Eso lo podrias buscar por google.no tendran algunos recursos para hacer un action rpg (scrypts)
¿Un Action RPG? Explícate mejor.
#===============================================================================
# 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
#==============================================================================
# ■ 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
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#==============================================================================
# ? 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
Bueno, eso es todo#--------------------------------------------------------------------------
# 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
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
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
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: