aew pessoal estou aqui trazendo um script muito bom pra quem adora os scripts do xp mais quer criar um projeto no vx
O script e muito simples ele permite que alguns scripts de xp funcionem no vx
O script foi retirado do reinosrpg
E foi criado por sandgolem & Solstice
Para instalar ele apenas cole o script na parte de scripts adicionais
A reinosRpg no total dos scripts testados 50% funcionaram
Creditos à
Criadores sandgolem & Solstice
Local localizado ReinosRPG
Disbonibilizando eu aldosilva.
O script e muito simples ele permite que alguns scripts de xp funcionem no vx
O script foi retirado do reinosrpg
E foi criado por sandgolem & Solstice
Para instalar ele apenas cole o script na parte de scripts adicionais
A reinosRpg no total dos scripts testados 50% funcionaram
- Código:
#==========================================================================
# Script de compatiblidade (XP para VX)
#==========================================================================
# Criado por sandgolem & Solstice para gamebaker.com
# Versão 3 [VX]
# 9 de Março de 2008
#==========================================================================
module GameBaker
BattleCompatibilityType = 2
end
$DEBUG = $TEST
module Cache
def self.battleback(filename); Cache.system(filename); end
def self.fog(filename); Cache.system(filename); end
def self.gameover(filename); Cache.system(filename); end
def self.icon(filename); Cache.system(filename); end
def self.panorama(filename); Cache.parallax(filename); end
end
module RPG
class Armor
def guard_element_set; return @element_set; end
end
class System
def cursor_se; return @sounds[0]; end
def decision_se; return @sounds[1]; end
def cancel_se; return @sounds[2]; end
def buzzer_se; return @sounds[3]; end
def equip_se; return @sounds[4]; end
def shop_se; return @sounds[17]; end
def save_se; return @sounds[5]; end
def load_se; return @sounds[6]; end
def battle_start_se; return @sounds[7]; end
def escape_se; return @sounds[8]; end
def enemy_collapse_se; return @sounds[11]; end
def actor_collapse_se; return @sounds[13]; end
def windowskin_name; return 'Window'; end
end
end
class Game_Actor
def equip(type,id,test = false); change_equip_by_id(type,id,test); end
end
class Game_Battler
attr_accessor :animation_hit, :critical, :damage, :damage_pop
def current_action; return @action; end
def sp; return @mp; end
def sp=(num); mp = num; end
end
class Game_Character
attr_accessor :character_hue
end
class Game_Interpreter
def command_106; command_230; end
def command_207; command_212; end
def command_208; command_211; end
def command_209; command_205; end
end
class Game_Map
attr_accessor :autotile_names, :battleback_name, :priorities, :tileset_name
attr_accessor :fog_blend_type, :fog_hue, :fog_opacity, :fog_ox, :fog_oy,
:fog_name, :fog_sx, :fog_sy, :fog_tone, :fog_zoom
attr_accessor :panorama_hue, :terrain_tags
def panorama_name; return parallax_name; end
def panorama_name=(num); @parallax_name = num; end
end
class Game_Party
def actors; members; end
def gain_armor(id,num); gain_item($data_armors[id],num); end
def gain_weapon(id,num); gain_item($data_weapons[id],num); end
def gain_item(id,num,something = false)
id = $data_items[id] if id.is_a?(Integer)
gain_item(id,num,something)
end
end
class Game_Player
attr_accessor :transferring, :new_map_id, :new_x, :new_y, :new_direction
end
class Game_System
attr_accessor :magic_number, :message_frame
def battle_interpreter; return $game_troop.interpreter; end
def bgm_play(name); gamebaker_compatibility_sound(name,'RPG::BGM'); end
def bgs_play(name); gamebaker_compatibility_sound(name,'RPG::BGS',80); end
def map_interpreter; return $game_map.interpreter; end
def me_play(name); gamebaker_compatibility_sound(name,'RPG::ME'); end
def message_position; return $game_message.position; end
def message_position=(num); $game_message.position = num; end
def se_play(name); gamebaker_compatibility_sound(name,'RPG::SE',80); end
def gamebaker_compatibility_sound(name,type,vol = 100)
begin
name.play
rescue
pitch = 100
if name.is_a?(RPG::AudioFile)
vol = name.volume
pitch = name.pitch
name = name.name
end
temp = eval(type + '.new(name,' + vol.to_s + ',' + pitch.to_s + ')')
temp.play
end
end
end
class Game_Temp
attr_accessor :gamebaker_compat_gameover2, :battle_main_phase,
:transition_name, :transition_processing, :battleback_name
def gameover; return @gamebaker_compat_gameover2; end
def gameover=(num)
if num == true
if @in_battle
$scene.call_gameover
else
@next_scene = 'gameover'
end
return
end
@gamebaker_compat_gameover2 = nil
@next_scene = nil if @next_scene == 'gameover'
end
def gamebaker_compat_scenecall(num,name)
if num == true
@next_scene = name
elsif @next_scene == name
@next_scene = nil
end
end
def battle_calling; return @next_scene == 'battle'; end
def battle_calling=(num); gamebaker_compat_scenecall(num,'battle'); end
def debug_calling; return @next_scene == 'debug'; end
def debug_calling=(num); gamebaker_compat_scenecall(num,'debug'); end
def menu_calling; return @next_scene == 'menu'; end
def menu_calling=(num); gamebaker_compat_scenecall(num,'menu'); end
def name_calling; return @next_scene == 'name'; end
def name_calling=(num); gamebaker_compat_scenecall(num,'name'); end
def save_calling; return @next_scene == 'save'; end
def save_calling=(num); gamebaker_compat_scenecall(num,'save'); end
def shop_calling; return @next_scene == 'shop'; end
def shop_calling=(num); gamebaker_compat_scenecall(num,'shop'); end
def to_title; return @next_scene == 'title'; end
def to_title=(num); gamebaker_compat_scenecall(num,'title'); end
def battle_abort; return @next_scene == 'map'; end
def battle_abort=(num); $game_temp.next_scene = "map" if num == true; end
def battle_can_escape; return $game_troop.can_escape; end
def battle_can_escape=(num); $game_troop.can_escape = num; end
def battle_can_lose; return $game_troop.can_lose; end
def battle_can_lose=(num); $game_troop.can_lose = num; end
def battle_event_flags; return $game_troop.event_flags; end
def battle_event_flags=(num); $game_troop.event_flags = num; end
def battle_forcing_battler; return $game_troop.forcing_battler; end
def battle_forcing_battler=(num); $game_troop.forcing_battler = num; end
def battle_troop_id; return $game_troop.troop_id; end
def battle_troop_id=(num); $game_troop.gamebaker_compat_id = num; end
def battle_turn; return $game_troop.turn_count; end
def battle_turn=(num); $game_troop.turn_count = num; end
def choice_cancel_type; return $game_message.choice_cancel_type; end
def choice_cancel_type=(num); $game_message.choice_cancel_type = num; end
def choice_max; return $game_message.choice_max; end
def choice_max=(num); $game_message.choice_max = num; end
def choice_proc; return $game_message.choice_proc; end
def choice_proc=(num); $game_message.choice_proc = num; end
def choice_start; return $game_message.choice_start; end
def choice_start=(num); $game_message.choice_start = num; end
def message_proc; return $game_message.main_proc; end
def message_proc=(num); $game_message.main_proc = num; end
def message_text; return $game_message.texts.to_s; end
def message_text=(num); $game_message.texts = num.to_a; end
def message_window_showing; return $game_message.visible; end
def message_window_showing=(num); $game_message.visible = num; end
def num_input_digits_max; return $game_message.num_input_digits_max; end
def num_input_digits_max=(num); $game_message.num_input_digits_max = num; end
def num_input_variable_id; return $game_message.num_input_variable_id; end
def num_input_variable_id=(num); $game_message.num_input_variable_id = num; end
def player_new_direction; return $game_player.new_direction; end
def player_new_direction=(num); $game_player.new_direction = num; end
def player_new_map_id; return $game_player.new_map_id; end
def player_new_map_id=(num); $game_player.new_map_id = num; end
def player_new_x; return $game_player.new_x; end
def player_new_x=(num); $game_player.new_x = num; end
def player_new_y; return $game_player.new_y; end
def player_new_y=(num); $game_player.new_y = num; end
def player_transferring; return $game_player.transferring; end
def player_transferring=(num); $game_player.transferring = num; end
end
class Game_Troop
attr_accessor :event_flags, :gamebaker_compat_id, :troop_id, :turn_count
alias_method :gamebaker_compatibility_setup, :setup
def setup(troop_id)
if @gamebaker_compat_id
troop_id = @gamebaker_compat_id
@gamebaker_compat_id = nil
end
gamebaker_compatibility_setup(troop_id)
end
end
class Scene_Battle
alias_method :gamebaker_compatibility_gameoverjudge, :judge_win_loss
def judge_win_loss
if $game_temp.in_battle && $game_party.all_dead?
$game_temp.gamebaker_compat_gameover2 = true
else
$game_temp.gamebaker_compat_gameover2 = nil
end
return gamebaker_compatibility_gameoverjudge
end
def update_phase4_step3; end
def update_phase4_step4; end
def update_phase4_step5; end
alias_method :gamebaker_compatibility_dispaction, :display_action_effects
def display_action_effects(target, action = nil)
gamebaker_compatibility_dispaction(target, action)
update_phase4_step5
end
alias_method :gamebaker_compatibility_displayanim, :display_animation
def display_animation(targets, animation_id)
update_phase4_step3
gamebaker_compatibility_displayanim(targets, animation_id)
update_phase4_step4
end
if GameBaker::BattleCompatibilityType == 1
def end_actor_select; end_target_actor_selection; end
def end_enemy_select; end_target_enemy_selection; end
def end_item_select; end_item_selection; end
def end_skill_select; end_skill_selection; end
def judge; return judge_win_loss; end
def make_item_action_result; execute_action_item; end
def make_skill_action_result; execute_action_skill; end
def phase3_next_actor; next_actor; end
def phase3_prior_actor; prior_actor; end
def phase3_setup_command_window; start_actor_command_selection; end
def start_actor_select; start_target_actor_selection; end
def start_enemy_select; start_target_enemy_selection; end
def start_item_select; start_item_selection; end
def start_phase2; start_party_command_selection; end
def start_phase4; start_main; end
def start_phase5; process_victory; end
def start_skill_select; start_skill_selection; end
def update_phase2; update_party_command_selection; end
def update_phase2_escape; process_escape; end
def update_phase3; update_actor_command_selection; end
def update_phase3_actor_select; update_target_actor_selection; end
def update_phase3_basic_command; update_actor_command_selection; end
def update_phase3_enemy_select; update_target_enemy_selection; end
def update_phase3_item_select; update_item_selection; end
def update_phase3_skill_select; update_skill_selection; end
def update_phase4_step1; process_action; end
def update_phase4_step2; execute_action; end
def update_phase4_step6; process_action; end
elsif GameBaker::BattleCompatibilityType == 2
def end_actor_select; end
def end_enemy_select; end
def end_item_select; end
def end_skill_select; end
def make_item_action_result; end
def make_skill_action_result; end
def phase3_next_actor; end
def phase3_prior_actor; end
def phase3_setup_command_window; end
def start_actor_select; end
def start_enemy_select; end
def start_item_select; end
def start_phase2; end
def start_phase4; end
def start_phase5; end
def start_skill_select; end
def update_phase2; end
def update_phase2_escape; end
def update_phase3; end
def update_phase3_actor_select; end
def update_phase3_basic_command; end
def update_phase3_enemy_select; end
def update_phase3_item_select; end
def update_phase3_skill_select; end
def update_phase4_step1; end
def update_phase4_step2; end
def update_phase4_step6; end
alias_method :gamebaker_compatibility_endactor, :end_target_actor_selection
def end_target_actor_selection
gamebaker_compatibility_endactor
end_actor_select
end
alias_method :gamebaker_compatibility_endenemy, :end_target_enemy_selection
def end_target_enemy_selection
gamebaker_compatibility_endenemy
end_enemy_select
end
alias_method :gamebaker_compatibility_enditem, :end_item_selection
def end_item_selection
gamebaker_compatibility_enditem
end_item_select
end
alias_method :gamebaker_compatibility_endskill, :end_skill_selection
def end_skill_selection
gamebaker_compatibility_endskill
end_skill_select
end
alias_method :gamebaker_compatibility_judge, :judge_win_loss
def judge; return gamebaker_compatibility_judge; end
def judge_win_loss; return judge; end
alias_method :gamebaker_compatibility_execitem, :execute_action_item
def execute_action_item
gamebaker_compatibility_execitem
make_item_action_result
end
alias_method :gamebaker_compatibility_execskill, :execute_action_skill
def execute_action_skill
gamebaker_compatibility_execskill
make_skill_action_result
end
alias_method :gamebaker_compatibility_nextactor, :next_actor
def next_actor
gamebaker_compatibility_nextactor
phase3_next_actor
end
alias_method :gamebaker_compatibility_prioractor, :prior_actor
def prior_actor
gamebaker_compatibility_prioractor
phase3_prior_actor
end
alias_method :gamebaker_compatibility_startactorc, :start_actor_command_selection
def start_actor_command_selection
gamebaker_compatibility_startactorc
phase3_setup_command_window
end
alias_method :gamebaker_compatibility_startactor, :start_target_actor_selection
def start_target_actor_selection
gamebaker_compatibility_startactor
start_actor_select
end
alias_method :gamebaker_compatibility_startenemy, :start_target_enemy_selection
def start_target_enemy_selection
gamebaker_compatibility_startenemy
start_enemy_select
end
alias_method :gamebaker_compatibility_startitem, :start_item_selection
def start_item_selection
gamebaker_compatibility_startitem
start_item_select
end
alias_method :gamebaker_compatibility_startskill, :start_skill_selection
def start_skill_selection
gamebaker_compatibility_startskill
start_skill_select
end
alias_method :gamebaker_compatibility_startparty, :start_party_command_selection
def start_party_command_selection
gamebaker_compatibility_startparty
start_phase2
end
alias_method :gamebaker_compatibility_startmain, :start_main
def start_main
gamebaker_compatibility_startmain
start_phase4
end
alias_method :gamebaker_compatibility_procvictory, :process_victory
def process_victory
gamebaker_compatibility_procvictory
start_phase5
end
alias_method :gamebaker_compatibility_partycom, :update_party_command_selection
def update_party_command_selection
gamebaker_compatibility_partycom
update_phase2
end
alias_method :gamebaker_compatibility_procescape, :process_escape
def process_escape
gamebaker_compatibility_procescape
update_phase2_escape
end
alias_method :gamebaker_compatibility_procaction, :process_action
def process_action
update_phase4_step6
gamebaker_compatibility_procaction
update_phase4_step1
end
alias_method :gamebaker_compatibility_execaction, :execute_action
def execute_action
gamebaker_compatibility_execaction
update_phase4_step2
end
alias_method :gamebaker_compatibility_updactor, :update_actor_command_selection
def update_actor_command_selection
gamebaker_compatibility_updactor
update_phase3
update_phase3_basic_command
end
alias_method :gamebaker_compatibility_updtactor, :update_target_actor_selection
def update_target_actor_selection
gamebaker_compatibility_updtactor
update_phase3_actor_select
end
alias_method :gamebaker_compatibility_updenemy, :update_target_enemy_selection
def update_target_enemy_selection
gamebaker_compatibility_updenemy
update_phase3_enemy_select
end
alias_method :gamebaker_compatibility_upditem, :update_item_selection
def update_item_selection
gamebaker_compatibility_upditem
update_phase3_item_select
end
alias_method :gamebaker_compatibility_updskill, :update_skill_selection
def update_skill_selection
gamebaker_compatibility_updskill
update_phase3_skill_select
end
elsif GameBaker::BattleCompatibilityType == 3
def end_actor_select; gamebaker_compatibility_endactor; end
def end_enemy_select; gamebaker_compatibility_endenemy; end
def end_item_select; gamebaker_compatibility_enditem; end
def end_skill_select; gamebaker_compatibility_endskill; end
def make_item_action_result; gamebaker_compatibility_execitem; end
def make_skill_action_result; gamebaker_compatibility_execskill; end
def phase3_next_actor; gamebaker_compatibility_nextactor; end
def phase3_prior_actor; gamebaker_compatibility_prioractor; end
def phase3_setup_command_window; gamebaker_compatibility_startactorc; end
def start_actor_select; gamebaker_compatibility_startactor; end
def start_enemy_select; gamebaker_compatibility_startenemy; end
def start_item_select; gamebaker_compatibility_startitem; end
def start_phase2; gamebaker_compatibility_startparty; end
def start_phase4; gamebaker_compatibility_startmain; end
def start_phase5; gamebaker_compatibility_procvictory; end
def start_skill_select; gamebaker_compatibility_startskill; end
def update_phase2; gamebaker_compatibility_partycom; end
def update_phase2_escape; gamebaker_compatibility_procescape; end
def update_phase3; gamebaker_compatibility_updactor; end
def update_phase3_actor_select; gamebaker_compatibility_updtactor; end
def update_phase3_basic_command; end
def update_phase3_enemy_select; gamebaker_compatibility_updenemy; end
def update_phase3_item_select; gamebaker_compatibility_upditem; end
def update_phase3_skill_select; gamebaker_compatibility_updskill; end
def update_phase4_step1; gamebaker_compatibility_procaction; end
def update_phase4_step2; gamebaker_compatibility_execaction; end
def update_phase4_step6; end
alias_method :gamebaker_compatibility_endactor, :end_target_actor_selection
def end_target_actor_selection
end_actor_select
end
alias_method :gamebaker_compatibility_endenemy, :end_target_enemy_selection
def end_target_enemy_selection
end_enemy_select
end
alias_method :gamebaker_compatibility_enditem, :end_item_selection
def end_item_selection
end_item_select
end
alias_method :gamebaker_compatibility_endskill, :end_skill_selection
def end_skill_selection
end_skill_select
end
alias_method :gamebaker_compatibility_judge, :judge_win_loss
def judge; return gamebaker_compatibility_judge; end
def judge_win_loss; return judge; end
alias_method :gamebaker_compatibility_execitem, :execute_action_item
def execute_action_item
make_item_action_result
end
alias_method :gamebaker_compatibility_execskill, :execute_action_skill
def execute_action_skill
make_skill_action_result
end
alias_method :gamebaker_compatibility_nextactor, :next_actor
def next_actor
phase3_next_actor
end
alias_method :gamebaker_compatibility_prioractor, :prior_actor
def prior_actor
phase3_prior_actor
end
alias_method :gamebaker_compatibility_startactorc, :start_actor_command_selection
def start_actor_command_selection
phase3_setup_command_window
end
alias_method :gamebaker_compatibility_startactor, :start_target_actor_selection
def start_target_actor_selection
start_actor_select
end
alias_method :gamebaker_compatibility_startenemy, :start_target_enemy_selection
def start_target_enemy_selection
start_enemy_select
end
alias_method :gamebaker_compatibility_startitem, :start_item_selection
def start_item_selection
start_item_select
end
alias_method :gamebaker_compatibility_startskill, :start_skill_selection
def start_skill_selection
start_skill_select
end
alias_method :gamebaker_compatibility_startparty, :start_party_command_selection
def start_party_command_selection
start_phase2
end
alias_method :gamebaker_compatibility_startmain, :start_main
def start_main
start_phase4
end
alias_method :gamebaker_compatibility_procvictory, :process_victory
def process_victory
start_phase5
end
alias_method :gamebaker_compatibility_partycom, :update_party_command_selection
def update_party_command_selection
update_phase2
end
alias_method :gamebaker_compatibility_procescape, :process_escape
def process_escape
update_phase2_escape
end
alias_method :gamebaker_compatibility_procaction, :process_action
def process_action
update_phase4_step6
update_phase4_step1
end
alias_method :gamebaker_compatibility_execaction, :execute_action
def execute_action
update_phase4_step2
end
alias_method :gamebaker_compatibility_updactor, :update_actor_command_selection
def update_actor_command_selection
update_phase3
update_phase3_basic_command
end
alias_method :gamebaker_compatibility_updtactor, :update_target_actor_selection
def update_target_actor_selection
update_phase3_actor_select
end
alias_method :gamebaker_compatibility_updenemy, :update_target_enemy_selection
def update_target_enemy_selection
update_phase3_enemy_select
end
alias_method :gamebaker_compatibility_upditem, :update_item_selection
def update_item_selection
update_phase3_item_select
end
alias_method :gamebaker_compatibility_updskill, :update_skill_selection
def update_skill_selection
update_phase3_skill_select
end
end
end
class Scene_Equip
alias_method :gamebaker_compatibility_init, :initialize
def initialize
gamebaker_compatibility_init
@right_window = @equip_window
end
end
class Scene_Load
def initialize; $scene = Scene_File.new(false,true,false); end
end
class Scene_Save
def initialize; $scene = Scene_File.new(true,false,false); end
end
class Spriteset_Battle
attr_reader :viewport1, :viewport2
end
class Window_InputNumber < Window_NumberInput
end
class Window_Selectable
attr_accessor :column_max, :item_max
end
Creditos à
Criadores sandgolem & Solstice
Local localizado ReinosRPG
Disbonibilizando eu aldosilva.
Última edição por aldosilva. em Ter Nov 16, 2010 2:39 pm, editado 1 vez(es)