Ola jente quisiera saber si me podrian ayudar con este Scritp. el Scritp es de rpg maker vx pero llo lo quiero que pe lo pasen al rpg maker xp porfax pongo unas imagenes okaz y el Scritp....
este Scritp se trata, bueno como el de distribusion de puntos del NPMV2 pero sola mente que en el menu..
imagen :
PD : marlos tu que sabes mucho de Scritp ayudame porfax
dejo el Scritp :
Ubgrade Sistem Point :
ayudenme recuerden que es para el rpg maker xp porfax
este Scritp se trata, bueno como el de distribusion de puntos del NPMV2 pero sola mente que en el menu..
imagen :
PD : marlos tu que sabes mucho de Scritp ayudame porfax
dejo el Scritp :
Ubgrade Sistem Point :
- Spoiler:
- #==============================================================================
# Requiem Upgrade Points
#==============================================================================
Points_Gained = 5 # Pontos que o her? ganha ao subir de Level
#==============================================================================
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
ayudenme recuerden que es para el rpg maker xp porfax