Samuka_Adm Admin
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Mensagens : 150 Pontos : 319 Reputação : 44 Data de inscrição : 15/06/2012
| Assunto: Visual eqip para Jogos Off Qua Jun 27, 2012 9:35 pm | |
| Iae alera, hoje eu vim trazer o script de visual equip para vocês igual do NP mas para jogos off, O Script: - Código:
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#============================================================================== # ■ Visual_Equipment # By: marlos Gama # Edit: Samuka_Maker # # Edit below # #Visual Equips Para Jogos Off, #Versão em Inglês, Se postarem #em outros lugares ou usarem em seus projets mantenham os # créditos #============================================================================== def equip_update(light=false)
$visual_equipment=Array.new $visual_equipment[0]=light for i in 0..3 $visual_equipment[i+1]=[] end
#=================================================== # ● EDIT HERE ! #===================================================
#If weapon n°33 is equiped, add the charset tpl_helmet_1.png (I don't have a weapon charset ><) #add_weapon_sprite(33,"tpl_helmet_1")
#If weapon n°6 is equiped, add the charset tpl_helmet_1.png #aqui vc edita!, coloque add_armor_sprite(id da armadura,"nome do gáfico") ou #add_weapon_sprite(id da arma, "nome do gráfico") :) olhe os exemplos add_weapon_sprite(1,"espada")
#=================================================== # ▼ Visual_equip functions #=================================================== RPG::Cache.clear @game_party = $game_party @game_party = $game_party2 if $visual_equipment[0] for i in 0...@game_party.actors.size for img in $visual_equipment[i+1] bitmap = RPG::Cache.character(@game_party.actors[i].character_name, @game_party.actors[i].character_hue) if img!=true and img!=false add_equip(bitmap,img,i) end end end end
def add_equip(sprite,to_add,character) @game_party = $game_party @game_party = $game_party2 if $visual_equipment[0] bmp = Sprite.new bmp.visible =false bmp.bitmap = RPG::Cache.character(to_add,@game_party.actors[character].character_hue) color = bmp.bitmap.get_pixel(0, 0) x=sprite.width y=sprite.height if $visual_equipment[0] x=x/4 y=y/4 end for i in 0..x for j in 0..y color_get=bmp.bitmap.get_pixel(i, j) if color_get!=color sprite.set_pixel(i, j ,color_get) end end end bmp=nil end
def add_weapon_sprite(id,sprite) @game_party = $game_party @game_party = $game_party2 if $visual_equipment[0] for i in 0...@game_party.actors.size if @game_party.actors[i].weapon_id==id $visual_equipment[i+1].push(sprite) end end end
def add_armor_sprite(id,sprite) @game_party = $game_party @game_party = $game_party2 if $visual_equipment[0] for i in 0...@game_party.actors.size if @game_party.actors[i].armor1_id==id or @game_party.actors[i].armor2_id==id or @game_party.actors[i].armor3_id==id or @game_party.actors[i].armor4_id==id $visual_equipment[i+1].push(sprite) end end end
#=================================================== # ▼ CLASS Scene_Equip edit #===================================================
class Scene_Equip alias visual_update_right update_right def update_right if Input.trigger?(Input::B) equip_update $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(2) return end visual_update_right end end
class Interpreter
alias visual_command_319 command_319 def command_319 actor = $game_actors[@parameters[0]] if actor != nil actor.equip(@parameters[1], @parameters[2]) end equip_update return true end end
class Game_Character attr_accessor :character_hue end
class Game_Actor < Game_Battler alias visual_setup setup def setup(actor_id) visual_setup(actor_id) @character_hue = (@character_hue+1)%256 end end
class Scene_Load alias visual_read_save_data read_save_data alias visual_on_cancel on_cancel def on_cancel equip_update visual_on_cancel end def read_save_data(file) visual_read_save_data(file) equip_update end end
class Scene_Save alias visual_on_decision on_decision alias visual_on_cancel on_cancel def on_cancel equip_update visual_on_cancel end def on_decision(file) equip_update visual_on_decision(file) end end
class Scene_Title alias visual_command_new_game command_new_game def command_new_game visual_command_new_game equip_update end end screen|: | |
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