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El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm
script para suministrar los iconosets
RPG maker VX :: Scripts ::
Página 1 de 1.
script para suministrar los iconosets
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- 0
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