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Escanear Enemigo Para Bestiarios

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Escanear Enemigo Para Bestiarios Empty Escanear Enemigo Para Bestiarios

Mensaje por Shirokull Mar 07 Sep 2010, 6:28 am

No se te escanea el enemigo porque utilizas un sistema de batalla que no son los habituales , Solución : Este script , con ponerlo ya no te debes de preocupar de "No pongo bestiario o si"

Script
Código:

===============================================================================
#
# Yanfly Engine Melody - Enemy Scan Query
# Last Date Updated: 2010.05.29
# Level: Normal
#
# Sometimes it's hard to keep track of an enemy's capabilities as players go
# through a game. With the aid of a scan skill, the player can view enemy data
# to recollect their thoughts and recalculate their strategies. However, unlike
# most scan skills found in most commercial RPG's, the scan window can be
# accessed whenever the player can target the enemy rather than requiring the
# player to manually cast a scan skill on the enemy each turn.
#
# The scan windows will provide basic stat information, elemental and status
# resistances, a skill list, and finally, a drop list. This information will
# not be available to the player straight from the get go, but instead, will
# require the player to slowly (or quickly) unlock each bit of the scan data to
# reveal an enemy's entire information list.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.05.29 - Started Script
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
#
#===============================================================================

$imported = {} if $imported == nil
$imported["EnemyScanQuery"] = true

module YEM
  module SCAN
   
    #===========================================================================
    # Section I. Basic Settings
    # --------------------------------------------------------------------------
    # This area sets the basic settings used for the script. Here you adjust
    # the various scanning aspects such as the button used, page order, the
    # sound played when turning pages, etc.
    #===========================================================================
   
    # This is the button used to launch the scan menu during enemy selection.
    SCAN_BUTTON = Input::A
   
    # This is the sound effect that plays whenever a page is flipped inside of
    # the scan list. Set this to nil if you don't want a sound to play.
    PAGE_SOUND = RPG::SE.new("Book", 80, 100)
   
    #===========================================================================
    # Section II. Instruction Window Settings
    # --------------------------------------------------------------------------
    # This window will appear whenever the target enemy window appears inside of
    # battle. It will give the player a notice that by pressing a certain key,
    # the scan query windows can appear.
    #===========================================================================
   
    # These settings adjust the various aspects of the scan query's help
    # window that appears in battle.
    INSTRUCTION_WINDOW ={
    # Setting => Value
      :x      =>  -16,  # The X position of the window.
      :y      =>  248,  # The Y position of the window.
      :width  =>  272,  # The width of the window.
      :height =>  56,  # The height of the window.
      :trans  => true,  # Make the window transparent?
      :icon  =>  145,  # This is the icon used at the very left side.
      :text  => "Presiona Shift para escanear.",
    } # Do not remove this.
   
  end # SCAN
end # YEM

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Window_EnemyScanInstruction
#===============================================================================

class Window_EnemyScanInstruction < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dx = YEM::SCAN::INSTRUCTION_WINDOW[:x]
    dy = YEM::SCAN::INSTRUCTION_WINDOW[:y]
    dw = YEM::SCAN::INSTRUCTION_WINDOW[:width]
    dh = YEM::SCAN::INSTRUCTION_WINDOW[:height]
    super(dx, dy, dw, dh)
    refresh
    self.openness = 0
    if YEM::SCAN::INSTRUCTION_WINDOW[:trans]
      self.back_opacity = 0
      self.opacity = 0
    end
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_icon(YEM::SCAN::INSTRUCTION_WINDOW[:icon], 0, 0)
    text = YEM::SCAN::INSTRUCTION_WINDOW[:text]
    self.contents.draw_text(24, 0, contents.width-24, WLH, text, 0)
  end
 
end # Window_EnemyScanInstruction

#===============================================================================
# Window_EnemyScanBase
#===============================================================================

class Window_EnemyScanBase < Window_Base
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :enemy
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 56, Graphics.width, Graphics.height - 184)
    self.active = false
    self.z = 100
    self.openness = 0
    @help_window = Window_EnemyScanHelp.new(self)
  end
 
  #--------------------------------------------------------------------------
  # dispose
  #--------------------------------------------------------------------------
  def dispose
    @enemy_sprite.dispose if @enemy_sprite != nil
    @help_window.dispose
    super
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    @enemy_sprite.update if @enemy_sprite != nil
    @help_window.update
    #---
    return unless self.active
    if Input.trigger?(Input::B)
      disappear
    end
  end
 
  #--------------------------------------------------------------------------
  # set_viewport
  #--------------------------------------------------------------------------
  def set_viewport(viewport)
    self.viewport = viewport
    @help_window.viewport = viewport
  end
 
  #--------------------------------------------------------------------------
  # appear
  #--------------------------------------------------------------------------
  def appear(host_window, enemy = nil)
    self.contents.clear
    self.active = true
    self.open
    if $scene.is_a?(Scene_Battle) and $scene.scan_instruction_window != nil
      $scene.scan_instruction_window.close
    end
    YEM::SCAN::PAGE_SOUND.play
    @host_window = host_window
    @host_window.active = false
    @enemy = Marshal.load(Marshal.dump(enemy))
    draw_enemy_bitmap
    #---
    @help_window.update
    @help_window.openness = 255
  end
 
  #--------------------------------------------------------------------------
  # disappear
  #--------------------------------------------------------------------------
  def disappear
    Sound.play_cancel
    self.active = false
    self.close
    if $scene.is_a?(Scene_Battle) and $scene.scan_instruction_window != nil
      $scene.scan_instruction_window.open
    end
    @help_window.openness = 0
    @host_window.active = true
    @enemy_sprite.dispose if @enemy_sprite != nil
    @enemy_sprite = nil
  end
 
  #--------------------------------------------------------------------------
  # draw_enemy_bitmap
  #--------------------------------------------------------------------------
  def draw_enemy_bitmap
    return if @enemy == nil
    @enemy_sprite.dispose if @enemy_sprite != nil
    @enemy_sprite = Sprite_Battler.new(self.viewport, @enemy)
    @enemy.screen_x = self.contents.width/4
    @enemy.screen_y = self.contents.height*3/4 + self.y
    @enemy.screen_z = self.z + 50
  end
 
end # Window_EnemyScanBase

#===============================================================================
# Window_EnemyScanHelp
#===============================================================================

class Window_EnemyScanHelp < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(base_window)
    super(0, 0, Graphics.width, 56)
    self.back_opacity = 255
    self.openness = 0
    @base_window = base_window
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    refresh if @enemy != @base_window.enemy
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @enemy = @base_window.enemy
    text = @enemy.name
    if $imported["EnemyLevels"]
      text = sprintf(YEM::ENEMY_LEVEL::LEVEL_TEXT, @enemy.level, @enemy.name)
    end
    self.contents.draw_text(0, 0, self.contents.width, WLH, text, 1)
  end
 
end # Window_EnemyScanHelp

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :target_enemy_window
  attr_accessor :scan_instruction_window

  #--------------------------------------------------------------------------
  # alias method: create_info_viewport
  #--------------------------------------------------------------------------
  alias create_info_viewport_esq create_info_viewport unless $@
  def create_info_viewport
    create_info_viewport_esq
    create_scan_enemy_windows
  end
 
  #--------------------------------------------------------------------------
  # alias method: dispose_info_viewport
  #--------------------------------------------------------------------------
  alias dispose_info_viewport_esq dispose_info_viewport unless $@
  def dispose_info_viewport
    dispose_info_viewport_esq
    dispose_scan_enemy_windows
  end
 
  #--------------------------------------------------------------------------
  # alias method: update
  #--------------------------------------------------------------------------
  alias update_esq update unless $@
  def update
    if @scan_enemy_window != nil and @scan_enemy_window.active
      super
      update_basic(true)
      update_info_viewport
    else
      update_esq
    end
  end
 
  #--------------------------------------------------------------------------
  # alias method: update_basic
  #--------------------------------------------------------------------------
  alias update_basic_esq update_basic unless $@
  def update_basic(main = false)
    update_basic_esq(main)
    update_scan_enemy_windows
  end
 
  #--------------------------------------------------------------------------
  # new method: create_scan_enemy_windows
  #--------------------------------------------------------------------------
  def create_scan_enemy_windows
    @scan_instruction_window = Window_EnemyScanInstruction.new
    @scan_enemy_window = Window_EnemyScanBase.new
    #---
    if $imported["BattleEngineMelody"]
      @scan_instruction_window.viewport = @spriteset.viewportC
      @scan_enemy_window.set_viewport(@spriteset.viewportC)
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: dispose_scan_enemy_windows
  #--------------------------------------------------------------------------
  def dispose_scan_enemy_windows
    @scan_instruction_window.dispose unless @scan_instruction_window == nil
    @scan_enemy_window.dispose unless @scan_enemy_window == nil
  end
 
  #--------------------------------------------------------------------------
  # new method: update_scan_enemy_windows
  #--------------------------------------------------------------------------
  def update_scan_enemy_windows
    @scan_instruction_window.update unless @scan_instruction_window == nil
    @scan_enemy_window.update unless @scan_enemy_window == nil
  end
 
  #--------------------------------------------------------------------------
  # alias method: start_target_enemy_selection
  #--------------------------------------------------------------------------
  alias start_target_enemy_selection_esq start_target_enemy_selection unless $@
  def start_target_enemy_selection
    start_target_enemy_selection_esq
    @scan_instruction_window.open unless @scan_instruction_window == nil
  end
 
  #--------------------------------------------------------------------------
  # alias method: end_target_enemy_selection
  #--------------------------------------------------------------------------
  alias end_target_enemy_selection_esq end_target_enemy_selection unless $@
  def end_target_enemy_selection
    end_target_enemy_selection_esq
    @scan_instruction_window.close unless @scan_instruction_window == nil
  end
 
  #--------------------------------------------------------------------------
  # alias method: update_target_enemy_selection
  #--------------------------------------------------------------------------
  alias update_target_enemy_selection_esq update_target_enemy_selection unless $@
  def update_target_enemy_selection
    update_target_enemy_selection_esq
    if Input.trigger?(YEM::SCAN::SCAN_BUTTON)
      enemy = @target_enemy_window.enemy
      return if enemy == nil
      @scan_enemy_window.appear(@target_enemy_window, enemy)
    end
  end
 
end # Scene_Battle

#===============================================================================
#
# END OF FILE
#
#===============================================================================
Shirokull
Shirokull
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Escanear Enemigo Para Bestiarios Empty Re: Escanear Enemigo Para Bestiarios

Mensaje por maxi Jue 09 Sep 2010, 5:19 pm

Tengo un problemin, yo uso el sist. de batalla lateral y cuando quiero que aparesca la info no aparece. (ya aprete Shift/C/ Y todos los botones, cuando selecciono el enemigo) ¿Alguna idea?
¿O acaso tengo q usar el de bestiario + este?
maxi
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Sobre mí:: ¿Necesitas Una Mano en el Maker VX o VX ACE? ¡Ponte en Contacto Conmigo! :)

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Escanear Enemigo Para Bestiarios Empty Re: Escanear Enemigo Para Bestiarios

Mensaje por raik Vie 10 Sep 2010, 3:22 am

Una duda, ¿como se modifica la informacion de cada bestia? y, ¿se puede elegir el poder y el rango de cada bestia? (esque queda raro que, por ejemplo, un bicho tenga 120 y un jefe 125, hay poco contraste)
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Sobre mí::

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Escanear Enemigo Para Bestiarios Empty Re: Escanear Enemigo Para Bestiarios

Mensaje por Shirokull Vie 10 Sep 2010, 6:39 am

A ver , maxinm: Utiliza el bestiario de Falcao, que a mi con ese me funciona.
Raik: Esto es para QUE FUNCIONE un BESTIARIO , no un bestiario..... XD
Shirokull
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Escanear Enemigo Para Bestiarios Empty Gracias

Mensaje por maxi Sáb 11 Sep 2010, 1:21 pm

a listo mi duda era si tenia que usar este scrpt mas el de bestiario. Gracias XD, a ¿¿deveria darte puntos no?? +1 por ayudarme
maxi
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