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Visual de Acesorios,luvas,botas e capas.(Pedido)
+2
Caio Juan
sasuariel
6 participantes
Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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Visual de Acesorios,luvas,botas e capas.(Pedido)
Queria saber se alguem sabe algum geito de botar visual para Acessorios...assim como botas ,capas , luvas, Etc...
Seria mto bom se alguem soubesse pq tipo...eh bastante util xD
Agradeço des de ja :cheers:
Seria mto bom se alguem soubesse pq tipo...eh bastante util xD
Agradeço des de ja :cheers:
Última edição por sasuariel em Dom Abr 24, 2011 7:42 pm, editado 1 vez(es) (Motivo da edição : Obs : Estou usando o NP 3.0)
sasuariel- Novato
- Mensagens : 5
Créditos : 0
Re: Visual de Acesorios,luvas,botas e capas.(Pedido)
nossa cara é meio dificel achar seria mais facil você nos dizer qual tipo de template que está usando é o normal do RTP?
_________________
-Não Aceito Mais do que um Mapa Perfeito-
Aguardem!!!
Aguardem!!!
Re: Visual de Acesorios,luvas,botas e capas.(Pedido)
por que não Marlos (olha só eu aproveitando para abrir uma tira dúvidas ^^)
_________________
-Não Aceito Mais do que um Mapa Perfeito-
Aguardem!!!
Aguardem!!!
Re: Visual de Acesorios,luvas,botas e capas.(Pedido)
Ehhh ehhh Marlos pq naum?
Respondendo vc Caio Juan, Eu iria usar o visual do acessorio para usar como otra coisa
Jogo de Naruto:Sharingan,Byakugan etc...
Respondendo vc Caio Juan, Eu iria usar o visual do acessorio para usar como otra coisa
Jogo de Naruto:Sharingan,Byakugan etc...
sasuariel- Novato
- Mensagens : 5
Créditos : 0
Re: Visual de Acesorios,luvas,botas e capas.(Pedido)
Hm tendeu
_________________
-Não Aceito Mais do que um Mapa Perfeito-
Aguardem!!!
Aguardem!!!
Re: Visual de Acesorios,luvas,botas e capas.(Pedido)
AeeeeNão da pra colocar visual equip nos acessórios
Passei um tempo testando algumas coisas aki e outras la(na verdade bastante tempo.pq eu n sou scripter -
Resultado...Consegui!
So deu um pequeno problema na sequencia + pra oq eu tou usando ficou bom
Vou disponibilizar para caso alguem queira:
Aqui o script editado:
(Substitua esse pelo [GB] Visual Equipments)
- Código:
#==============================================================================
# ■ Visual Equipment
#------------------------------------------------------------------------------
# Geso Chisku
# Tradotto da ZeroTheQueen
# Versione 3
# 14.02.06
#==============================================================================
# CHE FA 'STO SCRIPT?
# - Mostra l'equipaggiamento del giocatore sulla mappa
# - Mostra l'equipaggiamenti degli NPC negli eventi su mappa
# - Compatibile con il caterpilliar script e l' SBABS
# - Mostra l'equipaggiamento in finestre
#------------------------------------------------------------------------------
# LAVORI FUTURI
# - Compatibilità con il Guillaume multi-equip
# - Compatibilita con il gioco online
# - Compatibilità con chara di diverse dimensioni
# - Compatibilità con ombre e riflessi (questo sarà duro da fare)
#------------------------------------------------------------------------------
# BUGS
# - Non funziona con script per ombre o riflessi
#------------------------------------------------------------------------------
# FAI LA GRAFICA PER IL TUO EQUIPAGGIAMENTO
# - Tutte le immagini devono essere grandi 128 x 192
# - Per i personaggi principali fai solo ila testa con capelli e occhi
# - Usa i template per non sbagliare
#------------------------------------------------------------------------------
# SETTA LO SCRIPT PER IL TUO GIOCO
# Per settare il corpo dei templates, cerca "DEFAULT_ACTOR_BODY"
#
# Per settare la grafica di un equipaggiamento cerca "def equip_character"
#
# Per aggiungere equipaggiamento ad un evento, scrivi questi commenti nelle sue istruzioni:
# Comment: Visual Equipment
# Comment: Body [charset] [hue]
# Comment: Armor [charset] [hue]
# Comment: Helmet [charset] [hue]
# Comment: Weapon [charset] [hue]
# Comment: Accessory [charset] [hue]
# Comment: Shield [charset] [hue]
# Cambia [charset]con il nome dell'equip o con "none"
# e [hue] con la tinta, la tinta di default è 0
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
=begin
if User_Edit::VISUAL_EQUIP_ACTIVE
SDK.log('Visual Equipment', 'Geso Chisku', 2, '14.02.06')
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Visual Equipment') == true
#----------------------------------------------------------------------------
# ** Game_Actor
#----------------------------------------------------------------------------
class Game_Actor < Game_Battler
attr_accessor :body
#--------------------------------------------------------------------------
DEFAULT_ACTOR_BODY = [
'body-male'
]
#--------------------------------------------------------------------------
alias geso_visual_actor_init initialize
def initialize(actor_id)
geso_visual_actor_init(actor_id)
@body = DEFAULT_ACTOR_BODY[actor_id]
end
#--------------------------------------------------------------------------
def equip_char_array
equips = []
item = equip_character(0, actor_equip_id(0, self))
equips.push(item) unless item == false
# equips.push(["body-male",0])
# equips.push(["head_#{@capelli}",0])
equips.push([@character_name, @character_hue])
# if self.is_a?(Game_Player)
# equips.push(["body-male",0])
# equips.push(["head_#{$game_party.actors[0].capelli}",0])
# end
for i in 0..5
item = equip_character(i, actor_equip_id(i, self))
equips.push(item) unless item == false
end
return equips
end
end
#----------------------------------------------------------------------------
# ** Game_Event
#----------------------------------------------------------------------------
class Game_Event < Game_Character
attr_reader :page
end
#--------------------------------------------------------------------------
# Determines the order the equips are draw
#--------------------------------------------------------------------------
def actor_equip_id(i, actor)
case i
when 0 # Body
return 0
when 1 # Body
return actor.armor3_id
when 2 # Weapon
return actor.weapon_id
when 3 # Helmet
return actor.armor2_id
when 4 # Accessory
return actor.armor4_id
when 5 # Shield
return actor.armor1_id
end
end
#----------------------------------------------------------------------------
# ** Sprite_Character
#----------------------------------------------------------------------------
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
alias geso_visual_equip_sprite_char_init initialize
def initialize(viewport, character = nil)
if character.is_a?(Game_Player)
@actor = $game_party.actors[0]
elsif SDK.state('SBABS') == true and character.is_a?(Game_Ally)
@actor = $game_party.actors[character.actor_id]
elsif SDK.state('Caterpillar') == true and character.is_a?(Game_Party_Actor)
@actor = character.actor
else
@actor = nil
end
@equips_id = [0, 0, 0, 0, 0]
geso_visual_equip_sprite_char_init(viewport, character)
end
#--------------------------------------------------------------------------
def equip_changed?
if SDK.state('Caterpillar') == true
if @character.is_a?(Game_Party_Actor)
if @character.actor != @actor
@actor = @character.actor
return true
end
end
end
if SDK.state('SBABS') == true
if @character.is_a?(Game_Ally)
if $game_party.actors[@character.actor_id] != @actor
return true
end
end
end
if @character.is_a?(Game_Player)
if $game_party.actors[0] != @actor
@actor = $game_party.actors[0]
return true
end
elsif @character.is_a?(Game_Event)
if @page != @character.page
@page = @character.page
return true
end
return false
end
if @actor == nil
return false
end
for i in 0..5
return true if @equips_id[i] != actor_equip_id(i, @actor)
end
return false
end
#--------------------------------------------------------------------------
def adv_update
@character_name = ''
update
end
#--------------------------------------------------------------------------
def update
# If character is a event
super
# If tile ID, file name, hue or equipment are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue or
equip_changed?
# Remember tile ID, file name and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# If tile ID value is invalid
else
equips = []
# If handling a event
if @character.is_a?(Game_Event) == true
# Check for comment input
parameters = SDK.event_comment_input(@character, 6, 'Visual Equipment')
if parameters.nil?
equips.push([@character_name, @character_hue])
else
for i in 0..5
item = parameters[i].split
hue = item.size > 2 ? item[2] : 0
equips.push([item[1], hue]) if item[1] != 'none'
if i == 1
equips.push([@character_name, @character_hue])
end
end
end
# If handling the player
elsif @actor != nil
equips = @actor.equip_char_array
end
# Dispose old bitmap
self.bitmap.dispose unless self.bitmap == nil
# Draws the character bitmap
bmp = RPG::Cache.character(@character_name, @character_hue)
self.bitmap = Bitmap.new(bmp.width, bmp.height)
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
# If character fits the size
if equips.size > 0 and bmp.width == 128 and bmp.height == 192
size = equips.size -1
for i in 0..size
next if equips[i] == false or equips[i][0] == false or equips[i][0] == nil
bmp2 = RPG::Cache.character(equips[i][0], equips[i][1].to_i)
self.bitmap.blt(0, 0, bmp2, src_rect, 255)
end
else
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
self.bitmap.blt(0, 0, bmp, src_rect, 255)
end
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
# Set rectangular transfer
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# Set opacity level, blend method, and bush depth
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
#--------------------------------------------------------------------------
end
#----------------------------------------------------------------------------
# ** Window_Base
#----------------------------------------------------------------------------
class Window_Base < Window
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bmp = RPG::Cache.character(actor.character_name, actor.character_hue)
bitmap = Bitmap.new(bmp.width, bmp.height)
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
# Setup actor equipment
equips = actor.equip_char_array
# If character fits the size
if equips.size > 0 and bmp.width == 128 and bmp.height == 192
size = equips.size -1
for i in 0..size
next if equips[i] == false or equips[i][0] == false or equips[i][0] == nil
bmp2 = RPG::Cache.character(equips[i][0], equips[i][1].to_i)
bitmap.blt(0, 0, bmp2, src_rect, 255)
end
else
bitmap.blt(0, 0, bmp, src_rect, 255)
end
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#end
#----------------------------------------------------------------------------
# ** Sprite_Character
#----------------------------------------------------------------------------
class Sprite_NetCharacter < RPG::Sprite
#--------------------------------------------------------------------------
alias geso_visual_equip_sprite_char_init initialize
def initialize(viewport, id,character = nil)
@actor = @character
@equips_id = [0, 0, 0, 0, 0]
geso_visual_equip_sprite_char_init(viewport, id,character)
if User_Edit::VISUAL_EQUIP_ACTIVE == true
@chat_text_display.ox = 80
@chat_text_display.oy = -40
@chat_text_display.x = self.x
@chat_text_display.y = self.y - self.oy / 2 - 24
end
end
#--------------------------------------------------------------------------
def equip_changed?
@actor = @character
if @actor == nil
return false
end
for i in 0..5
return true if @equips_id[i] != actor_equip_id(i, @actor)
end
return false
end
#--------------------------------------------------------------------------
def adv_update
@character_name = ''
update
end
#--------------------------------------------------------------------------
def update
# If character is a event
super
# If tile ID, file name, hue or equipment are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue or
equip_changed?
# Remember tile ID, file name and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# Animation
update_ani if @character.animation_id != 0
if @character.damage_show != nil
damage(@character.damage_show, @character.show_critical)
@character.show_demage(nil, false)
end
# Name Sprite
@_text_display.x = self.x
@_text_display.y = self.y - self.oy / 2 - 24
# If tile ID value is invalid
else
equips = []
# If handling a event
if @character.is_a?(Game_Event) == true
# Check for comment input
parameters = SDK.event_comment_input(@character, 6, 'Visual Equipment')
if parameters.nil?
equips.push([@character_name, @character_hue])
else
for i in 0..5
item = parameters[i].split
hue = item.size > 2 ? item[2] : 0
equips.push([item[1], hue]) if item[1] != 'none'
if i == 1
equips.push([@character_name, @character_hue])
end
end
end
# If handling the player
elsif @actor != nil
equips = @actor.equip_char_array
end
# Dispose old bitmap
self.bitmap.dispose unless self.bitmap == nil
# Draws the character bitmap
bmp = RPG::Cache.character(@character_name, @character_hue)
self.bitmap = Bitmap.new(bmp.width, bmp.height)
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
# If character fits the size
if equips.size > 0 and bmp.width == 128 and bmp.height == 192
size = equips.size -1
for i in 0..size
next if equips[i] == false or equips[i][0] == false or equips[i][0] == nil
bmp2 = RPG::Cache.character(equips[i][0], equips[i][1].to_i)
self.bitmap.blt(0, 0, bmp2, src_rect, 255)
end
else
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
self.bitmap.blt(0, 0, bmp, src_rect, 255)
end
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situation
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
# Set rectangular transfer
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# Set opacity level, blend method, and bush depth
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
# Animation
update_ani if @character.animation_id != 0
if @character.damage_show != nil
damage(@character.damage_show, @character.show_critical)
@character.show_demage(nil, false)
end
# Name Sprite
@_text_display.x = self.x
@_text_display.y = self.y - self.oy / 2 - 24
end
#--------------------------------------------------------------------------
end
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
=end
if User_Edit::VISUAL_EQUIP_ACTIVE
#----------------------------------------------------------------------------
# ** Game_Actor
#----------------------------------------------------------------------------
class Game_Actor < Game_Battler
attr_accessor :body
#--------------------------------------------------------------------------
DEFAULT_ACTOR_BODY = ['Nada', 'Nada', 'Nada', 'Nada','Nada']
#--------------------------------------------------------------------------
alias geso_visual_actor_init initialize
def initialize(actor_id)
geso_visual_actor_init(actor_id)
@body = DEFAULT_ACTOR_BODY[actor_id]
end
#--------------------------------------------------------------------------
def equip_char_array
equips = []
equips.push([@body, 0])
item = equip_character(0, actor_equip_id(0, self))
equips.push(item) unless item == false
equips.push([@character_name, @character_hue])
for i in 1..5
item = equip_character(i, actor_equip_id(i, self))
equips.push(item) unless item == false
end
return equips
end
end
#----------------------------------------------------------------------------
# ** Game_Event
#----------------------------------------------------------------------------
class Game_Event < Game_Character
attr_reader :page
end
#--------------------------------------------------------------------------
# Determines the order the equips are draw
#--------------------------------------------------------------------------
def actor_equip_id(i, actor)
case i
when 0 # Body
return actor.armor2_id
when 1 # Shield
return actor.armor4_id
when 2 # Weapon
return actor.weapon_id
when 3 # Accessory
return actor.armor2_id
when 4 # Shield
return actor.armor1_id
when 5 # Helmet
return actor.armor3_id
end
end
#----------------------------------------------------------------------------
# ** Sprite_Character
#----------------------------------------------------------------------------
class Sprite_Character < RPG::Sprite
#--------------------------------------------------------------------------
alias geso_visual_equip_sprite_char_init initialize
def initialize(viewport, character = nil)
if character.is_a?(Game_Player)
@actor = $game_party.actors[0]
elsif SDK.state('SBABS') == true and character.is_a?(Game_Ally)
@actor = $game_party.actors[character.actor_id]
elsif SDK.state('Caterpillar') == true and character.is_a?(Game_Party_Actor)
@actor = character.actor
else
@actor = nil
end
@equips_id = [0, 0, 0, 0, 0]
geso_visual_equip_sprite_char_init(viewport, character)
end
#--------------------------------------------------------------------------
def equip_changed?
if SDK.state('Caterpillar') == true
if @character.is_a?(Game_Party_Actor)
if @character.actor != @actor
@actor = @character.actor
return true
end
end
end
if SDK.state('SBABS') == true
if @character.is_a?(Game_Ally)
if $game_party.actors[@character.actor_id] != @actor
return true
end
end
end
if @character.is_a?(Game_Player)
if $game_party.actors[0] != @actor
@actor = $game_party.actors[0]
return true
end
elsif @character.is_a?(Game_Event)
if @page != @character.page
@page = @character.page
return true
end
return false
end
if @actor == nil
return false
end
for i in 0..5
return true if @equips_id[i] != actor_equip_id(i, @actor)
end
return false
end
#--------------------------------------------------------------------------
def adv_update
@character_name = ''
update
end
#--------------------------------------------------------------------------
def update
# If character is a event
super
# If tile ID, file name, hue or equipment are different from current ones
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_hue != @character.character_hue or
equip_changed?
# Remember tile ID, file name and hue
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
# If tile ID value is valid
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
# If tile ID value is invalid
else
equips = []
# If handling a event
if @character.is_a?(Game_Event) == true
# Check for comment input
parameters = SDK.event_comment_input(@character, 6, 'Visual Equipment')
if parameters.nil?
equips.push([@character_name, @character_hue])
else
for i in 0..5
item = parameters[i].split
hue = item.size > 2 ? item[2] : 0
equips.push([item[1], hue]) if item[1] != 'none'
if i == 1
equips.push([@character_name, @character_hue])
end
end
end
# If handling the player
elsif @actor != nil
equips = @actor.equip_char_array
end
# Dispose old bitmap
self.bitmap.dispose unless self.bitmap == nil
# Draws the character bitmap
bmp = RPG::Cache.character(@character_name, @character_hue)
self.bitmap = Bitmap.new(bmp.width, bmp.height)
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
# If character fits the size
if equips.size > 0 and bmp.width == 128 and bmp.height == 192
size = equips.size -1
for i in 0..size
next if equips[i] == false or equips[i][0] == false or equips[i][0] == nil
bmp2 = RPG::Cache.character(equips[i][0], equips[i][1].to_i)
self.bitmap.blt(0, 0, bmp2, src_rect, 255)
end
else
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
self.bitmap.blt(0, 0, bmp, src_rect, 255)
end
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
# Set visible situationw
self.visible = (not @character.transparent)
# If graphic is character
if @tile_id == 0
# Set rectangular transfer
sx = @character.pattern * @cw
sy = (@character.direction - 2) / 2 * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
# Set sprite coordinates
self.x = @character.screen_x
self.y = @character.screen_y
self.z = @character.screen_z(@ch)
# Set opacity level, blend method, and bush depth
self.opacity = @character.opacity
self.blend_type = @character.blend_type
self.bush_depth = @character.bush_depth
# Animation
if @character.animation_id != 0
animation = $data_animations[@character.animation_id]
animation(animation, true)
@character.animation_id = 0
end
end
#--------------------------------------------------------------------------
end
#----------------------------------------------------------------------------
# ** Window_Base
#----------------------------------------------------------------------------
class Window_Base < Window
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
bmp = RPG::Cache.character(actor.character_name, actor.character_hue)
bitmap = Bitmap.new(bmp.width, bmp.height)
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
# Setup actor equipment
equips = actor.equip_char_array
# If character fits the size
if equips.size > 0 and bmp.width == 128 and bmp.height == 192
size = equips.size -1
for i in 0..size
next if equips[i] == false or equips[i][0] == false or equips[i][0] == nil
bmp2 = RPG::Cache.character(equips[i][0], equips[i][1].to_i)
bitmap.blt(0, 0, bmp2, src_rect, 255)
end
else
bitmap.blt(0, 0, bmp, src_rect, 255)
end
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
end
(Substitua esse por [GB] Global Visual Equipments para o visual ficar global)
- Código:
if User_Edit::VISUAL_EQUIP_ACTIVE
class Sprite_NetCharacter < RPG::Sprite
@@body = "Nada"
alias global_ve_initialize initialize
def initialize(viewport, id, character = nil)
@equips_id = [0, 0, 0, 0, 0]
global_ve_initialize(viewport, id, character)
@actor = @character
if User_Edit::VISUAL_EQUIP_ACTIVE == true
if @character.chat_text != ""
msg1 = @character.chat_text
msg2 = ""
b = Bitmap.new(1,1)
w1 = b.text_size(msg1).width
bitmap2 = Bitmap.new([w1].max+8, (msg2 == "" ? 22 : 48))
bitmap2.font.name = "Segoe UI"
bitmap2.font.size = 15
bitmap2.fill_rect(1, 1, bitmap2.width-2, 23-9, Color.new(255,255,255))
bitmap2.fill_rect(1, 0, bitmap2.width-2, 1, Color.new(255,255,255))
bitmap2.fill_rect(1, bitmap2.height-10, 23-2, 1, Color.new(255,255,255))
bitmap2.fill_rect(0, 1, 1, 23-10, Color.new(255,255,255))
bitmap2.fill_rect(bitmap2.width-1, 1, 1, 23-10, Color.new(255,255,255))
center = (bitmap2.width-8)/2
bitmap2.fill_rect(center, 23-8, 1, 8, Color.new(255,255,255))
bitmap2.fill_rect(center+1, 23-8, 1, 7, Color.new(255,255,255))
bitmap2.fill_rect(center+2, 23-8, 1, 6, Color.new(255,255,255))
bitmap2.fill_rect(center+3, 23-8, 1, 5, Color.new(255,255,255))
bitmap2.fill_rect(center+4, 23-8, 1, 4, Color.new(255,255,255))
bitmap2.fill_rect(center+5, 23-8, 1, 3, Color.new(255,255,255))
bitmap2.fill_rect(center+6, 23-8, 1, 2, Color.new(255,255,255))
bitmap2.fill_rect(center+7, 23-8, 1, 1, Color.new(255,255,255))
bitmap2.draw_text(2, 0, bitmap2.width-4, 16, msg1, 1)
message_sprite = Sprite.new(self.viewport)
message_sprite.bitmap = bitmap2
message_sprite.ox = bitmap2.width/2
message_sprite.oy = 84
message_sprite.opacity = 200
message_sprite.x = self.x
message_sprite.y = self.y
message_sprite.z = 999999
message_duration = 200
#bitmap2 = Bitmap.new(640, 480)
@chat_text_display.ox = bitmap2.width/2#80
@chat_text_display.oy = -45
@chat_text_display.opacity = 200
@chat_text_display.x = self.x
@chat_text_display.y = self.y - self.oy / 2 - 24
end
end
end
def equip_char_array
equips = []
equips.push([@@body, 0])
item = equip_character(0, net_actor_equip_id(0, self))
equips.push(item) unless item == false
equips.push([@character.character_name, @character_hue])
for i in 1..5
item = equip_character(i, net_actor_equip_id(i, self))
equips.push(item) unless item == false
end
return equips
end
def update_tile
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_hue = @character.character_hue
if @tile_id >= 384
self.bitmap = RPG::Cache.tile($game_map.tileset_name,
@tile_id, @character.character_hue)
self.src_rect.set(0, 0, 32, 32)
self.ox = 16
self.oy = 32
else
equips = []
equips = equip_char_array
# destruir o velho bitmap
self.bitmap.dispose unless self.bitmap == nil
# desenhar o bitmap do char
bmp = RPG::Cache.character(@character_name, @character_hue)
self.bitmap = Bitmap.new(bmp.width, bmp.height)
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
# condição do tamanho
if equips.size > 0 and bmp.width == 128 and bmp.height == 192
size = equips.size -1
for i in 0..size
next if equips[i] == false or equips[i][0] == false or equips[i][0] == nil
bmp2 = RPG::Cache.character(equips[i][0], equips[i][1].to_i)
self.bitmap.blt(0, 0, bmp2, src_rect, 255)
end
else
src_rect = Rect.new(0, 0, bmp.width, bmp.height)
self.bitmap.blt(0, 0, bmp, src_rect, 255)
end
@cw = bitmap.width / 4
@ch = bitmap.height / 4
self.ox = @cw / 2
self.oy = @ch
end
end
def net_actor_equip_id(i, actor)
case i
# tem que prestar atenção no script Game_NetActor
when 0 # Body
return character.armor2_id
when 1 # Shield
return character.armor4_id
when 2 # Weapon
return character.weapon_id
when 3 # Accessory
return character.armor2_id
when 4 # Shield
return character.armor1_id
when 5 # Helmet
return character.armor3_id
end
end
end
class Game_NetPlayer
def new_equip?
if @ove[0] != @weapon_id
@ove = [@weapon_id, @armor1_id, @armor2_id, @armor3_id, @armor4_id]
return true
elsif @ove[1] != @armor1_id
@ove = [@weapon_id, @armor1_id, @armor2_id, @armor3_id, @armor4_id]
return true
elsif @ove[2] != @armor2_id
@ove = [@weapon_id, @armor1_id, @armor2_id, @armor3_id, @armor4_id]
return true
elsif @ove[3] != @armor3_id
@ove = [@weapon_id, @armor1_id, @armor2_id, @armor3_id, @armor4_id]
return true
elsif @ove[4] != @armor4_id
@ove = [@weapon_id, @armor1_id, @armor2_id, @armor3_id, @armor4_id]
return true
end
return false
end
end
end
Vlw vlw
sasuariel- Novato
- Mensagens : 5
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Re: Visual de Acesorios,luvas,botas e capas.(Pedido)
Auhaauh, legal.
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FilipeJF- Aldeia Friend
- Medalhas :
Mensagens : 1859
Créditos : 134
Re: Visual de Acesorios,luvas,botas e capas.(Pedido)
pena o os assessórios tem q ficar equipados na parte do essassório "padrão" do rpg maker xp.... porq quando equipa no lugar onde foi criado outro slot para os assessórios ñ da serto o visual... mais como os outros slots ñ funcionão muito bem..... ta valendo......
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Felix Blayder- Membro de Honra
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Re: Visual de Acesorios,luvas,botas e capas.(Pedido)
Daria até certo,Se escolhe-se Acessesorio,Amuleto,Capa,e Bota pra poder ficar global,sendo que o NetPlayV3 é apenas uma "isolução" do Slot equipado sendo que o RMXP só aceita 1 Item equipado em cada(Armadura,Escudo,Arma,Acessorio) por isso não da pra equipar 4 Acessorios.
KaiqueHunter- Experiente
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