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script de cargar partida y subir stats modificado por mi

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script de cargar partida y subir stats modificado por mi

Mensaje  Carlosjavierr el Vie Feb 05, 2010 8:53 pm

Hola... bueno este script sirve para cargar la partida... desde el menu por decir estas jugando y pones menu y cargar cargaras las partidas guardadas la que escojas... bueno y hay otro pequeño script que haces un evento y pones llamar script y pones algo hay xD y subes los puntos de stats al personaje cada ves que subes de lvl... bueno haora yo edite algo en el script...

poder subir los stats en el menu

con subir stats la mayoria sabe de que hablo pero para los que no saben es para cada ves que subas de level te den 5 puntos para subir tus stats osea fuerza vida magia agilidad etc...
bueno primero podran este script
Spoiler:
#===============================================================================
# Actor Customization ---- RMXP Version
#===============================================================================
#-------------------------------------------------------------------------------
# Written by Synthesize
# February 9, 2008
# script Version 6.0.2
#===============================================================================
# * This script will not work with RMVX. A VX version is in the works. *
#===============================================================================
module ActorCustomization
#-----------------------------------------------------------------------------
# System Settings
# System settings are settings you should review before trying the script.
# Each option has its own comments, and should be straightforward
#-----------------------------------------------------------------------------
Points_gained_at_levelup = 5 # Points gained at level-up (0 = Disable)
Draw_map_as_background = false # Draw the Background as the map? False = Draw Picture::Name)
Picture_name = 'sky' # The picture to draw as a background ('' for Black)
Error_sound = '057-Wrong01' # The sound to play if there is an error
Use_class_id = false # Advance characters based on the class ID
Call_after_battle = false # Automatically call Scene_AC at level-up
Draw_face = false # Draw the actors face?
Use_help_window = true # Use the help window?
#-----------------------------------------------------------------------------
# Maximum Values
# Set these values if you are using a Maximum Statistics script (Go over the
# stat limits). If not, leave these values as is.
#-----------------------------------------------------------------------------
Max_hp = 9999
Max_sp = 9999
Max_str = 999
Max_dex = 999
Max_agi = 999
Max_int = 999
#-----------------------------------------------------------------------------
# Point Options
# These are all new settings. They directly control point options and allow
# you the option of turning ON/OFF features and customizing how many points
# are needed to upgrade one stat.
#-----------------------------------------------------------------------------
Draw_point_in_menu = true # Draw the amount of points on MenuStatus?
Draw_levelup_notice_in_menu = true # Draw levelup notice on MenuStatus?
Point_name = "Puntos:" # Point name
Levelup_text = "(Lvlup)" # Level Up text
Raise_hp_with_strength = false # HP raises as Strength raises
Amount_to_raise = 0.15 # As a decimal
Raise_sp_with_intelligence = false # SP raises as Intelligence raises
Amount_to_raise2 = 0.15 # As a decimal
Remove_points = true # Allow the player to remove used points
Points_needed = [1, 1, 1, 1, 1, 1] # The amount of points needed to upgrade
# Health, SP, STR, DEX, AGI, INT respectively.
#-----------------------------------------------------------------------------
# Statistical Growth Rate
# This section allows you to customize how many numerical stats an attribute
# rises based on the Actor.id or the Class_id.
#-----------------------------------------------------------------------------
# Format = {Actor.id (or class_id) => Amount to raise}
Actor_HP = {1 => 5, 2 => 5}
# The default value. If a value is not specified, use the below.
Actor_HP.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_SP = {1 => 10, 2 => 3}
Actor_SP.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_STR = {1 => 7, 2 => 6}
Actor_STR.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_DEX = {1 =>6, 2 => 2}
Actor_DEX.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_AGI = {1 =>4, 2 => 1}
Actor_AGI.default = 1
# Format = {Actor.id (or class_id) => amount to raise)
Actor_INT = {1 => 3, 2 => 1}
Actor_INT.default = 1
#-----------------------------------------------------------------------------
# Equipment Boost Settings
# Another new feature. Equipment boosts 'boost' statistics while an accessory
# is equipped that possess one of the system attributes defined in the
# equipment_id array. The equipment_amount array tells the script how much
# an individual (or many) stats are boosted.
#-----------------------------------------------------------------------------
# Use Equipment boosts?
Use_equipment_boosts = true
# Format = {System_attribute => Amount to boost}
Equipment_amount = {17 => 5, 18 => 3, 19 => 6, 20 => 7, 21 => 8, 22 => 9}
# The default Value. Should be 0 for best effect.
Equipment_amount.default = 0
# The system attributes.
Equipment_id = [17, 18, 19, 20, 21, 22]
# Equipment_id = [HP Boost, SP Boost, STR Boost, DEX Boost, AGI Boost,
# INT Boost]
#-----------------------------------------------------------------------------
# Skin Settings
# Another new section. This area allows you to adjust the placement of the
# windows without having to go and dig around in the script. It should be
# useful for beginners who want to make their own layout with the script, but
# don't want to go and try to find the values to do it.
#-----------------------------------------------------------------------------
Actor_window_horizontal = 0 # Adjust the Actor window ( -# =left, +# =right)
Actor_window_vertical = 0 # Adjust the Actor Window ( -# =up, +# =down)
Actor_window_opacity = 250 # The opacity of the window
Actor_window_width = 275 # The width of the Actor window
Actor_window_height = 85 # The height of the actor window
#-----------------------------------------------------------------------------
Main_command_horizontal = 0 # Adjust the Command window ( -# =left, +# =right)
Main_command_vertical = 0 # Adjust the Command Window ( -# =up, +# =down)
Main_command_opacity = 250 # Adjsut the opacity
Main_command_width = 275 # The width of the main command window
#-----------------------------------------------------------------------------
Main_status_horizontal = 0 # Adjust the Actor Status window
Main_status_vertical = 0 # Adjust the main-status window
Main_status_opacity = 250 # Adjust the Main_Status opacity
Main_status_width = 329 # The width of the Main Status
Main_status_height = 305 # The height of the Main Status
#-----------------------------------------------------------------------------
Main_confirm_horizontal = 0 # Adjust the confirm window
Main_confirm_vertical = 0 # Adjust the confirm window
Main_confirm_opacity = 250 # Adjust the opacity
#-----------------------------------------------------------------------------
Main_help_horizontal = 0 # Adjust the help window
Main_help_vertical = 0 # Adjust the help window
Main_help_opacity = 250 # Adjust the opacity
Main_help_width = 500 # The Confirm window width
Main_help_height = 200 # The confirm window height
end
#===============================================================================
# What else is new?
#===============================================================================
=begin
New in ACV6 is an internal class called Data_Points that makes the management
of points significantly easier with Call script commands. Currently, you can
use the following syntaxes in a call script command. More will be added at a
later time.

$data_points.
add(amount, member) Add the 'amount' of upgrade points to 'member'
remove(amount, member) Remove the 'amount' of upgrade points from 'member'
view(member) Return 'member' upgrade_points
checksum(amount, member) Check if 'member' points are within 'amount' range
add_maxhp(amount, member) Add max_hp 'amount' to 'member'
add_hp(amount, member) Add hp 'amount' to 'member'
add_sp(amount, member) Add sp 'amount' to 'member'
add_maxsp(amount, member) Add maxsp 'amount' to 'member'
add_str(amount, member) Add str 'amount' to 'member'
add_dex(amount, member) Add dex 'amount' to 'member'
add_agi(amount, member) Add agi 'amount' to 'member'
add_int(amount, member) Add int 'amount' to 'member'
restore(member) Fully heal 'member'

#===============================================================================
# My goal when I decided to make this script:
#===============================================================================
My goal for this script was to make a powerful custom level up procedure
but make everything user friendly and allow those without technical/rgss
history to customize the script to their liking while utilizing the full
capabilities of this script.

#===============================================================================
# This script is compatible with the following battle systems:
#===============================================================================
- UCoders NeoABS
- Blizzard ABS
- XRXS Zoom Battle System
- MrMo ABS and SDK 2.2
- Caldaron's ABS
- Prexus' ABS
- The RTAB
- May work with others. The above is what I tested with.
=end
#-------------------------------------------------------------------------------
# ActorCustomization:: Main
# This handles all window calls, math and everything else related to the script
# in general. Editing is not advised.
#-------------------------------------------------------------------------------
class Scene_AC
#-----------------------------------------------------------------------------
# Initialize variables
#-----------------------------------------------------------------------------
def start(actor_index)
@actor_index = actor_index
@actor = $game_party.actors[@actor_index]
if ActorCustomization::Use_class_id == false
@hp = ActorCustomization::Actor_HP[@actor.id]
@sp = ActorCustomization::Actor_SP[@actor.id]
@str = ActorCustomization::Actor_STR[@actor.id]
@dex = ActorCustomization::Actor_DEX[@actor.id]
@agi = ActorCustomization::Actor_AGI[@actor.id]
@int = ActorCustomization::Actor_INT[@actor.id]
else
@hp = ActorCustomization::Actor_HP[@actor.class_id]
@sp = ActorCustomization::Actor_SP[@actor.class_id]
@str = ActorCustomization::Actor_STR[@actor.class_id]
@dex = ActorCustomization::Actor_DEX[@actor.class_id]
@agi = ActorCustomization::Actor_AGI[@actor.class_id]
@int = ActorCustomization::Actor_INT[@actor.class_id]
return
end
unless $data_armors[@actor.armor4_id]== nil and ActorCustomization::Use_equipment_boosts == true
@hp += ActorCustomization::Equipment_amount[ActorCustomizationEquipment_id[0]]
@sp += ActorCustomization::Equipment_amount[ActorCustomizationEquipment_id[1]]
@str += ActorCustomization::Equipment_amount[ActorCustomizationEquipment_id[2]]
@dex += ActorCustomization::Equipment_amount[ActorCustomizationEquipment_id[3]]
@agi += ActorCustomization::Equipment_amount[ActorCustomizationEquipment_id[4]]
@int += ActorCustomization::Equipment_amount[ActorCustomizationEquipment_id[5]]
end
@hp_spent = 0
@sp_spent = 0
@str_spent = 0
@dex_spent = 0
@agi_spent = 0
@int_spent = 0
end
#-----------------------------------------------------------------------------
# Main:: Calls all of the windows
#-----------------------------------------------------------------------------
def main
start(0)
main_spriteset
main_actor
main_command
main_status
main_confirm
main_help
@main_command.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
dispose_windows
end
#-----------------------------------------------------------------------------
# Main_Spriteset:: Calls the background
#-----------------------------------------------------------------------------
def main_spriteset
if ActorCustomization::Draw_map_as_background == true
@background = Spriteset_Map.new
else
@background = Sprite.new
@background.bitmap = RPG::Cache.picture(ActorCustomization::Picture_name)
end
end
#-----------------------------------------------------------------------------
# Main_Confirm:: Confirm Changes?
#-----------------------------------------------------------------------------
def main_confirm
c1 = "Si"
c2 = "No"
@main_confirm_window = Window_Command.new(100, [c1, c2])
@main_confirm_window.x = 320 + ActorCustomization::Main_confirm_horizontal
@main_confirm_window.y = 150 + ActorCustomization::Main_confirm_vertical
@main_confirm_window.opacity = ActorCustomization::Main_confirm_opacity
@main_confirm_window.active = false
@main_confirm_window.visible = false
@main_confirm_window.z = 9999
end
#-----------------------------------------------------------------------------
# Main_Status:: Creates the main status window
#-----------------------------------------------------------------------------
def main_status
@status_window = Window_AC_Status.new(@actor)
@status_window.x = 18 + ActorCustomization::Main_status_horizontal
@status_window.y = 56 + ActorCustomization::Main_status_vertical
@status_window.opacity = ActorCustomization::Main_status_opacity
end
#-----------------------------------------------------------------------------
# Main_Actor
#-----------------------------------------------------------------------------
def main_actor
@main_actor_window = Window_AC_Actor.new
@main_actor_window.x = 344 + ActorCustomization::Actor_window_horizontal
@main_actor_window.y = 277 + ActorCustomization::Actor_window_vertical
@main_actor_window.opacity = ActorCustomization::Actor_window_opacity
@main_actor_window.active = true
@main_actor_window.z = 9998
end
#-----------------------------------------------------------------------------
# Main_Help:: The Help Window
#-----------------------------------------------------------------------------
def main_help
@main_help = Window_AC_Help.new
@main_help.x = 75 + ActorCustomization::Main_help_horizontal
@main_help.y = 150 + ActorCustomization::Main_help_vertical
@main_help.opacity = ActorCustomization::Main_help_opacity
@main_help.visible = false
@main_help.active = false
@main_help.z = 10000
end
#-----------------------------------------------------------------------------
# Main_Command:: This handles all progression
#-----------------------------------------------------------------------------
def main_command
s1 = "<< Modicar #{$data_system.words.hp} por #{@hp} >"
s2 = "<< Modicar #{$data_system.words.sp} por #{@sp} >"
s3 = "<< Modicar #{$data_system.words.str} por #{@str} >"
s4 = "<< Modicar #{$data_system.words.dex} by #{@dex} >"
s5 = "<< Modicar #{$data_system.words.agi} by #{@agi} >"
s6 = "<< Modicar #{$data_system.words.int} por #{@int} >"
@main_command = Window_Command.new(ActorCustomization::Main_command_width, [s1, s2, s3, s4, s5, s6])
@main_command.x = 343 + ActorCustomization::Main_command_horizontal
@main_command.y = 56 + ActorCustomization::Main_command_vertical
@main_command.opacity = ActorCustomization::Main_command_opacity
end
#-----------------------------------------------------------------------------
# Dispose_Windows:: Clears all of the sprites that AC uses
#-----------------------------------------------------------------------------
def dispose_windows
@background.dispose
@main_actor_window.dispose
@status_window.clear_face if ActorCustomization::Draw_face == true
@status_window.dispose
@main_command.dispose
@main_confirm_window.dispose
@main_help.dispose
end
#-----------------------------------------------------------------------------
# Call_refresh:: Refreshes the Screen
#-----------------------------------------------------------------------------
def call_refresh(value)
@status_window.refresh(@actor)
if value == 1
@main_command.dispose
main_command
end
end
#-----------------------------------------------------------------------------
# Update:: Updates Actor Customization
#-----------------------------------------------------------------------------
def update
@main_actor_window.update
if @main_actor_window.active
update_actor
return
end
if @main_command.active
update_commands
return
end
if @main_confirm_window.active
update_confirm
return
end
if @main_help.active
update_help
return
end
end
#-----------------------------------------------------------------------------
# Update_Actor:: Updates the actor screen
#-----------------------------------------------------------------------------
def update_actor
total_point_spent = (@hp_spent + @sp_spent + @str_spent + @dex_spent + @agi_spent + @int_spent)
if Input.trigger?(Input::B)
if total_point_spent == 0
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
else
@main_confirm_window.active = true
@main_confirm_window.visible = true
@main_actor_window.active = false
end
return
end
if Input.trigger?(Input::C)
if total_point_spent == 0
$game_system.se_play($data_system.decision_se)
@actor_index = @main_actor_window.index
@actor = $game_party.actors[@actor_index]
@main_command.active = true
@main_actor_window.active = false
start(@actor_index)
call_refresh(1)
else
@main_confirm_window.active = true
@main_confirm_window.visible = true
@main_actor_window.active = false
return
end
end
end
#-----------------------------------------------------------------------------
# Update_Commands:: Updates the Commands
#-----------------------------------------------------------------------------
def update_commands
@main_command.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@main_command.active = false
@main_actor_window.active = true
return
end
if Input.trigger?(Input::C) && ActorCustomization::Use_help_window == true
@main_command.active = false
@main_help.active = true
@main_help.visible = true
return
end
if Input.trigger?(Input::LEFT)
decrease_points if ActorCustomization::Remove_points == true
return
end
if Input.trigger?(Input::RIGHT)
increase_points
return
end
end
#-----------------------------------------------------------------------------
# Update_Confirm:: This asks for confirmation.
#-----------------------------------------------------------------------------
def update_confirm
@main_confirm_window.update
if Input.trigger?(Input::C)
case @main_confirm_window.index
when 0 # Yes
@hp_spent = 0
@sp_spent = 0
@str_spent = 0
@dex_spent = 0
@agi_spent = 0
@int_spent = 0
$game_system.se_play($data_system.decision_se)
@actor_index = @main_actor_window.index
@actor = $game_party.actors[@actor_index]
@main_command.active = true
@main_actor_window.active = false
start(@actor_index)
call_refresh(1)
@main_confirm_window.active = false
@main_confirm_window.visible = false
when 1 # No
$game_system.se_play($data_system.cancel_se)
@main_confirm_window.active = false
@main_confirm_window.visible = false
@main_command.active = true
end
end
end
#-----------------------------------------------------------------------------
# Update Help:: This is the help window
#-----------------------------------------------------------------------------
def update_help
if Input.trigger?(Input::C)
@main_help.active = false
@main_help.visible = false
@main_command.active = true
end
end
#-----------------------------------------------------------------------------
# Increase Points:: This adds/removes points
#-----------------------------------------------------------------------------
def increase_points
case @main_command.index
when 0
if @actor.upgrade_points >= ActorCustomization::Points_needed[0] && @actor.maxhp <= ActorCustomization::Max_hp
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[0]
@actor.hp += @hp
@actor.maxhp += @hp
@hp_spent += 1
@actor.used_hp_points += 1
call_refresh(0)
else
call_sound
end
when 1
if @actor.upgrade_points >= ActorCustomization::Points_needed[1] && @actor.maxsp <= ActorCustomization::Max_sp
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[1]
@actor.sp += @sp
@actor.maxsp += @sp
@sp_spent += 1
@actor.used_sp_points += 1
call_refresh(0)
else
call_sound
end
when 2
if @actor.upgrade_points >= ActorCustomization::Points_needed[2] && @actor.str <= ActorCustomization::Max_str
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[2]
@actor.str += @str
@actor.hp += (@actor.str * ActorCustomization::Amount_to_raise) if ActorCustomization::Raise_hp_with_strength == true
@str_spent += 1
@actor.used_str_points += 1
call_refresh(0)
else
call_sound
end
when 3
if @actor.upgrade_points >= ActorCustomization::Points_needed[3] && @actor.dex <= ActorCustomization::Max_dex
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[3]
@actor.dex += @dex
@dex_spent += 1
@actor.used_dex_points += 1
call_refresh(0)
else
call_sound
end
when 4
if @actor.upgrade_points >= ActorCustomization::Points_needed[4] && @actor.agi <= ActorCustomization::Max_agi
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[4]
@actor.agi += @agi
@agi_spent += 1
@actor.used_agi_points += 1
call_refresh(0)
else
call_sound
end
when 5
if @actor.upgrade_points >= ActorCustomization::Points_needed[5] && @actor.int <= ActorCustomization::Max_int
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points -= ActorCustomization::Points_needed[5]
@actor.int += @int
@actor.maxsp += (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.sp += (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@int_spent += 1
@actor.used_int_points += 1
call_refresh(0)
else
call_sound
end
end
end
#-----------------------------------------------------------------------------
# Decrease Points:: This is where points are removed
#-----------------------------------------------------------------------------
def decrease_points
case @main_command.index
when 0
if @actor.used_hp_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[0]
@actor.hp -= @hp
@actor.maxhp -= @hp
@hp_spent -= 1
@actor.used_hp_points -= 1
call_refresh(0)
else
call_sound
end
when 1
if @actor.used_sp_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[1]
@actor.sp -= @sp
@actor.maxsp -= @sp
@sp_spent -= 1
@actor.used_sp_points -= 1
call_refresh(0)
else
call_sound
end
when 2
if @actor.used_str_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[2]
@actor.hp -= (@actor.str * ActorCustomization::Amount_to_raise) if ActorCustomization::Raise_hp_with_strength == true
@actor.str -= @str
@str_spent -= 1
@actor.used_str_points -= 1
call_refresh(0)
else
call_sound
end
when 3
if @actor.used_dex_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[3]
@actor.dex -= @dex
@dex_spent -= 1
@actor.used_dex_points -= 1
call_refresh(0)
else
call_sound
end
when 4
if @actor.used_agi_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[4]
@actor.agi -= @agi
@agi_spent -= 1
@actor.used_agi_points -= 1
call_refresh(0)
else
call_sound
end
when 5
if @actor.used_int_points != 0
$game_system.se_play($data_system.decision_se)
@actor.upgrade_points += ActorCustomization::Points_needed[5]
@actor.sp -= (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.maxsp -= (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
@actor.int -= @int
@int_spent -= 1
@actor.used_int_points -= 1
call_refresh(0)
else
call_sound
end
end
end
#-----------------------------------------------------------------------------
# Call Sound:: Play the error sound
#-----------------------------------------------------------------------------
def call_sound
$game_system.se_play(RPG::AudioFile.new(ActorCustomization::Error_sound))
end
end
#-------------------------------------------------------------------------------
# End Main ActorCustomization Section.
# Below you will find the method used to add points at level-up
# as well as all of the windows that are needed.
#-------------------------------------------------------------------------------
# Game_Actor:: Alias methods
# Create points for actors and add points at level_up
#-------------------------------------------------------------------------------
class Game_Actor < Game_Battler
attr_accessor :upgrade_points
attr_accessor :used_hp_points
attr_accessor :used_sp_points
attr_accessor :used_str_points
attr_accessor :used_dex_points
attr_accessor :used_agi_points
attr_accessor :used_int_points
# Aliases
alias synthesize_ac_setup setup
alias synthesize_ac_battle exp=
#-----------------------------------------------------------------------------
# Setup
#-----------------------------------------------------------------------------
def setup(actor_id)
synthesize_ac_setup(actor_id)
@upgrade_points = 0
@used_hp_points = 0
@used_sp_points = 0
@used_str_points = 0
@used_dex_points = 0
@used_agi_points = 0
@used_int_points = 0
end
#-----------------------------------------------------------------------------
# Add Points
#-----------------------------------------------------------------------------
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
# Level up
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
@upgrade_points += ActorCustomization::Points_gained_at_levelup
# Learn skill
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
synthesize_ac_battle(exp)
$scene = Scene_AC.new if ActorCustomization::Call_after_battle == true
end
end
#-------------------------------------------------------------------------------
# Begin AC windows
# Here you will find all of the contents that make up AC.
#-------------------------------------------------------------------------------
# Actor Window
#-------------------------------------------------------------------------------
class Window_AC_Actor < Window_Selectable
#-----------------------------------------------------------------------------
# Initialize
#-----------------------------------------------------------------------------
def initialize
super(0, 0, ActorCustomization::Actor_window_width, ActorCustomization::Actor_window_height)
self.contents = Bitmap.new(width - 32, height - 32)
self.active = false
self.index = -1
@item_max = $game_party.actors.size
@column_max = 2
draw_actor
self.active = false
self.index = 0
end
#-----------------------------------------------------------------------------
# Draw_Actor
#-----------------------------------------------------------------------------
def draw_actor
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
self.contents.draw_text(65, 50, 100, 100, $game_party.item_number(1).to_s)
x = i * 65
y = 50
draw_actor_graphic(actor, x + 20, y)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.set(0 + index * 65, 0, 40, 54)
end
end
#-------------------------------------------------------------------------------
# Window_AC_Status
#-------------------------------------------------------------------------------
class Window_AC_Status < Window_Base
#-----------------------------------------------------------------------------
# Initialize
#-----------------------------------------------------------------------------
def initialize(actor)
super(32, 32, ActorCustomization::Main_status_width, ActorCustomization::Main_status_height)
self.contents = Bitmap.new(width - 32, height- 32)
refresh(actor)
end
#-----------------------------------------------------------------------------
# Refresh
#-----------------------------------------------------------------------------
def refresh(actor)
self.contents.clear
draw_actor_graphic(actor, 35, 50) if ActorCustomization::Draw_face == false
draw_actor_face(actor, 35, 50) if ActorCustomization::Draw_face == true
draw_actor_class(actor, 85, 20)
draw_actor_name(actor, 80, 0)
draw_actor_level(actor, 176, 0)
draw_actor_hp(actor, 4, 68, 172)
self.contents.font.color = system_color
self.contents.draw_text(165, 12, 100, 100, "Points used:")
self.contents.draw_text(165, 60, 100, 50, "#{$data_system.words.hp}: #{actor.used_hp_points}", 2)
self.contents.draw_text(165, 84, 100, 50, "#{$data_system.words.sp}: #{actor.used_sp_points}", 2)
self.contents.draw_text(165, 120, 100, 50, "#{$data_system.words.str}: #{actor.used_str_points}", 2)
self.contents.draw_text(165, 144, 100, 50, "#{$data_system.words.dex}: #{actor.used_dex_points}", 2)
self.contents.draw_text(165, 168, 100, 50, "#{$data_system.words.agi}: #{actor.used_agi_points}", 2)
self.contents.draw_text(165, 192, 100, 50, "#{$data_system.words.int}: #{actor.used_int_points}", 2)
draw_actor_sp(actor,4, 90, 172)
draw_actor_parameter(actor, 4, 132, 3)
draw_actor_parameter(actor, 4, 156, 4)
draw_actor_parameter(actor, 4, 180, 5)
draw_actor_parameter(actor, 4, 204, 6)
self.contents.font.color = system_color
self.contents.draw_text(175, 205, 100, 100, "Points:")
self.contents.font.color = normal_color
self.contents.draw_text(165, 205, 100, 100, actor.upgrade_points.to_s, 2)
end
#-----------------------------------------------------------------------------
# Draw_Face
#-----------------------------------------------------------------------------
def draw_actor_face(actor, x, y)
@face = Sprite.new
@face.bitmap = RPG::Cache.picture(actor.character_name + "_face")
@face.x = x
@face.y = y
@face.z = 9999
end
#-----------------------------------------------------------------------------
# Clear Face
#-----------------------------------------------------------------------------
def clear_face
@face.dispose
end
end
#-------------------------------------------------------------------------------
# Window_Main_Help:: This draws the help contents
#-------------------------------------------------------------------------------
class Window_AC_Help < Window_Base
def initialize
super(0, 0, ActorCustomization::Main_help_width, ActorCustomization::Main_help_height)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.draw_text(0, 0, 350, 30, "1.) Selecciona el personaje para editar", 1)
self.contents.draw_text(0, 24, 350, 30, "2.) Usa las flechas para aumentar o bajar los puntos", 1)
self.contents.draw_text(0, 48, 400, 30, "3.) Las estadísticas de los personajes aumentarán en función de la estadística elegida.", 1)
self.contents.draw_text(0, 72, 450, 30, "4.) Puedes ver cuantos puntos hay que usar en la ventana de visualisacion.", 1)
self.contents.draw_text(0, 96, 450, 30, "5.) Use sus puntos de estado con seguridad.", 1)
self.contents.draw_text(0, 120, 450, 30, "6.) Una vez terminado, pulse la tecla X para regresar a su aventura.", 1)
self.contents.draw_text(0, 144, 450, 30, "Presione la tecla ENTER para cerrar esta ventana.", 2)
end
end
#-------------------------------------------------------------------------------
# MenuStatus:: Draw points/level-up display in the menu
# Note: This feature may/may not work with a CMS
#-------------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
alias synthesize_menu_refresh refresh
def refresh
synthesize_menu_refresh
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
if actor.upgrade_points != 0 && ActorCustomization::Draw_levelup_notice_in_menu == true
self.contents.font.color = system_color
w = contents.text_size(actor.name).width
self.contents.draw_text(x + w, y, 100, 30, "#{ActorCustomization::Levelup_text}")
end
self.contents.font.color = system_color
self.contents.draw_text(x + 225, y, 100, 30, "#{ActorCustomization::Point_name}") if ActorCustomization::Draw_point_in_menu == true
self.contents.font.color = normal_color
self.contents.draw_text(x + 346, y, 50, 30, "#{actor.upgrade_points}") if ActorCustomization::Draw_point_in_menu == true
end
end
end
#-------------------------------------------------------------------------------
# Data_Points:: This class is designed to make it easier to add/remove points
# with a call script command.
#-------------------------------------------------------------------------------
class Data_Points
#-----------------------------------------------------------------------------
# Add points to target member
#-----------------------------------------------------------------------------
def add(amount, member)
$game_party.actors[member].upgrade_points += amount
end
#-----------------------------------------------------------------------------
# Remove target member points
#-----------------------------------------------------------------------------
def remove(amount, member)
add(-amount, member)
end
#-----------------------------------------------------------------------------
# Return target member points
#-----------------------------------------------------------------------------
def view(member)
return $game_party.actors[member].upgrade_points
end
#-----------------------------------------------------------------------------
# Check if member has X points. Return result
#-----------------------------------------------------------------------------
def checksum(amount, member)
if $game_party.actors[member].upgrade_points >= amount
return true
else
return false
end
end
#-----------------------------------------------------------------------------
# Add max HP to target member
#-----------------------------------------------------------------------------
def add_maxhp(amount, member)
$game_party.actors[member].maxhp += amount
end
#-----------------------------------------------------------------------------
# Add HP to target member
#-----------------------------------------------------------------------------
def add_hp(amount, member)
$game_party.actors[member].hp += amount
end
#-----------------------------------------------------------------------------
# Add MaxSP to target member
#-----------------------------------------------------------------------------
def add_maxsp(amount, member)
$game_party.actors[member].maxsp += amount
end
#-----------------------------------------------------------------------------
# Add SP to target member
#-----------------------------------------------------------------------------
def add_sp(amount, member)
$game_party.actors[member].sp += amount
end
#-----------------------------------------------------------------------------
# Add str to target member
#-----------------------------------------------------------------------------
def add_str(amount, member)
$game_party.actors[member].str += amount
end
#-----------------------------------------------------------------------------
# Add dex to target member
#-----------------------------------------------------------------------------
def add_dex(amount, member)
$game_party.actors[member].dex += amount
end
#-----------------------------------------------------------------------------
# Add Int to target member
#-----------------------------------------------------------------------------
def add_int(amount, member)
$game_party.actors[member].int += amount
end
#-----------------------------------------------------------------------------
# Restore Target members HP and SP
#-----------------------------------------------------------------------------
def restore(member)
$game_party.actors[member].hp = $game_party.actors[member].maxhp
$game_party.actors[member].sp = $game_party.actors[member].maxsp
end
end
#-------------------------------------------------------------------------------
# Command_New_Game:: Store Data_Points into a variable
#-------------------------------------------------------------------------------
class Scene_Title
alias synthesize_commandnewgame_ac command_new_game
def command_new_game
synthesize_commandnewgame_ac
$data_points = Data_Points.new
end
end
#===============================================================================
# * This script will not work with RMVX. A VX version is in the works. *
#===============================================================================
# Written by Synthesize
# Version 6.0.1
# January 21, 2008
#===============================================================================
# Actor Customization! ---- RMXP Version
#===============================================================================
lo ponen arriba de main este otro tambien arriva de main :

Spoiler:
#==============================================================================
# ** Scene_Load
# version 1.0
# modified by shadowball
#==============================================================================
#: Lo malo de esto es que es incompatible con otros Menús
#==============================================================================
class Scene_Load < Scene_File
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
if $scene.is_a?(Scene_Title)
# Switch to title screen
$scene = Scene_Title.new
elsif $scene.is_a?(Scene_Load)
# Switch to map screen
$scene = Scene_Map.new
end
end
end

#==============================================================================
# ** Scene_Menu
# modified by shadowball
#==============================================================================
class Scene_Menu

def initialize(menu_index = 0)
@menu_index = menu_index
end

def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = 'Estado'
s5 = 'Guardar'
s6 = 'Cargar'
s7 = 'Subir stats'
s8 = 'Terminar'
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
@playtime_window.visible = false
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end

def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # load
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Load.new
when 6
# subir stats
$game_system.se_play($data_system.decision_se)
#llamar stats
$scene = Scene_AC.new
when 7 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
end



nececitan estas 2 imagenes ponerlas en pictures :
Spoiler:
y esta :

Spoiler:
ponerlas en pictures cuando vallan a las paginas de imagen solo delen click derecho a la imagen y busquen su juego Graphics pictures y la meten hay y ya

ah por cierto aca algunas imagenes para que sepan como es
Spoiler:
Spoiler:
Spoiler:
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Carlosjavierr
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Re: script de cargar partida y subir stats modificado por mi

Mensaje  555Goku5551 el Vie Feb 05, 2010 8:58 pm

Muy buen aporte! Very Happy yo ya tengo lo de cargar partida.. XD lo de subir stats quizás lo use en un juego Smile
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555Goku5551
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