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Script: categorías de habilidades

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Script: categorías de habilidades Empty Script: categorías de habilidades

Mensaje por raik Vie 10 Sep 2010, 5:04 am

El script lo cogi de esta pagina: [Tienes que estar registrado y conectado para ver este vínculo]
sirve para clasificar las habilidades, simplemente copiar y pegar el script en "main".

Código:

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

#
Cozziekuns Simple Skill Sort Inventory
# Last Date Updated: 6/01/2010
#
# This skill inventory allows you to sort your items in the categories: All,
# Damage, Healing and Status. You can even make your own categories, if that's
# how you roll.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 06/26/10 - Created Script.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Nothing! Suggest something.
#===============================================================================
# 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.
#
# Change the modules to your liking. The "hard" parts have instructions of their
# own.
#===============================================================================
$imported = {} if $imported == nil
$imported["CozSimplSortSkillInvent"] = true
module COZZIEKUNS
 module SSSI 
  CATEGORY_TEXT = "Category:"   

#===============================================================================
# Extra Skill Categories
# ------------------------------------------------------------------------------
# Each item in the hash represents a certain category. For example, the first
# hash we see here is:
#
#  0 => [21, "All", false],
#
# The syntax of this is:
#
# Category ID => [Nº de icono, Nombre de la categoría, Principal],
#
# Para que una habilidad forme parte de una categoría, hay que introducir
# el siguiente texto en la parte "comentarios" en la base de datos:
#
# \skill_category[4]
#
#===============================================================================
  SKILL_CATEGORIES = { 
    0 => [21, "Todo", false],
    1 => [132, "Magia", false],
    2 => [128, "Hab. combate", false],
    3 => [113, "Hab. defensa", false],
    4 => [80, "Especial", true],
  }   
  SKILL_CATEGORY_WIDTH = 220 # How wide you want your text window.
  ALL_CATEOGRY_PRIME = false # If you want prime key items to show up in the all window.    end
end
#==============================================================================
# ** RPG::Skill
#------------------------------------------------------------------------------
#  The superclass of all skills.
#==============================================================================
class RPG::Skill
  #--------------------------------------------------------------------------
  # * Cozziekuns Category Index
  #--------------------------------------------------------------------------
  def coz_kyriaki_category_index 
    @coz_kyriaki_category_index = 0
    if self.note[/\\skill_category\[(\d+)]/i] != nil 
      @coz_kyriaki_category_index = $1.to_i
    end
    return @coz_kyriaki_category_index    end
end
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
#  This window displays a list of usable skills on the skill screen, etc.
#==============================================================================
class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(sort_index = 0)
    @sort_index = sort_index
    @data = []
    for skill in @actor.skills
      next unless include?(skill)
      @data.push(skill)
      if skill.id == @actor.last_skill_id
        self.index = @data.size - 1
      end
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Whether or not to include in skill list
  #    skill : skill
  #--------------------------------------------------------------------------
  def include?(skill)
    return case @sort_index
    when 0
      unless COZZIEKUNS::SSSI::ALL_CATEOGRY_PRIME
        if COZZIEKUNS::SSSI::SKILL_CATEGORIES[skill.coz_kyriaki_category_index][2]
          return false
        else
          return true
        end
      else
        return true
      end
    when 1
      if COZZIEKUNS::SSSI::SKILL_CATEGORIES[skill.coz_kyriaki_category_index][2]
        return false
      else
        return skill.base_damage > 0
      end
    when 2
      if COZZIEKUNS::SSSI::SKILL_CATEGORIES[skill.coz_kyriaki_category_index][2]
        return false
      else
        return skill.base_damage < 0
      end
    when 3
      if COZZIEKUNS::SSSI::SKILL_CATEGORIES[skill.coz_kyriaki_category_index][2]
        return false
      elsif skill.plus_state_set.size != 0
        return true
      else
        return skill.minus_state_set.size != 0
      end
    when 4..999
      return skill.coz_kyriaki_category_index == @sort_index
    end
  end
end
#==============================================================================
# ** Window_SkillCategory
#------------------------------------------------------------------------------
#  This window displays what type of skill is being displayed.
#==============================================================================
class Window_SkillCategory < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y, width)
    super(x, y, width, WLH + 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(sort_index = 0)
    @sort_index = sort_index
    @skill_categories = COZZIEKUNS::SSSI::SKILL_CATEGORIES
    @skill_categories_width = COZZIEKUNS::SSSI::SKILL_CATEGORY_WIDTH
    @category_string = COZZIEKUNS::SSSI::CATEGORY_TEXT
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, @skill_categories_width - 40, WLH, @category_string, 0)
    self.contents.font.color = normal_color
    for i in [Tienes que estar registrado y conectado para ver este vínculo] 
      if @sort_index == i
        self.contents.draw_text(4, 0, @skill_categories_width - 40, WLH, @skill_categories[i][1], 2)
      end
    end
  end
end
#==============================================================================
# ** Window_SkillSort
#------------------------------------------------------------------------------
#  This window displays what type of skill is being displayed.
#==============================================================================
class Window_SkillSort < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y, width)
    super(x, y, width, WLH + 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(sort_index = 0)
    @sort_index = sort_index
    @item_categories = COZZIEKUNS::SSSI::SKILL_CATEGORIES
    @item_categories_width = COZZIEKUNS::SSSI::SKILL_CATEGORY_WIDTH
    self.contents.clear
    for i in [Tienes que estar registrado y conectado para ver este vínculo]
      @icon_x = 0 + (i * ((544 - @item_categories_width) / @item_categories.size))
      draw_item(i)
      if @sort_index == i
        draw_icon(@item_categories[i][0], @icon_x, 0, true)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #    index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    icons_x = (544 - @item_categories_width) / @item_categories.size
    rect = Rect.new(0, 0, 0, 0)
    rect.x = index * icons_x
    draw_icon(@item_categories[index][0], rect.x, 0, false)
  end
end
#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs the skill screen processing.
#==============================================================================
class Scene_Skill < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    actor_index : actor index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @sort_index = 0
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @viewport = Viewport.new(0, 0, 544, 416)
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @status_window = Window_SkillStatus.new(0, 56, @actor)
    @status_window.viewport = @viewport
    @skill_window = Window_Skill.new(0, 168, 544, 248, @actor)
    @skill_window.viewport = @viewport
    @skill_window.help_window = @help_window
    @category_width = COZZIEKUNS::SSSI::SKILL_CATEGORY_WIDTH
    @category_window = Window_SkillCategory.new(544 - @category_width, 112, @category_width)
    @sort_window = Window_SkillSort.new(0, 112, 544 - @category_width)
    @target_window = Window_MenuStatus.new(0, 0)
    @skill_categories = COZZIEKUNS::SSSI::SKILL_CATEGORIES
    hide_target_window
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  alias coz_kyriaki_sssi_ss_terminate terminate
  def terminate
    coz_kyriaki_sssi_ss_terminate
    @category_window.dispose
    @sort_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @help_window.update
    @status_window.update
    @skill_window.update
    @target_window.update
    if @skill_window.active
      update_skill_selection
    elsif @target_window.active
      update_target_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Update Skill Selection
  #--------------------------------------------------------------------------
  def update_skill_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::X)
      @sort_index -= 1
      @sort_index %= @skill_categories.size
      @category_window.refresh(@sort_index)
      @sort_window.refresh(@sort_index)
      @skill_window.refresh(@sort_index)
      @skill_window.index = 0
      Sound.play_cursor
    elsif Input.trigger?(Input::Y)
      @sort_index += 1
      @sort_index %= @skill_categories.size
      @category_window.refresh(@sort_index)
      @sort_window.refresh(@sort_index)
      @skill_window.refresh(@sort_index)
      @skill_window.index = 0
      Sound.play_cursor
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    elsif Input.trigger?(Input::C)
      @skill = @skill_window.skill
      if @skill != nil
        @actor.last_skill_id = @skill.id
      end
      if @actor.skill_can_use?(@skill)
        Sound.play_decision
        determine_skill
      else
        Sound.play_buzzer
      end
    end
  end
end

alguna duda diganlo
raik
raik
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