Bom pessoal gostaria de saber se alguem pode deixar esse script de vx compativel com xp mais precizamente com o netplay v3
Script:
http://www.4shared.com/file/104735428/614e6876/World_Map_FFXII.html
e uma imagem
topico original
http://www.mundorpgmaker.com/forum/scripts-para-rmvx-rgss2/world-map-ff-xii/?PHPSESSID=6594f325ca30e9dd724d5844ec76fee9
agradeço até mais
Script:
- Código:
#==============================================================================#
# ::. Scene World_Map FFXII #
# by: Master I #
#==============================================================================#
module Pernalonga
World_Data = []
#===============================================================================
# World_Font = ["Nome da Fonte", Tamanho]
#-------------------------------------------------------------------------------
World_Fonte = ["Arial Narrow", 16]
#===============================================================================
# World_back = Nome da imagem do Mapa, World_Seta = Nome da imagem da seta.
# World_Plane = Nome do Plano de Fundo, Loop X, Loop Y
#-------------------------------------------------------------------------------
World_back = "World_Map"
World_seta = "Seta_World"
World_Plane = ["BlueSky", 1, 1]
#===============================================================================
# Textos quando não há local adicionado, fundo da mensagem.
#-------------------------------------------------------------------------------
World_nehum = ["Você não tem locais adicionados", "MessageBack"]
#===============================================================================
# Id das localizações para adicionar um local é só seguir o esquema abaixo.
# World_Data[ID] = ["Nome do icone", "Nome da Imagem", "Nome Texto", POSX, POSY, "Switch"]
#-------------------------------------------------------------------------------
World_Data[0] = ["Farol", "Local", "Farol", 60, 30, 1]
World_Data[1] = ["Castelo 2", "Castelo_IMG", "Castelo", 50, 50, 2]
World_Data[2] = ["Cidade 1", "Local", "Cidade Neovat", 100, 180, 3]
World_Data[3] = ["Santuario", "Local", "Santuario", 0, 180, 4]
World_Data[4] = ["Torre", "Local", "Torre", 250, 150, 4]
World_Data[5] = ["Vulcão", "Local", "Vulcão", 20, 20, 4]
World_Data[6] = ["Ruinas", "Local", "Ruinas", 10, 50, 4]
World_Data[7] = ["Castelo Mau", "Castelo_Mau", "Castelo Mau", 140, 140, 4]
World_Data[8] = ["Castelo", "Local", "Castelo Makusi", 190, 97, 4]
World_Data[9] = ["Castelo 3", "Local", "Castelo Bluemagi", 220, 180, 4]
World_Data[10] = ["Cidade 2", "Local", "Cidade Berioli", 110, 140, 4]
World_Data[11] = ["Cidade 3", "Local", "Cidade Mariti", 200, 30, 4]
World_Data[12] = ["Cidade 4", "Local", "Cidade Deserta", 60, 170, 4]
World_Data[13] = ["Colisseu", "Local", "Colisseu", 30, 100, 4]
World_Data[14] = ["Moinho", "Local", "Moinho", 60, 130, 4]
World_Data[15] = ["Montanhas", "Local", "Montanhas", 230, 20, 4]
World_Data[16] = ["Montanhas Grandes", "Local", "Montanhas Geladas", 80, 60, 4]
World_Data[17] = ["Palmeiras", "Local", "Floresta", 10, 80, 4]
World_Data[18] = ["Ponte 2", "Local", "Ponte", 30, 150, 4]
World_Data[19] = ["Ponte", "Local", "Ponte", 185, 120, 4]
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Fim das Configurações
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
################################################################################
# Window WorldMap
#-------------------------------------------------------------------------------
class Window_WorldMap < Window_Base
include Pernalonga
def initalize(x, y, width, height)
super(x, y, width, height)
self.opacity = 0
end
def draw_icones(x, y, index)
self.contents.clear
self.contents.font.name = World_Fonte[0]
self.contents.font.size = World_Fonte[1]
bitmap = Cache.picture(World_Data[index][0])
self.contents.draw_text(x, y - 60, 100, 100, World_Data[index][2])
rect = Rect.new(0, 0, 100, 100)
self.contents.blt(x, y, bitmap, rect)
self.contents.blt(x, y, bitmap, rect, 255)
end
def vazio
self.contents.clear
self.contents.font.color = Color.new(255,255,0)
self.contents.draw_text(- 5, 0, 300, 100, World_nehum[0], 1)
bitmap = Cache.system(World_nehum[1])
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(0, 0, bitmap, rect)
end
end
################################################################################
# Scene World Map
#-------------------------------------------------------------------------------
class Scene_World < Scene_Base
include Pernalonga
def start
super
draw_icon
create_comandos
@plane = Plane.new
@plane.bitmap = Cache.parallax(World_Plane[0])
@fundo = Sprite.new
@fundo.bitmap = Cache.picture(World_back)
@seta = Sprite.new
@seta.bitmap = Cache.picture(World_seta)
@jan = @windows.compact
if @Data.empty?
@windows = Window_WorldMap.new(100, 150, 300, 100)
@windows.opacity = 0
@seta.y = 5000
@windows.vazio
else
@seta.x = @jan[@comandos.index].x * 2 + 15
@seta.y = @jan[@comandos.index].y * 2 - 20
end
end
def create_comandos
comandos = []
comano = @windows.compact
for i in 0...comano.size
comandos[i] = ""
end
@comandos = Window_Command.new(100, comandos)
@comandos.y = 5000
end
def update_local
@seta.x = @jan[@comandos.index].x * 2 + 15
@seta.y = @jan[@comandos.index].y * 2 - 20
end
def update
super
@plane.ox += World_Plane[1]
@plane.oy += World_Plane[2]
@comandos.update
@seta.update
update_local unless @Data.empty?
update_selection
end
def terminate
super
@plane.dispose
@fundo.dispose
@seta.dispose
@comandos.dispose
unless @Data.empty?
for i in 0...@jan.size
@jan[i].dispose
@img[i].dispose
end
else
@windows.dispose
end
end
def update_selection
@img = @imagens.compact
if Input.trigger?(Input::B)
Sound.play_cancel
if @comandos.active
$scene = Scene_Map.new
else
@img[@comandos.index].opacity = 0
@fundo.opacity = 255
@comandos.active = true
for b in 0...@jan.size
@jan[b].contents_opacity = 255
end
end
elsif Input.trigger?(Input::C) and not @Data.empty?
Sound.play_decision
@comandos.active = false
@img[@comandos.index].opacity = 255
@fundo.opacity = 0
for a in 0...@jan.size
@jan[a].contents_opacity = 0
end
end
end
def draw_icon
@windows = []
@imagens = []
@Data = []
for i in 0...World_Data.size
if $game_switches[World_Data[i][5]]
@imagens[i] = Sprite.new
@imagens[i].bitmap = Cache.picture(World_Data[i][1])
@imagens[i].opacity = 0
@imagens[i].z = 101
@windows[i] = Window_WorldMap.new(World_Data[i][3], World_Data[i][4], 400, 400)
@windows[i].draw_icones(World_Data[i][3], World_Data[i][4], i)
@windows[i].opacity = 0
@Data.push(@windows[i])
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Fim do Script
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
http://www.4shared.com/file/104735428/614e6876/World_Map_FFXII.html
e uma imagem
topico original
http://www.mundorpgmaker.com/forum/scripts-para-rmvx-rgss2/world-map-ff-xii/?PHPSESSID=6594f325ca30e9dd724d5844ec76fee9
agradeço até mais