RPG maker VX


Unirse al foro, es rápido y fácil

RPG maker VX
RPG maker VX
¿Quieres reaccionar a este mensaje? Regístrate en el foro con unos pocos clics o inicia sesión para continuar.
Últimos temas
» Script de menu
por maxi Jue 04 Dic 2014, 1:44 pm

» Ayuda intro animado!!!
por maxi Miér 03 Dic 2014, 9:41 pm

» ayuda con este engin
por maxi Miér 03 Dic 2014, 8:42 am

» Hud de Vida 100% Personalizable - Engine Sencillo! Sin Scripts :)
por davidaikago Jue 20 Nov 2014, 10:58 am

» Ultimate parallax control by:GDS [ace]
por arellano Miér 08 Oct 2014, 8:28 pm

» Script Touhou (animated) Map name (v1.4)
por davidaikago Miér 08 Oct 2014, 2:09 pm

» tutorial puerta nueva
por davidaikago Miér 08 Oct 2014, 9:08 am

» cámara de fotos
por davidaikago Miér 08 Oct 2014, 9:05 am

» Imperial Action System II Demo
por davidaikago Miér 08 Oct 2014, 8:47 am

» VE Batalla animada [ACE]
por FhierusIV Jue 18 Sep 2014, 10:57 am

» Nuevo Reglamento del Foro [Vigente desde Septiembre 2014]
por maxi Miér 17 Sep 2014, 8:37 am

» MOG|Animated Title
por Souta21 Mar 09 Sep 2014, 7:24 pm

» Tutorial Engine - Cambiar Character al Equipar Objeto
por maxi Lun 21 Jul 2014, 10:19 am

» Script de climas
por gambasoxd Sáb 19 Jul 2014, 8:58 am

» Script de contraseña(codigo) para abrir un cofre
por rpgame Jue 03 Jul 2014, 6:03 pm

¿Quién está en línea?
En total hay 1 usuario en línea: 0 Registrados, 0 Ocultos y 1 Invitado

Ninguno

[ Ver toda la lista ]


El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm

script para suministrar los iconosets

Ir abajo

RPG Maker Vx script para suministrar los iconosets

Mensaje por prodijames Sáb 20 Abr 2013, 1:05 pm

con este script podras tener varias paginas de iconosets para que te resulte mas comodo y sencillo. pd:(necesito ayuda no se como poner lo de code en el script ni como subir imagenes, yo pongo examinar, selecciono la foto despues enviar solicitud y me dice ke tengo laa memoria llena, ayudarme por favor) aki el script :

Código:

#==============================================================================
#
# Yanfly 6 - Iconview Module
# --- Last Date Updated: 2011.09.17
# --- Level: Easy
# Requires: n/a
#
#==============================================================================

$imported = {} if $imported == nil
$imported["Y6-Iconview"] = true

#==============================================================================
# Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# o 2011.09.17 - Updated compatibility with Y6 Gold Limit.
# o 2011.09.09 - Updated compatibility with Y6 Performance Screen.
# o 2011.09.03 - Added no text icon listing.
# o 2011.08.31 - Started script and finished.
#
#==============================================================================
# Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# When there are too many icons, it's hard to figure out which icon has what ID
# and even tougher to manage them all. This script provides a tool to provide
# ease at retrieving icon ID's and managing Y6 related icons.
#
#==============================================================================
# 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.
#
# ** Note: It is highly recommended that you place this script at the bottom
# of your script list but above the Main script.
#
# -----------------------------------------------------------------------------
# Iconview
# -----------------------------------------------------------------------------
# To access the Iconview scene, you must run your game under Test Mode. Usually
# when you run your game through RPG Maker VX, it will automatically be in
# test mode. Upon reaching the title screen, there should be a new option
# under New Game, Continue, and Shutdown called "Iconview" and from there, you
# can browse and find icon ID's to your liking.
#
# -----------------------------------------------------------------------------
# Icon Module Library
# -----------------------------------------------------------------------------
# Scroll down into the module within the script. There will exist various
# hashes for you to modify the icon ID's of. These icons will replace anything
# a Yanfly Engine 6 script will use.
#
#==============================================================================
# Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Note: This script may not work with former Yanfly Engine scripts.
#      Use Yanfly Engine 6 scripts to work with this if available.
#==============================================================================

module Y6
  module ICONVIEW
   
    #--------------------------------------------------------------------------
    # - Iconview Command Name -
    #--------------------------------------------------------------------------
    # If for some reason you wish to change the name of the command that
    # appears on the title screen, edit this constant.
    #--------------------------------------------------------------------------
    COMMAND_NAME = "IconView"
   
  end # ICONVIEW
  ICON ={
    #--------------------------------------------------------------------------
    # - Gold Icon -
    #--------------------------------------------------------------------------
    # This is the icon used to represent gold.
    #--------------------------------------------------------------------------
    :gold_icon => 205,
   
    #--------------------------------------------------------------------------
    # - Element Icons -
    #--------------------------------------------------------------------------
    # This hash contains all of the icon information for elements as elements
    # do not innately have any icons.
    #--------------------------------------------------------------------------
    :element_icons => {
    # ID => Icon
      1 => 132,  # Melee element.
      2 => 133,  # Chaos element.
      3 => 104,  # Fire element.
      4 => 105,  # Ice element.
      5 => 106,  # Volt element.
      6 => 108,  # Earth element.
      7 => 107,  # Water element.
      8 => 109,  # Air element.
      9 => 110,  # Light element.
      10 => 111,  # Dark element.
    }, # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Basic Stat Icons -
    #--------------------------------------------------------------------------
    # These icons represent the individual stats used throughout the game such
    # as HP, ATK, DEF, etc. They will also include the stats from other Y6
    # scripts like New Battle Stats.
    #--------------------------------------------------------------------------
    :stats => {
    # ID    => Icon
      :level => 279,
      :hp    => 256,
      :mp    => 258,
      :atk  => 304,
      :def  => 305,
      :spi  => 306,
      :res  => 307,
      :dex  => 308,
      :foc  => 309,
      :luk  => 310,
      :agi  => 311,
    }, # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Stat Up Icons -
    #--------------------------------------------------------------------------
    # When a stat is higher than its base stat due to various bonuses, the icon
    # will change to represent that there is a difference between the current
    # stat and the base stat.
    #--------------------------------------------------------------------------
    :stat_up => {
    # ID    => Icon
      :level => 279,
      :hp    => 256,
      :mp    => 258,
      :atk  => 320,
      :def  => 321,
      :spi  => 322,
      :res  => 323,
      :dex  => 324,
      :foc  => 325,
      :luk  => 326,
      :agi  => 327,
    }, # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Stat Down Icons -
    #--------------------------------------------------------------------------
    # When a stat is lower than its base stat due to various bonuses, the icon
    # will change to represent that there is a difference between the current
    # stat and the base stat.
    #--------------------------------------------------------------------------
    :stat_dn => {
    # ID    => Icon
      :level => 279,
      :hp    => 256,
      :mp    => 258,
      :atk  => 328,
      :def  => 329,
      :spi  => 330,
      :res  => 331,
      :dex  => 332,
      :foc  => 333,
      :luk  => 334,
      :agi  => 335,
    }, # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Stat NoText Icons -
    #--------------------------------------------------------------------------
    # Someones icons will be used without any text on it. Adjust them in this
    # hash to make which ones will appear without the text.
    #--------------------------------------------------------------------------
    :stat_notext => {
    # ID    => Icon
      :level => 279,
      :hp    => 256,
      :mp    => 258,
      :atk  => 280,
      :def  => 281,
      :spi  => 282,
      :res  => 283,
      :dex  => 284,
      :foc  => 285,
      :luk  => 286,
      :agi  => 287,
    }, # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Performance Icons -
    #--------------------------------------------------------------------------
    # This is used with Y6 Performance Screen. These icons represent each of
    # the various battle performance statistics.
    #--------------------------------------------------------------------------
    :performance => {
    # :performance => Icon
      :kills      => 275,
      :deaths      => 272,
      :assists    => 277,
      :phys_dmg    => 270,
      :magic_dmg  => 274,
      :dmg_dealt  => 268,
      :phys_dmgt  => 269,
      :magic_dmgt  => 273,
      :dmg_taken  => 278,
      :heal_total  => 271,
      :heal_taken  => 276,
    }, # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Hospital Icons -
    #--------------------------------------------------------------------------
    # These icons are used in conjunction with the Y6 Hospital script.
    #--------------------------------------------------------------------------
    :hospital => {
    # :condition => Icon
      :healthy  => 265,
    }, # Do not remove this.
  } # Do not remove this.
end # Y6

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

#==============================================================================
# ** Icon
#==============================================================================

module Icon
 
  #--------------------------------------------------------------------------
  # self.gold
  #--------------------------------------------------------------------------
  def self.gold; return Y6::ICON[:gold_icon]; end
 
  #--------------------------------------------------------------------------
  # self.healthy
  #--------------------------------------------------------------------------
  def self.healthy; return Y6::ICON[:hospital][:healthy]; end
 
  #--------------------------------------------------------------------------
  # self.element
  #--------------------------------------------------------------------------
  def self.element(element_id)
    icon = Y6::ICON[:element_icons][element_id]
    return icon.nil? ? 0 : icon
  end
 
  #--------------------------------------------------------------------------
  # self.level
  #--------------------------------------------------------------------------
  def self.level
    icon = Y6::ICON[:stats][:level]
    return icon.nil? ? 0 : icon
  end
 
  #--------------------------------------------------------------------------
  # self.stat
  #--------------------------------------------------------------------------
  def self.stat(item, actor = nil)
    icon = Y6::ICON[:stats][item]
    icon = 0 if Y6::ICON[:stats][item].nil?
    if actor != nil
      limit = actor.parameter_limit
      case item
      #---
      when :hp, :maxhp
        limit = actor.maxhp_limit
        if actor.maxhp > actor.base_maxhp
          icon = Y6::ICON[:stat_up][:hp]
        elsif actor.maxhp < actor.base_maxhp and actor.maxhp != limit
          icon = Y6::ICON[:stat_dn][:hp]
        end
      #---
      when :mp, :maxmp, :sp, :maxsp
        limit = actor.maxmp_limit
        if actor.maxmp > actor.base_maxmp
          icon = Y6::ICON[:stat_up][:mp]
        elsif actor.maxmp < actor.base_maxmp and actor.maxmp != limit
          icon = Y6::ICON[:stat_dn][:mp]
        end
      #---
      when :atk
        if actor.atk > actor.base_atk
          icon = Y6::ICON[:stat_up][:atk]
        elsif actor.atk < actor.base_atk and actor.atk != limit
          icon = Y6::ICON[:stat_dn][:atk]
        end
      #---
      when :def
        if actor.def > actor.base_def
          icon = Y6::ICON[:stat_up][:def]
        elsif actor.def < actor.base_def and actor.def != limit
          icon = Y6::ICON[:stat_dn][:def]
        end
      #---
      when :spi, :int
        if actor.spi > actor.base_spi
          icon = Y6::ICON[:stat_up][:spi]
        elsif actor.spi < actor.base_spi and actor.spi != limit
          icon = Y6::ICON[:stat_dn][:spi]
        end
      #---
      when :res
        if actor.res > actor.base_res
          icon = Y6::ICON[:stat_up][:res]
        elsif actor.res < actor.base_res and actor.res != limit
          icon = Y6::ICON[:stat_dn][:res]
        end
      #---
      when :dex
        if actor.dex > actor.base_dex
          icon = Y6::ICON[:stat_up][:dex]
        elsif actor.dex < actor.base_dex and actor.dex != limit
          icon = Y6::ICON[:stat_dn][:dex]
        end
      #---
      when :foc
        if actor.foc > actor.base_foc
          icon = Y6::ICON[:stat_up][:foc]
        elsif actor.foc < actor.base_foc and actor.foc != limit
          icon = Y6::ICON[:stat_dn][:foc]
        end
      #---
      when :luk
        if actor.luk > actor.base_luk
          icon = Y6::ICON[:stat_up][:luk]
        elsif actor.luk < actor.base_luk and actor.luk != limit
          icon = Y6::ICON[:stat_dn][:luk]
        end
      #---
      when :agi
        if actor.agi > actor.base_agi
          icon = Y6::ICON[:stat_up][:agi]
        elsif actor.agi < actor.base_agi and actor.agi != limit
          icon = Y6::ICON[:stat_dn][:agi]
        end
      #---
      end
    end
    return icon
  end
 
  #--------------------------------------------------------------------------
  # self.stat_notext
  #--------------------------------------------------------------------------
  def self.stat_notext(item)
    return self.stat(item) if Y6::ICON[:stat_notext][item].nil?
    return Y6::ICON[:stat_notext][item]
  end
 
  #--------------------------------------------------------------------------
  # self.performance
  #--------------------------------------------------------------------------
  def self.performance(item)
    return Y6::ICON[:performance][item].nil? ? 0 : Y6::ICON[:performance][item]
  end
 
end # Icon

#==============================================================================
# ** Game_Battler
#==============================================================================

class Game_Battler
 
  #--------------------------------------------------------------------------
  # anti-crash method: parameter_limit
  #--------------------------------------------------------------------------
  unless $imported["Y6-BattleStats"]
  def maxmp_limit
    return 9999
  end
  end # $imported["Y6-BattleStats"]
 
  #--------------------------------------------------------------------------
  # anti-crash method: parameter_limit
  #--------------------------------------------------------------------------
  unless $imported["Y6-BattleStats"]
  def parameter_limit
    return 999
  end
  end # $imported["Y6-BattleStats"]
 
end # Game_Battler

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title < Scene_Base

  #--------------------------------------------------------------------------
  # alias method: create_command_window
  #--------------------------------------------------------------------------
  alias create_command_window_iconview create_command_window unless $@
  def create_command_window
    create_command_window_iconview
    return unless $TEST
    return if @command_window == nil
    @command_window.commands.push(Y6::ICONVIEW::COMMAND_NAME)
    @command_window.item_max += 1
    @command_window.create_contents
    @command_window.height += 24
    @command_window.y -= 24
    @command_window.refresh
    x = @command_window.commands.index(Vocab.continue)
    @command_window.draw_item(x, false) unless @continue_enabled
  end
 
  #--------------------------------------------------------------------------
  # alias method: update
  #--------------------------------------------------------------------------
  alias update_iconview update unless $@
  def update
    text = Y6::ICONVIEW::COMMAND_NAME
    if (Input.trigger?(Input::C) and @command_window != nil and
    @command_window.commands[@command_window.index] == text) or
    Input.press?(Input::F9)
      command_iconview
    else
      update_iconview
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: command_iconview
  #--------------------------------------------------------------------------
  def command_iconview
    return unless $TEST
    Sound.play_decision
    $scene = Scene_Iconview.new
  end
 
end # Scene_Title

#==============================================================================
# ** Scene_Iconview
#==============================================================================

class Scene_Iconview < Scene_Base
 
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start
    resize_screen
    super
    create_menu_background
    @iconview_window = Window_Iconview.new
    dx = @iconview_window.x
    dy = @iconview_window.y
    dw = @iconview_window.width
    dh = @iconview_window.height
    @dummy_window = Window_Base.new(dx, dy, dw, dh)
    @data_window = Window_Icondata.new(@iconview_window)
    @page_window = Window_IconPageList.new(@iconview_window)
  end
 
  #--------------------------------------------------------------------------
  # terminate
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @iconview_window.dispose
    @dummy_window.dispose
    @data_window.dispose
    @page_window.dispose
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @iconview_window.update
    @data_window.update
    @page_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      Graphics.resize_screen(@former_width, @former_height)
      $scene = Scene_Title.new
    end
  end
 
  #--------------------------------------------------------------------------
  # resize_screen
  #--------------------------------------------------------------------------
  def resize_screen
    @former_width = Graphics.width
    @former_height = Graphics.height
    width = [Graphics.width, 544].max
    height = [Graphics.height, 416].max
    Graphics.resize_screen(width, height)
  end
 
end # Scene_Iconview

#==============================================================================
# ** Window_Command
#==============================================================================

class Window_Command < Window_Selectable
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :commands
  attr_accessor :item_max
 
end # Window_Command

#==============================================================================
# ** Window_Iconview
#==============================================================================

class Window_Iconview < Window_Selectable
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :max_pages
  attr_accessor :page
  attr_accessor :image
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(Graphics.width - 416, 0, 416, 416)
    self.z += 1
    @item_max = 256
    @column_max = 16
    @page = @index = @spacing = 0
    @image = Cache.system("IconSet")
    @max_pages = (@image.height / 384.0).ceil
    @icon_sprite = Sprite.new
    @icon_sprite.bitmap = Bitmap.new(384, 384)
    @icon_sprite.x = self.x + 16
    @icon_sprite.y = self.y + 16
    @icon_sprite.z = self.z - 1
    self.opacity = self.back_opacity = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # dispose
  #--------------------------------------------------------------------------
  def dispose
    @icon_sprite.bitmap.dispose
    @icon_sprite.dispose
    super
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return unless @max_pages > 1
    if Input.repeat?(Input::L)
      Sound.play_cursor
      image_page_up
    elsif Input.repeat?(Input::R)
      Sound.play_cursor
      image_page_down
    end
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @icon_sprite.bitmap.dispose
    @icon_sprite.bitmap = Bitmap.new(384, 384)
    rect = Rect.new(0, @page * 384, 384, 384)
    @icon_sprite.bitmap.blt(0, 0, @image, rect)
  end
 
  #--------------------------------------------------------------------------
  # cursor_down
  #--------------------------------------------------------------------------
  def cursor_down(wrap)
    if @index < 240
      @index += 16
    elsif wrap
      @index -= 240
    end
  end
 
  #--------------------------------------------------------------------------
  # cursor_up
  #--------------------------------------------------------------------------
  def cursor_up(wrap)
    if @index >= 16
      @index -= 16
    elsif wrap
      @index += 240
    end
  end
 
  #--------------------------------------------------------------------------
  # cursor_right
  #--------------------------------------------------------------------------
  def cursor_right(wrap)
    if @index % 16 < 15
      @index += 1
    elsif wrap
      @index -= 15
    end
  end
 
  #--------------------------------------------------------------------------
  # cursor_left
  #--------------------------------------------------------------------------
  def cursor_left(wrap)
    if @index % 16 > 0
      @index -= 1
    elsif wrap
      @index += 15
    end
  end
 
  #--------------------------------------------------------------------------
  # image_page_up
  #--------------------------------------------------------------------------
  def image_page_up
    @page = @page == 0 ? @max_pages - 1 : @page - 1
    refresh
  end
 
  #--------------------------------------------------------------------------
  # image_page_down
  #--------------------------------------------------------------------------
  def image_page_down
    @page = @page == @max_pages - 1 ? 0 : @page + 1
    refresh
  end
 
end # Window_Iconview

#==============================================================================
# ** Window_IconPageList
#==============================================================================

class Window_IconPageList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(icon_window)
    @icon_window = icon_window
    super(0, 128, .height-128)
    self.active = false
    self.index = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @item_max = @icon_window.max_pages
    create_contents
    for i in 0...@item_max; draw_item(i); end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    contents.clear_rect(rect)
    text = sprintf("Page%d", index+1)
    contents.draw_text(rect, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    if self.index != @icon_window.page
      self.index = @icon_window.page
    end
  end
 
end # Window_IconPageList

#==============================================================================
# ** Window_Icondata
#==============================================================================

class Window_Icondata < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(iconview_window)
    @iconview_window = iconview_window
    super(0, 0, .width, 128)
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    text = 256 * @iconview_window.page + @iconview_window.index
    text = sprintf("ID:%d", text)
    contents.draw_text(0, WLH*0, contents.width, WLH, text, 1)
    text = @iconview_window.image.height / 24 * 16
    text = sprintf("Total:%d", text)
    contents.draw_text(0, WLH*1, contents.width, WLH, text, 1)
    text = "L:PageUp"
    contents.draw_text(0, WLH*2, contents.width, WLH, text, 1)
    text = "R:PageDn"
    contents.draw_text(0, WLH*3, contents.width, WLH, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    if @last_index != @iconview_window.index or
    @last_page != @iconview_window.page
      @last_index = @iconview_window.index
      @last_page = @iconview_window.page
      refresh
    end
  end
 
end # Window_Icondata

#===============================================================================
#
# END OF FILE
#
#===============================================================================


Última edición por prodijames el Sáb 20 Abr 2013, 1:11 pm, editado 1 vez (Razón : puse code)
prodijames
prodijames
0
0

Masculino

Edad 34

Cantidad de envíos 7

Maker Cash 10

Reputación 0


Volver arriba Ir abajo

Volver arriba

- Temas similares

 
Permisos de este foro:
No puedes responder a temas en este foro.