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[Aporte]Lista de estados

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RPG Maker Vx [Aporte]Lista de estados

Mensaje por luistop12 el Sáb 26 Ene 2013, 12:24 pm

este script hace una ventana que te muestra los estados y su descripcion

screen

[Tienes que estar registrado y conectado para ver esa imagen]

este tag va en las notas del estado

\DESC[x] (remplazar x por la descripcion del estado)



Llamar script

$scene = Scene_StateView.new

script

Código:
#==============================================================================
#    State Viewer
#    Version: 1.1
#    Author: modern algebra (rmrk.net)
#    Date: March 2, 2011
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This script allows you to give states descriptions and call up a scene
#  whose sole purpose is to describe what each state does. This script has
#  built-in customization and can be made accessible from the Menu, the Status
#  Scene, or simply by call script in an event.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Paste this script into its own slot above Main and below Materials. If you
#  are using any other script which gives states descriptions than this should
#  be put below it. If you are using a menu script, this script must be below
#  it. Note that this will automatically add itself to the menu if using the
#  default menu, YEM Menu, FSCMS, or Phantasia-Esque CMS.
#
#    The scene can be called using the code:
#      $scene = Scene_StateView.new
#
#    To set the descriptions for each state, simply use the following code in
#  its notebox:
#      \DESC[x]
#    where x is the description you want.
#
#    EXAMPLE:
#      \DESC[This state drains HP every turn]
#
#    You can exclude some states from showing up in the list with the code:
#      \DESC_HIDE
#  It might be useful if you use dummy states for any purpose.
#
#    You have the option to make it accessible from the menu, status or both at
#  lines 46-56. You can then go on to set whether a label will be shown in the
#  scene and its size, font, color etc... at lines 57-69. You can also set an
#  option so that descriptions of states are only revealed once they have been
#  inflicted at line 70.
#==============================================================================
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#  CONFIGURATION
#``````````````````````````````````````````````````````````````````````````````
# Whether the scene should be accessible via the Status Scene
MASV_STATUS_ACCESS = false
  # If accessible by status screen, what button needs to be pressed?
  MASV_STATUS_KEY = Input::SHIFT
# Whether the scene should be accessible via a command in the menu
MASV_MENU_ACCESS = true
  # If accessible via the menu, what index is it in the command list
  MASV_MENU_INDEX = 4
  # If using YEM Menu, FSCMS, or Phantasia-Esque CMS, you can choose an icon
  #  for the menu command. It will do nothing if using default menu however
  MASV_MENU_ICON = 240
# The Label used to describe the scene in menu and on the screen
MASV_LABEL = "State List"
# Whether to show the label at the top of the screen when viewing states
MASV_SHOW_LABEL = true
  # The name of the font for the label if shown. Can be a string ("Arial") or
  #  an array of strings. Font.default_name is the basic font
  MASV_LABEL_FONTNAME = Font.default_name
  # The size of the font if label is shown
  MASV_LABEL_FONTSIZE = 32
  # The colour of the label if it is shown
  MASV_LABEL_COLOR = 16
  # The alignment of the label if shown. 0 => Left; 1 => Centre; 2 => Right
  MASV_LABEL_ALIGN = 1
# Whether to show all non-hidden states immediately or only show them once an
#  actor or enemy has been inflicted with it
MASV_SHOW_ALL_STATES = true
#``````````````````````````````````````````````````````````````````````````````
#  END CONFIGURATION
#//////////////////////////////////////////////////////////////////////////////

#==============================================================================
# ** RPG::State
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - description
#==============================================================================

class RPG::State
  # In case another script already gives states a description
  unless self.method_defined? (:description)
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # * Description
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    def description
      return self.note[/\\DESC\[(.+?)\]/i].nil? ? "" : $1.to_s
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Excluded?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def desc_exclude?
    return !self.note[/\\DESC_HIDE/i].nil?
  end
end

#==============================================================================
# ** Game_System
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new methods - masv_states_afflicted
#==============================================================================

class Game_System
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader :masv_states_afflicted
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias molbr_stvw_inze_4rp8 initialize
  def initialize (*args)
    @masv_states_afflicted = []
    molbr_stvw_inze_4rp8 (*args) # Run Original Method
  end
end

#==============================================================================
# ** Game_Battler
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - add_state
#==============================================================================

class Game_Battler
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Add State
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias morala_stvw_adstat_5fc1 add_state
  def add_state (state_id, *args)
    $game_system.masv_states_afflicted.push (state_id) unless $game_system.masv_states_afflicted.include? (state_id)
    morala_stvw_adstat_5fc1 (state_id, *args) # Run Original Method
  end
end

#==============================================================================
# ** Window_StateView
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window displays all states and descriptions of their effects
#==============================================================================

class Window_StateView < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Contents
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_contents
    self.contents.dispose
    hght = 0
    $data_states.each { |state| hght += 24 if !state.nil? && !state.desc_exclude?  && (MASV_SHOW_ALL_STATES || $game_system.masv_states_afflicted.include? (state.id)) }
    hght = 32 if hght == 0
    self.contents = Bitmap.new(width - 32, hght)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh
    contents.clear
    # Draw all states
    y = 0
    for state in $data_states
      next if state.nil? || state.desc_exclude? || (!MASV_SHOW_ALL_STATES && !$game_system.masv_states_afflicted.include? (state.id))
      draw_item (y, state)
      y += 24
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item
  #    state : RPG::State object that is being drawn
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_item (y, state)
    # Draw Icon
    draw_icon(state.icon_index, 0, y)
    # Draw Name
    self.contents.font.color = system_color
    self.contents.draw_text (28, y, 108, 24, state.name)
    # Draw Description
    self.contents.font.color = normal_color
    self.contents.draw_text (142, y, contents.width - 142, 24, state.description)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    super
    if Input.press? (Input::DOWN) && ((self.oy + self.height - 32) < contents.height)
      self.oy += 3
    elsif Input.press? (Input::UP) && self.oy != 0
      self.oy -= 3
    end
  end
end

#==============================================================================
# ** Window_StateLabel
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows the label if desired
#==============================================================================

class Window_StateLabel < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (*args)
    super (*args)
    color = text_color (MASV_LABEL_COLOR)
    contents.fill_rect (0, MASV_LABEL_FONTSIZE - 4, contents.width, 2, color)
    contents.font = Font.new (MASV_LABEL_FONTNAME, MASV_LABEL_FONTSIZE)
    contents.font.color = color
    contents.draw_text (12, 0, contents.width - 24, MASV_LABEL_FONTSIZE, MASV_LABEL, MASV_LABEL_ALIGN)
  end
end

#==============================================================================
# ** Scene_StateView
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This scene processes the state viewing scene
#==============================================================================

class Scene_StateView < Scene_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (from_class = $scene.class, from_args = [])
    @from_class = from_class
    # weird, but necessary for YEM since doesn't permit argument passage
    @from_args = from_args.empty? && from_class.is_a? (Scene_Menu) ? [MASV_MENU_INDEX] : from_args
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start
    super
    create_menu_background
    if MASV_SHOW_LABEL
      @dummy_window = Window_StateLabel.new (0, 0, Graphics.width, Graphics.height)
      svh = 32 + (((@dummy_window.contents.height - MASV_LABEL_FONTSIZE) / 24)*24)
      @states_window = Window_StateView.new (0, Graphics.height - svh, Graphics.width, svh)
      @states_window.opacity = 0
    else
      @states_window = Window_StateView.new (0, 0, Graphics.width, Graphics.height)
    end
    @states_window.refresh
    @states_window.active = true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Termination Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def terminate
    super
    @dummy_window.dispose if MASV_SHOW_LABEL
    @states_window.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    super
    if @states_window.active
      if Input.trigger? (Input::C) || Input.trigger? (Input::B) # Escape or Enter
        Sound.play_cancel
        return_scene
      end
      @states_window.update # Update Window
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Return Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def return_scene
    $scene = @from_class.new (*@from_args)
  end
end

# Status Integration
#==============================================================================
# ** Scene Status (Access from Status)
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - update
#==============================================================================

class Scene_Status
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mal_sv_update_9ic3 update
  def update (*args, &block)
    mal_sv_update_9ic3 (*args, &block) # Run Original Method
    if MASV_STATUS_ACCESS && Input.trigger? (MASV_STATUS_KEY)
      $scene = Scene_StateView.new (Scene_Status, [@actor_index])
    end
  end
end

# Menu Integration
if MASV_MENU_ACCESS
  # If YEM Menu
  if $imported && $imported["MainMenuMelody"]
    YEM::MENU::MENU_COMMANDS.insert (MASV_MENU_INDEX, :stateview)
    YEM::MENU::MENU_ICONS[:stateview] = MASV_MENU_ICON
    YEM::MENU::IMPORTED_COMMANDS[:stateview] = [nil, nil, false, MASV_MENU_ICON, MASV_LABEL, "Scene_StateView"]
  # If Full Status CMS
  elsif Game_System.method_defined? (:fscms_command_list)
    ModernAlgebra::FSCMS_CUSTOM_COMMANDS[:stateview] = [MASV_LABEL, MASV_MENU_ICON, -1, false, Scene_StateView, "Scene_Menu, [#{MASV_MENU_INDEX}]"]
    ModernAlgebra::FSCMS_COMMANDLIST.insert (MASV_MENU_INDEX, :stateview)
  # If Phantasia Esque Menu
  elsif Game_System.method_defined? (:tpcms_command_list)
    Phantasia_CMS::CUSTOM_COMMANDS[:stateview] = [MASV_LABEL, MASV_MENU_ICON, -1, false, Scene_StateView, "Scene_Menu, [#{MASV_MENU_INDEX}]"]
    Phantasia_CMS::COMMANDLIST.insert (MASV_MENU_INDEX, :stateview)
  else # Default Menu
    #========================================================================
    # ** Window_Command (unless already done by Quest Journal or IRP)
    #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    #  Summary of Changes:
    #    new instance variable - ma_disabled_commands
    #    aliased method - initialize, draw_item
    #========================================================================
    unless Window_Command.method_defined? (:ma_disabled_commands)
      class Window_Command
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        # * Public Instance Variable
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        attr_reader :ma_disabled_commands
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        # * Initialize
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        alias ma_stateview_initz_8yg1 initialize
        def initialize (*args)
          @ma_disabled_commands = [] # Initialize new instance variable
          ma_stateview_initz_8yg1 (*args) # Run Original Method
        end
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        # * Draw Item
        #    index  : item number
        #    enabled : enabled flag. When false, draw semi-transparently
        #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        alias modalg_sttvw_itmdraw_7in3 draw_item
        def draw_item (index, enabled = true, *args)
          # Run Original Method
          modalg_sttvw_itmdraw_7in3 (index, enabled, *args)
          enabled ? @ma_disabled_commands.delete (index) : @ma_disabled_commands.push (index)
        end
      end
    end
    #==========================================================================
    # ** Scene Menu
    #++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    #  Summary of Changes:
    #    aliased methods - initialize, create_command_window
    #==========================================================================
   
    class Scene_Menu
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Object Initialization
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      alias malba_stview_iniz_5rx2 initialize
      def initialize (menu_index = 0, *args)
        malba_stview_iniz_5rx2 (menu_index, *args)
        $scene.is_a? (Scene_StateView) ? @menu_index = MASV_MENU_INDEX : (@menu_index += 1 if @menu_index >= MASV_MENU_INDEX)
      end
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Create Command Window
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      alias modabra_sv_cmmndwin_create_3tb8 create_command_window
      def create_command_window (*args)
        modabra_sv_cmmndwin_create_3tb8 (*args) # Run Original Method
        c = @command_window.commands
        c.insert (MASV_MENU_INDEX, MASV_LABEL)
        width = @command_window.width
        disabled = @command_window.ma_disabled_commands
        @command_window.dispose
        @command_window = @command_window.class.new (width, c)
        @command_window.index = @menu_index
        # Disable all of the old commands as well
        disabled.each { |i|
          i += 1 if i >= MASV_MENU_INDEX
          @command_window.draw_item (i, false)
        }
      end
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Update Command Selection
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      alias modgra_sttview_updcomnd_3rg8 update_command_selection
      def update_command_selection (*args)
        # If the State List command selected
        if @command_window.index == MASV_MENU_INDEX && Input.trigger? (Input::C)
          Sound.play_decision
          $scene = Scene_StateView.new (Scene_Menu, [@command_window.index])
          return
        end
        # Reduce command window index if over the states index
        change = @command_window.index > MASV_MENU_INDEX
        @command_window.index -= 1 if change
        modgra_sttview_updcomnd_3rg8 (*args) # Run Original Method
        @command_window.index += 1 if change
      end
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      # * Update Actor Selection
      #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      alias mdrnab_viewstate_actupd_5fc9 update_actor_selection
      def update_actor_selection (*args)
        # Reduce command window index if over the states index
        change = @command_window.index > MASV_MENU_INDEX
        @command_window.index -= 1 if change
        mdrnab_viewstate_actupd_5fc9 (*args) # Run Original Method
        @command_window.index += 1 if change
      end
    end
  end
end

creditos:modern algebra


Última edición por luistop12 el Sáb 26 Ene 2013, 2:57 pm, editado 1 vez
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RPG Maker Vx Re: [Aporte]Lista de estados

Mensaje por Hero Zx el Sáb 26 Ene 2013, 2:18 pm

WOOOOO me estan gustando muchos los scripts que aportas!!!!
un voto positivo a tu favor~~~
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Extras
Sobre mí:: http://gametev.wix.com/gametv

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RPG Maker Vx Re: [Aporte]Lista de estados

Mensaje por monito486 el Sáb 26 Ene 2013, 2:24 pm

esta bueno el script, pero recuerda colocar el autor del script y dar gracias, aunque aparesca nombrado en el script, o sino seria como un hurto D:
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RPG Maker Vx Re: [Aporte]Lista de estados

Mensaje por luistop12 el Sáb 26 Ene 2013, 2:58 pm

gracias chicos disfrutenlo, si monito ya edite y está puesto el autor
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RPG Maker Vx Re: [Aporte]Lista de estados

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