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Escanear Enemigo Para Bestiarios
3 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Escanear Enemigo Para Bestiarios
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
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- 500
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Extras
Sobre mí:: Si me conociste tiempo atrás, olvída quien era, fijate en quien está ahora y júzgame apartir de los actos que hoy ejecuto.
Re: Escanear Enemigo Para Bestiarios
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?
¿O acaso tengo q usar el de bestiario + este?
maxi- Moderador
-
28
908
1673
156
Extras
Sobre mí:: ¿Necesitas Una Mano en el Maker VX o VX ACE? ¡Ponte en Contacto Conmigo! :)
Re: Escanear Enemigo Para Bestiarios
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)
raik- 300
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485
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Extras
Sobre mí::
Re: Escanear Enemigo Para Bestiarios
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
Raik: Esto es para QUE FUNCIONE un BESTIARIO , no un bestiario..... XD
Shirokull- 500
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26
807
1268
83
Extras
Sobre mí:: Si me conociste tiempo atrás, olvída quien era, fijate en quien está ahora y júzgame apartir de los actos que hoy ejecuto.
Gracias
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- Moderador
-
28
908
1673
156
Extras
Sobre mí:: ¿Necesitas Una Mano en el Maker VX o VX ACE? ¡Ponte en Contacto Conmigo! :)
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RPG maker VX :: Scripts ::
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