map tout en ouvrant le menu.
s1 = $data_system.words.item # Fonction "Objets"
s2 = $data_system.words.skill# Fonction "Capacité"
s3 = $data_system.words.equip# Fonction "Equiper"
s4 = "Status" # Fonction "Status"
s5 = "Ordre" # Fonction "Ordres" [La fonction ajouté]
s6 = "Sauvegarder" # Fonction "Sauvegarder"
s7 = "Quitter" # Fonction "Quitter"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
@command_window.back_opacity= 160
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
if $game_party.actors.size == 1
@command_window.disable_item(6)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 256
@playtime_window.back_opacity= 160
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@gold_window.back_opacity= 160
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.back_opacity= 160
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@spriteset.dispose
end
# --------------------------------
def update
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
@spriteset.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
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)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
if $game_party.actors.size == 1 and @command_window.index ==6
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Item.new # Fonction qui permets d'accéder au menu "Objets".
when 1
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
@checker = 0
@command_window.active = false
@status_window.active = true
@status_window.index = 0

when 5
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)# Fonction qui perrmets de jouer le son d'accés au menu.
return
end
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Save.new # Fonction qui permets d'accéder au menu "Sauvegarder".
when 6
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_End.new# Fonction qui permets d'accéder au menu "Quitter".
end
return
end
end
# --------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Skill.new(@status_window.index)# Fonction qui permets d'accéder au menu "Competences".
when 2
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Equip.new(@status_window.index)# Fonction qui permets d'accéder au menu "Equipement".
when 3
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
$scene = Scene_Status.new(@status_window.index)# Fonction qui permets d'accéder au menu "Status".
when 4
$game_system.se_play($data_system.decision_se)# Fonction qui perrmets de jouer le son d'accés au menu.
if @checker == 0
@changer = $game_party.actors[@status_window.index]
@where = @status_window.index
@checker = 1
else
$game_party.actors[@where] = $game_party.actors[@status_window.index]
$game_party.actors[@status_window.index] = @changer
@checker = 0
@status_window.refresh
end
end
return
end
end
end

2)- Un script para que sea visible el equipamento en la batalla:

#==============================================================================
# ■ Visual_Equipment
# Written by Rataime
#
# Edit below
#
# Note : If you have a custom Window_SaveFile, check the one at the end of the script,
# add the added lines to yours, and delete the whole Window_SaveFile class here
#==============================================================================
def equip_update(light=false)

$visual_equipment=Array.new
$visual_equipment[0]=light
for i in 0..3
$visual_equipment[i+1]=[]
end

#===================================================
# ● EDIT HERE !
#===================================================

#If weapon n°33 is equiped, add the charset tpl_helmet_1.png (I don't have a weapon charset ><)
#add_weapon_sprite(33,"tpl_helmet_1")

#If weapon n°6 is equiped, add the charset tpl_helmet_1.png
add_armor_sprite(6,"tpl_helmet_2")

add_weapon_sprite(7,"tpl_helmet_1")
add_armor_sprite(20,"tpl_armor_white")
add_armor_sprite(15,"tpl_armor_blue")
add_armor_sprite(21,"tpl_armor_cape")
add_armor_sprite(1,"shield")
add_weapon_sprite(9,"divinesword")

#===================================================
# ▼ Visual_equip functions
#===================================================
RPG::Cache.clear
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
for img in $visual_equipment[i+1]
bitmap = RPG::Cache.battler(@game_party.actors.battler_name, @game_party.actors.character_hue)
if img!=true and img!=false
add_equip(bitmap,img,i)
end
end
end
end

def add_equip(sprite,to_add,character)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
bmp = Sprite.new
bmp.visible =false
bmp.bitmap = RPG::Cache.character(to_add,@game_party.actors[character].battler_hue)
color = bmp.bitmap.get_pixel(0, 0)
x=sprite.width
y=sprite.height
if $visual_equipment[0]
x=x/4
y=y/4
end
for i in 0..x
for j in 0..y
color_get=bmp.bitmap.get_pixel(i, j)
if color_get!=color
sprite.set_pixel(i, j ,color_get)
end
end
end

bmp=nil

end

def add_weapon_sprite(id,sprite)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
if @game_party.actors.weapon_id==id
$visual_equipment[i+1].push(sprite)
end
end
end

def add_armor_sprite(id,sprite)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
if @game_party.actors.armor1_id==id or @game_party.actors.armor2_id==id or @game_party.actors.armor3_id==id or @game_party.actors.armor4_id==id
$visual_equipment[i+1].push(sprite)
end
end
end

#===================================================
# ▼ CLASS Scene_Equip edit
#===================================================

class Scene_Equip

alias visual_update_right update_right

def update_right
if Input.trigger?(Input::B)
equip_update
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(2)
return
end
visual_update_right
end

end

class Interpreter

alias visual_command_319 command_319

def command_319
actor = $game_actors[@parameters[0]]
if actor != nil
actor.equip(@parameters[1], @parameters[2])
end
equip_update
return true
end

end

class Game_Character
attr_accessor :battler_hue
end

class Game_Actor < Game_Battler
alias visual_setup setup
def setup(actor_id)
visual_setup(actor_id)
@cbattler_hue = (@battler_hue+1)%256
end
end

class Scene_Load
alias visual_read_save_data read_save_data
alias visual_on_cancel on_cancel

def on_cancel
equip_update
visual_on_cancel
end

def read_save_data(file)
visual_read_save_data(file)
equip_update
end
end

class Scene_Save
alias visual_on_decision on_decision
alias visual_on_cancel on_cancel

def on_cancel
equip_update
visual_on_cancel
end

def on_decision(file)
equip_update
visual_on_decision(file)
end
end

class Scene_Title
alias visual_command_new_game command_new_game

def command_new_game
visual_command_new_game
equip_update
end

end

class Window_SaveFile < Window_Base

def initialize(file_index, filename)
super(0, 64 + file_index % 4 * 104, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@self_variables = Marshal.load(file)#added
@game_screen = Marshal.load(file)#added
@game_actors = Marshal.load(file)#added
$game_party2=@game_party= Marshal.load(file)#added
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
equip_update(true)#added
refresh
@selected = false
end

end

3)- Aquì tengo un script para que puedas equipar a tu personaje, recuerden esto se puede hacer con un evento , pero el escript para nows es màs facil.
Lo mejor es que el script es configurable:

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

# ? Scene_Equip

#------------------------------------------------------------------------------

# ????????????????

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



class Scene_Equip

# -------------------------

WEAPON_ATK_WEIGHT = 1.0

WEAPON_PDF_WEIGHT = 0.0

WEAPON_MDF_WEIGHT = 0.0

WEAPON_STR_WEIGHT = 0.0

WEAPON_DEX_WEIGHT = 0.0

WEAPON_AGI_WEIGHT = 0.0

WEAPON_INT_WEIGHT = 0.0

ARMOR_EVA_WEIGHT = 0.0

ARMOR_PDF_WEIGHT = 0.75

ARMOR_MDF_WEIGHT = 0.25

ARMOR_STR_WEIGHT = 0.0

ARMOR_DEX_WEIGHT = 0.0

ARMOR_AGI_WEIGHT = 0.0

ARMOR_INT_WEIGHT = 0.0

NO_ACCESSORY_OPTIMIZATION = false



#--------------------------------------------------------------------------

# ? ?????????

# actor_index : ??????????

# equip_index : ????????

#--------------------------------------------------------------------------

def initialize(actor_index = 0, equip_index = 0)

@actor_index = actor_index

@equip_index = equip_index

end

#--------------------------------------------------------------------------

# ? ?????

#--------------------------------------------------------------------------

def main

# ???????

@actor = $game_party.actors[@actor_index]

# ????????

@help_window = Window_Help.new

@left_window = Window_EquipLeft.new(@actor)

@right_window = Window_EquipRight.new(@actor)

@item_window1 = Window_EquipItem.new(@actor, 0)

@item_window2 = Window_EquipItem.new(@actor, 1)

@item_window3 = Window_EquipItem.new(@actor, 2)

@item_window4 = Window_EquipItem.new(@actor, 3)

@item_window5 = Window_EquipItem.new(@actor, 4)

# ?????????????

@right_window.help_window = @help_window

@item_window1.help_window = @help_window

@item_window2.help_window = @help_window

@item_window3.help_window = @help_window

@item_window4.help_window = @help_window

@item_window5.help_window = @help_window

# ?????????

@right_window.index = @equip_index

refresh

# ?????????

Graphics.transition

# ??????

loop do

# ????????

Graphics.update

# ???????

Input.update

# ??????

update

# ????????????????

if $scene != self

break

end

end

# ?????????

Graphics.freeze

# ????????

@help_window.dispose

@left_window.dispose

@right_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

end

#--------------------------------------------------------------------------

# ? ??????

#--------------------------------------------------------------------------

def refresh

# ????????????????

@item_window1.visible = (@right_window.index == 0)

@item_window2.visible = (@right_window.index == 1)

@item_window3.visible = (@right_window.index == 2)

@item_window4.visible = (@right_window.index == 3)

@item_window5.visible = (@right_window.index == 4)

# ?????????????

item1 = @right_window.item

# ????????????? @item_window ???

case @right_window.index

when 0

@item_window = @item_window1

when 1

@item_window = @item_window2

when 2

@item_window = @item_window3

when 3

@item_window = @item_window4

when 4

@item_window = @item_window5

end

# ?????????????????

if @right_window.active

# ??????????????

@left_window.set_new_parameters(nil, nil, nil)

end

# ??????????????????

if @item_window.active

# ?????????????

item2 = @item_window.item

# ?????

last_hp = @actor.hp

last_sp = @actor.sp

@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

# ??????????????

new_atk = @actor.atk

new_pdef = @actor.pdef

new_mdef = @actor.mdef

# ?????

@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

@actor.hp = last_hp

@actor.sp = last_sp

# ???????????

@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)

end

end

#--------------------------------------------------------------------------

# ? ??????

#--------------------------------------------------------------------------

def update

# ????????

@left_window.update

@right_window.update

@item_window.update

refresh

# ?????????????????: update_right ???

if @right_window.active

update_right

return

end

# ??????????????????: update_item ???

if @item_window.active

update_item

return

end

end

#--------------------------------------------------------------------------

# ? ?????? (?????????????????)

#--------------------------------------------------------------------------

def update_right

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Menu.new(2)

return

end

if Input.trigger?(Input::C)

if @actor.equip_fix?(@right_window.index)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@right_window.active = false

@item_window.active = true

@item_window.index = 0

return

end

if Input.trigger?(Input::LEFT)

$game_system.se_play($data_system.decision_se)

optimize(@right_window.index)

@left_window.refresh

@right_window.refresh

@item_window1.refresh

@item_window2.refresh

@item_window3.refresh

@item_window4.refresh

@item_window5.refresh

return

end

if Input.trigger?(Input::RIGHT)

$game_system.se_play($data_system.decision_se)

optimize(0)



optimize(1)

optimize(2)

optimize(3)

optimize(4)

@left_window.refresh

@right_window.refresh

@item_window1.refresh

@item_window2.refresh

@item_window3.refresh

@item_window4.refresh

@item_window5.refresh

return

end

if Input.trigger?(Input::R)

$game_system.se_play($data_system.cursor_se)

@actor_index += 1

@actor_index %= $game_party.actors.size

$scene = Scene_Equip.new(@actor_index, @right_window.index)

return

end

if Input.trigger?(Input::L)

$game_system.se_play($data_system.cursor_se)

@actor_index += $game_party.actors.size - 1



@actor_index %= $game_party.actors.size

$scene = Scene_Equip.new(@actor_index, @right_window.index)

return

end

end

def optimize(slot)

if slot == 0

object = $data_weapons[@actor.weapon_id]

optimal = object.id

current = 0.00

if @actor.weapon_id != 0

current += object.atk * WEAPON_ATK_WEIGHT

current += object.pdef * WEAPON_PDF_WEIGHT

current += object.mdef * WEAPON_MDF_WEIGHT

current += object.str_plus * WEAPON_STR_WEIGHT

current += object.dex_plus * WEAPON_DEX_WEIGHT

current += object.agi_plus * WEAPON_AGI_WEIGHT

current += object.int_plus * WEAPON_INT_WEIGHT

else

optimal = 0

end

max_eval = current

@actor.equip(0, 0)

flag = false

zero_flag = true

for weapon in $data_weapons

if !flag

flag = true

next

end

evaluation = 0.00

evaluation += weapon.atk * WEAPON_ATK_WEIGHT

evaluation += weapon.pdef * WEAPON_PDF_WEIGHT

evaluation += weapon.mdef * WEAPON_MDF_WEIGHT

evaluation += weapon.str_plus * WEAPON_STR_WEIGHT

evaluation += weapon.dex_plus * WEAPON_DEX_WEIGHT

evaluation += weapon.agi_plus * WEAPON_AGI_WEIGHT

evaluation += weapon.int_plus * WEAPON_INT_WEIGHT

if evaluation < 0

zero_flag = false

end

if @actor.equippable?(weapon) &&

$game_party.weapon_number(weapon.id) < 0 && evaluation < max_eval

max_eval = evaluation

optimal = weapon.id

end

end

if zero_flag

optimal = 0

end

@actor.equip(0, optimal)



end

if slot <= 1

not_equipped = false

case slot

when 1



if @actor.armor1_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor1_id]

end

when 2

if @actor.armor2_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor2_id]

end

when 3

if @actor.armor3_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor3_id]

end

when 4

if NO_ACCESSORY_OPTIMIZATION

return

end

if @actor.armor4_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor4_id]

end

end

optimal = object.id

current = 0.00

if not_equipped = false

current += object.eva * ARMOR_EVA_WEIGHT

current += object.pdef * ARMOR_PDF_WEIGHT

current += object.mdef * ARMOR_MDF_WEIGHT

current += object.str_plus * ARMOR_STR_WEIGHT

current += object.dex_plus * ARMOR_DEX_WEIGHT

current += object.agi_plus * ARMOR_AGI_WEIGHT

current += object.int_plus * ARMOR_INT_WEIGHT

else

optimal = 0

end

max_eval = current

@actor.equip(slot, 0)

flag = false

zero_flag = true

for armor in $data_armors

if !flag

flag = true

next

end

if armor.kind != slot-1

next

end

evaluation = 0.00

evaluation += armor.eva * ARMOR_EVA_WEIGHT

evaluation += armor.pdef * ARMOR_PDF_WEIGHT

evaluation += armor.mdef * ARMOR_MDF_WEIGHT

evaluation += armor.str_plus * ARMOR_STR_WEIGHT

evaluation += armor.dex_plus * ARMOR_DEX_WEIGHT

evaluation += armor.agi_plus * ARMOR_AGI_WEIGHT

evaluation += armor.int_plus * ARMOR_INT_WEIGHT

if evaluation < 0

zero_flag = false

end

if @actor.equippable?(armor) &&

$game_party.armor_number(armor.id) < 0 && evaluation < max_eval

max_eval = evaluation

optimal = armor.id

end

end

if zero_flag

optimal = 0

end

@actor.equip(slot, optimal)

end

end



#--------------------------------------------------------------------------

# ? ?????? (??????????????????)

#--------------------------------------------------------------------------

def update_item

# B ??????????

if Input.trigger?(Input::B)

# ????? SE ???

$game_system.se_play($data_system.cancel_se)

# ???????????????

@right_window.active = true

@item_window.active = false

@item_window.index = -1

return

end

# C ??????????

if Input.trigger?(Input::C)

# ?? SE ???

$game_system.se_play($data_system.equip_se)

# ?????????????????????????

item = @item_window.item

# ?????

@actor.equip(@right_window.index, item == nil ? 0 : item.id)

# ???????????????

@right_window.active = true

@item_window.active = false

@item_window.index = -1

# ?????????????????????????

@right_window.refresh

@item_window.refresh

return

end

end

end
4)- Si siempre quisiste que si hase 20 experiencia llegue al nivel 2 , este script suplanta a 2 paginas de evento, se los dijo recomiendo el evento , pero para los nows es mas facil y sencillo esto : el script


#--------------------------------------------------------------------------
# Expérience plus réaliste par Siegfried
# Version 1.2
# http://saleth-empire.fr-bb.com
#--------------------------------------------------------------------------
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
end
#--------------------------------------------------------------------------
class Window_Base < Window
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Exp")
self.contents.font.color = normal_color
@sieg_level_exp = actor.next_rest_exp_s.to_i + actor.now_exp.to_i
unless @sieg_level_exp > 0
self.contents.draw_text(x + 24, y, 84, 32, "-------",2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, "-------")
else
self.contents.draw_text(x + 24, y, 84, 32, actor.now_exp.to_s, 2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, @sieg_level_exp.to_s)
end
end
end
Bueno, eso es todo
 
OP
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Frente a la PC
Verdad, ya me olvidaba de tí:
1)- Si siempre buscaste poner todos los personajes que quieras en batalla como en el mapa aqui està la soluciòn:


2)- Un script para que sea visible el equipamento en la batalla:


3)- Aquì tengo un script para que puedas equipar a tu personaje, recuerden esto se puede hacer con un evento , pero el escript para nows es màs facil.
Lo mejor es que el script es configurable:


4)- Si siempre quisiste que si hase 20 experiencia llegue al nivel 2 , este script suplanta a 2 paginas de evento, se los dijo recomiendo el evento , pero para los nows es mas facil y sencillo esto : el script



Bueno, eso es todo

Como me vas a defraudar hasi esa informacion la he puesto yo en mi tema y tu la copiaste exactamente como aquì
Si siempre quisiste que si hase 20 experiencia llegue al nivel 2 , este script suplanta a 2 paginas de evento, se los dijo recomiendo el evento , pero para los nows es mas facil y sencillo esto : el script

y esto
Aquì tengo un script para que puedas equipar a tu personaje, recuerden esto se puede hacer con un evento , pero el escript para nows es màs facil.
Lo mejor es que el script es configurable:

Crei que vos mi ALUMNO no me hiba a defraudar...
 
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Lord Fernando, pues que làstima! yo he buscado bastante y aùn no encuentro nada sobre el script dia y noche, de preguntarle a savio...

Mejor sigo buscando...
 

Angie

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Where despair lies
Bueno, hace tiempo que no me paso por este tema XD y nosé de que estan hablando (me da lata leer todos los posts O_O) Bueno, ahora tambien estare por este tema, asi que podeis contar conmigo XD opka?
 
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