Distribuidor de puntos
King Rpg Maker :: Lixeira :: Scripts
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Distribuidor de puntos
Nuevo Script :
Distribuidor de puntos
lla llego este Scritp echo por mi =D .....
lla podras jugar tus juego como quisistes al estilo
MU, al estilo Ragnarok, al estilo Diablo =D
este es un Scritp de como agregar tus puntos
ganados al subir sierto nivel todo des de tu menu
es muy facil de usar
abre tu progecto , ir al editar de Script
poner ensima de main un nuevo Script
copia este Scritp, y pergalo
i lla esta listos....a jugar
=D
=D bueno eso es todo =D espero su respuesta XD
Distribuidor de puntos
lla llego este Scritp echo por mi =D .....
lla podras jugar tus juego como quisistes al estilo
MU, al estilo Ragnarok, al estilo Diablo =D
este es un Scritp de como agregar tus puntos
ganados al subir sierto nivel todo des de tu menu
es muy facil de usar
abre tu progecto , ir al editar de Script
poner ensima de main un nuevo Script
copia este Scritp, y pergalo
i lla esta listos....a jugar
=D
- Spoiler:
- #==================================================
#Creado por daniemoxxo...!!!
# vercion 1.0 creado 27/01 /2010
#Compactible con todos los Script tipo ABS - SBABS de Vampry 12 - Escet....!!
#==================================================
# Distribuidor de puntos
#==================================================
Points_Gained = 5 # Poner la cantidad de puntos la subir nivel...!!!
#==================================================
class Game_Actor
attr_accessor :points
alias requiem_upgwnd_initialize initialize
alias requiem_upgwnd_lvlup level_up
def initialize(actor_id)
requiem_upgwnd_initialize(actor_id)
@points = points
@points = 0
end
def level_up
requiem_upgwnd_lvlup
@points += Points_Gained
end
end
#==============================================================================
class Requiem_UpgWindow < Window_Base
def initialize(actor)
super(0,0,320,320)
@actor = actor
update
end
def update
self.contents.clear
draw_actor_face(@actor,0,0,92)
draw_actor_name(@actor,160,0)
self.contents.font.color = system_color
self.contents.draw_text(128,32,128,WLH,Vocab::level+":")
self.contents.draw_text(128,24*2,128,WLH,"Puntos:")
self.contents.draw_text(0,24*5,128,WLH,Vocab::hp_a+":")
self.contents.draw_text(0,24*6,128,WLH,Vocab::mp_a+":")
self.contents.draw_text(0,24*7,128,WLH,Vocab::atk+":")
self.contents.draw_text(0,24*8,128,WLH,Vocab::def+":")
self.contents.draw_text(0,24*9,128,WLH,Vocab::spi+":")
self.contents.draw_text(0,24*10,128,WLH,Vocab::agi+":")
refresh
end
def refresh
self.contents.font.color = normal_color
self.contents.draw_text(224,32,64,WLH,@actor.level)
self.contents.draw_text(224,24*2,64,WLH,@actor.points)
self.contents.draw_text(128,24*5,96,WLH,@actor.maxhp)
self.contents.draw_text(128,24*6,96,WLH,@actor.maxmp)
self.contents.draw_text(128,24*7,96,WLH,@actor.atk)
self.contents.draw_text(128,24*8,96,WLH,@actor.def)
self.contents.draw_text(128,24*9,96,WLH,@actor.spi)
self.contents.draw_text(128,24*10,96,WLH,@actor.agi)
end
end
#==============================================================================
class Scene_RequiemUpgrade < Scene_Base
def initialize(actor_index=0,from_menu=false)
create_menu_background
@actor_index = actor_index
@from_menu = from_menu
end
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@requiem_upgwindow = Requiem_UpgWindow.new(@actor)
@requiem_upgwindow.x = (544-@requiem_upgwindow.width)/2
@requiem_upgwindow.y = (416-@requiem_upgwindow.height)/2
@requiem_upgcmdwnd = Window_Command.new(64,[" +"," +"," +"," +"," +"," +"])
@requiem_upgcmdwnd.index = 0
@requiem_upgcmdwnd.x = @requiem_upgwindow.x + 192
@requiem_upgcmdwnd.y = @requiem_upgwindow.y + 120
@requiem_upgcmdwnd.opacity = 0
end
def update
super
update_menu_background
@requiem_upgwindow.update
@requiem_upgcmdwnd.update
if Input.trigger?(Input::B)
Sound.play_cancel
if @from_menu
$scene = Scene_Menu.new(4)
else
$scene = Scene_Map.new
end
elsif Input.trigger?(Input::C)
if @actor.points > 0
Sound.play_decision
else
Sound.play_buzzer
return
end
case @requiem_upgcmdwnd.index
when 0
@actor.points -= 1
@actor.maxhp += 10
when 1
@actor.points -= 1
@actor.maxmp += 10
when 2
@actor.points -= 1
@actor.atk += 1
when 3
@actor.points -= 1
@actor.def += 1
when 4
@actor.points -= 1
@actor.spi += 1
when 5
@actor.points -= 1
@actor.agi += 1
end
end
end
def terminate
super
dispose_menu_background
@requiem_upgwindow.dispose
@requiem_upgcmdwnd.dispose
end
end
#==============================================================================
class Scene_Menu < Scene_Base
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = "Puntos"
s6 = Vocab::save
s7 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,s7])
@command_window.index = @menu_index
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 1,2,3,4
start_actor_selection
when 5
$scene = Scene_File.new(true, false, false)
when 6
$scene = Scene_End.new
end
end
end
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
when 4
$scene = Scene_RequiemUpgrade.new(@status_window.index,true)
end
end
end
end
#==============================================================================
class Scene_File < Scene_Base
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(5)
end
end
end
#==============================================================================
class Scene_End < Scene_Base
def return_scene
$scene = Scene_Menu.new(6)
end
end
#==================================================
#Fin del Scritp...
#==================================================
=D bueno eso es todo =D espero su respuesta XD
daniemoxxo- Novato
- Mensagens : 4
Moedas KRM : 4954
Especialidade : Scripter
Engine Favorita : RPG Maker XP
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