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[Script] Elegir Dificultad al Inicio
2 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
[Script] Elegir Dificultad al Inicio
Munkis' Event-based Difficulty select V 1.0
# * Made by munkis
-Información-:
Permite elegir la dificultad cuándo tú llames
al script.
4 niveles de dificultad.
-Instrucciones-:
Pegar encima de Main.
Instrucciones en el script.
-Script-:
# * Made by munkis
-Información-:
Permite elegir la dificultad cuándo tú llames
al script.
4 niveles de dificultad.
-Instrucciones-:
Pegar encima de Main.
Instrucciones en el script.
-Script-:
- Código:
#------------------------------------------------------------------------------
# * Munkis' Event-based Difficulty select V 1.0
# * Made by munkis
# ╔══════════╗
# ║ FEATURES ║
# ╚══════════╝
# * Similar in functionality to my Event-based Travel system, this one lets the
# user decide how badly they get their asses kicked :) The variable must be
# manipulated within the event.
# * OVERWRITES non-HECO (Hit,Evasion,Crit,Odds) stats of Game_Actor.
# * V 1.0: Initial release.
#------------------------------------------------------------------------------
#[module]
module MNK_Difficulty_Select
DIFFICULTY_TEXT = ["¡Sólo quiero divertirme!","Está bien. ¡Vamos allá!","Te mostraré mi poder.","Iniciar dificultad: Rey RPG"]
DIFFICULTY_INDEXED_PIC = "Difficulty_Select_Faces"
DIFFICULTY_SWITCHES = [427,428,429,430]
DIFFICULTY_STATIC_TEXT = "Dime: ¿éres lo bastante fuerte para empezar?"
DIFFICULTY_STAT_VAR = 63
end
#[/module]
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Get Basic Maximum HP
#--------------------------------------------------------------------------
def base_maxhp
n = actor.parameters[0, @level]
n *= $game_variables[MNK_Difficulty_SelectDIFFICULTY_STAT_VAR]; n /= 100
return n
end
#--------------------------------------------------------------------------
# * Get basic Maximum MP
#--------------------------------------------------------------------------
def base_maxmp
n = actor.parameters[1, @level]
n *= $game_variables[MNK_Difficulty_SelectDIFFICULTY_STAT_VAR]; n /= 100
return n
end
#--------------------------------------------------------------------------
# * Get Basic Attack
#--------------------------------------------------------------------------
def base_atk
n = actor.parameters[2, @level]
n *= $game_variables[MNK_Difficulty_SelectDIFFICULTY_STAT_VAR]; n /= 100
for item in equips.compact do n += item.atk end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Defense
#--------------------------------------------------------------------------
def base_def
n = actor.parameters[3, @level]
n *= $game_variables[MNK_Difficulty_SelectDIFFICULTY_STAT_VAR]; n /= 100
for item in equips.compact do n += item.def end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Spirit
#--------------------------------------------------------------------------
def base_spi
n = actor.parameters[4, @level]
n *= $game_variables[MNK_Difficulty_SelectDIFFICULTY_STAT_VAR]; n /= 100
for item in equips.compact do n += item.spi end
return n
end
#--------------------------------------------------------------------------
# * Get Basic Agility
#--------------------------------------------------------------------------
def base_agi
n = actor.parameters[5, @level]
n *= $game_variables[MNK_Difficulty_SelectDIFFICULTY_STAT_VAR]; n /= 100
for item in equips.compact do n += item.agi end
return n
end
end
#------------------------------------------------------------------------------
# * This draws the Static window.
#------------------------------------------------------------------------------
class Window_Dif_Static < Window_Base
def initialize
super(84,110,378,50)
self.contents.draw_text(-16, -5, self.width, WLH, MNK_Difficulty_Select::DIFFICULTY_STATIC_TEXT,1)
end
end
#------------------------------------------------------------------------------
# * This draws the Location window.
#------------------------------------------------------------------------------
class Window_Dif_Picture < Window_Base
def initialize
super(334, 159, 128, 128)
end
def refresh(window_contents)
self.contents.clear
draw_face(MNK_Difficulty_Select::DIFFICULTY_INDEXED_PIC, window_contents, 0, 0, 96)
end
end
#------------------------------------------------------------------------------
# * This creates all the windows and puts them where they need to be.
#------------------------------------------------------------------------------
class Munkis_Difficulty_Select < Scene_Base
#----------------------------------------------------------------------------
# * Start processing
#----------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@picturewindow = Window_Dif_Picture.new()
@staticwindow = Window_Dif_Static.new
end
#----------------------------------------------------------------------------
# * Post-Start Processing
#----------------------------------------------------------------------------
def post_start
super
open_command_window
end
#----------------------------------------------------------------------------
# * Pre-termination Processing
#----------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#----------------------------------------------------------------------------
# * Termination Processing
#----------------------------------------------------------------------------
def terminate
super
dispose_command_window
dispose_menu_background
@picturewindow.dispose
@staticwindow.dispose
end
#----------------------------------------------------------------------------
# * Return to Original Screen
#----------------------------------------------------------------------------
def return_scene
$scene = Scene_Map.new
end
#----------------------------------------------------------------------------
# * Frame Update
#----------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
if @window_contents != @command_window.index
@window_contents = @command_window.index
end
@picturewindow.refresh(@window_contents)
if Input.trigger?(Input::B)
Sound.play_cancel
elsif Input.trigger?(Input::C)
case @command_window.index
when 0
choice_1
when 1
choice_2
when 2
choice_3
when 3
choice_4
end
end
end
#----------------------------------------------------------------------------
# * Update Background for Menu Screen
#----------------------------------------------------------------------------
def update_menu_background
super
@menuback_sprite.tone.set(0, 0, 0, 128)
end
#----------------------------------------------------------------------------
# * Create Command Window
#----------------------------------------------------------------------------
def create_command_window
s1 = MNK_Difficulty_Select::DIFFICULTY_TEXT[0]
s2 = MNK_Difficulty_Select::DIFFICULTY_TEXT[1]
s3 = MNK_Difficulty_Select::DIFFICULTY_TEXT[2]
s4 = MNK_Difficulty_Select::DIFFICULTY_TEXT[3]
@command_window = Window_Command.new(250, [s1, s2, s3, s4])
@command_window.x = 84
@command_window.y = 159
@command_window.openness = 0
end
#----------------------------------------------------------------------------
# * Dispose of Choice Window
#----------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#----------------------------------------------------------------------------
# * Open Choice Window
#----------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#----------------------------------------------------------------------------
# * Close Choice Window
#----------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#----------------------------------------------------------------------------
# * The choices are executed here
#----------------------------------------------------------------------------
def choice_1
$game_switches[MNK_Difficulty_SelectDIFFICULTY_SWITCHES[0]] = true
return_scene
end
def choice_2
$game_switches[MNK_Difficulty_SelectDIFFICULTY_SWITCHES[1]] = true
return_scene
end
def choice_3
$game_switches[MNK_Difficulty_SelectDIFFICULTY_SWITCHES[2]] = true
return_scene
end
def choice_4
$game_switches[MNK_Difficulty_SelectDIFFICULTY_SWITCHES[3]] = true
return_scene
end
end
Última edición por Mike_182 el Lun 22 Oct 2012, 3:50 pm, editado 1 vez (Razón : Favor de poner scripts entre [CODE])
Linksen- 300
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Sobre mí::
Re: [Script] Elegir Dificultad al Inicio
Linksen es muy bueno el script, pero ¿no sabes si esta para VX Ace?
bryan_onilink- 30
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Extras
Sobre mí:: Imaginar, Proyectar, Crear, Editar, Publicar, esos son todos los pasos por los que pasa un creador.
Re: [Script] Elegir Dificultad al Inicio
Nop, lo siento.
No uso el VX Ace, de modo que no puedo decírtelo con certeza U_u
No uso el VX Ace, de modo que no puedo decírtelo con certeza U_u
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Sobre mí::
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