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Alguns Scripts ( By Faabinhuuu )
+16
sapienza
KaiqueHunter
Reborn
jonathanjua
gustavotx
Lucky
BrunoFox
Mathss
Satheios
DeaN
Komuro Takashi
Mario.Hacker
matheus180
Jonny
emilyoly
Faabinhuu ;
20 participantes
Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Netplays :: Scripts para netplays
Página 1 de 3
Página 1 de 3 • 1, 2, 3
Alguns Scripts ( By Faabinhuuu )
Se faltar algo ;/ tentem arrumar
Meu utimo topico, flow leks.
Hud :
Window Status (Não terminada pois não arrumei a posição dos equipamentos. Espero que vocês possam arrumar)
Script : Adicionando Vitalidade na criação de personagem
Script : Regeneração baseada no atributo vit / int
Atenção : Há algum erro nesse script, qualquer coisa é so arrumar a vitalidade, a int já ta certa.
Esse era todos seus scripts?
Na verdade não, tenho +, mais é muito complicado e sou preguissoso
E seus tilesets ?
se der vontade eu posto, ele possui 27617 de altura e Muitos outros tipos. MUITO Gigante . É um tileset unico que talvez eu poste.
E o script de GvG? ( Guerra de Guildas? )
Este script está nas mãos do junior quem quiser fale com ele.
Ja to cansado -.- Se ocorrer algum erro tente resolver ele. Meu utimo topico flows.
Meu utimo topico, flow leks.
Hud :
- Spoiler:
- Imagens Nescessarias
Nome : hud
Nome : xp-2
Nome : hp
Nome : mp
Script: [WIN] Hud- Código:
#==============================================================================
# ** HUD
#------------------------------------------------------------------------------
# By Marlos Gama
# Modificado por Fabinhuu ; (GaaraxDl)
#------------------------------------------------------------------------------
class Hud < Window_Base
def initialize
super(-14,-14,500,200)#(320,350,600,600)
self.back_opacity = 120
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("Blank")
refresh
end
def update
super
refresh if something_changed?
end
def something_changed?
return true if @old_exp != @actor.now_exp
return true if @old_hp != @actor.hp
return true if @old_sp != @actor.sp
return true if @old_level != @actor.level
return true if @old_name != @actor.name
return false
end
def refresh
self.contents.clear
@actor = $game_party.actors[0]
@old_exp = @actor.now_exp
@old_hp = @actor.hp
@old_sp = @actor.sp
@old_level = @actor.level
@old_name = @actor.name
self.contents.clear
hud3 = RPG::Cache.picture("hud")
hud1 = hud3.width
hud2 = hud3.height
hud4 = Rect.new(0,0,hud1,hud2)
self.contents.blt(0,0,hud3,hud4)
self.contents.font.size = 16
self.contents.draw_text(55, -7, 132, 32, "#{@actor.name}")
self.contents.draw_text(398, -6, 132, 32, "#{@actor.level}")
xpbar = RPG::Cache.picture("Xp-2")
xpbarwidth = xpbar.width * @actor.now_exp / @actor.next_exp
xpbarheight = xpbar.height
xpbar_rect = Rect.new(0,0,xpbarwidth,xpbarheight)
self.contents.blt(3,21,xpbar,xpbar_rect)
# Hp
hpbar = RPG::Cache.picture("HP")
hpbarwidth = hpbar.width * @actor.hp / @actor.maxhp
hpbarheight = hpbar.height
hpbar_rect = Rect.new(0,0,hpbarwidth,hpbarheight)
self.contents.blt(200,39,hpbar,hpbar_rect)
if $game_party.actors[0].level <= 21
self.contents.draw_text(227, 28, 132, 32, "#{@actor.hp}/#{@actor.maxhp}")
else
self.contents.draw_text(227, 28, 132, 32, "#{@actor.hp}/#{@actor.maxhp}")
end
# Sp
mpbar = RPG::Cache.picture("MP")
mpbarwidth = mpbar.width * @actor.sp / @actor.maxsp
mpbarheight = mpbar.height
mpbar_rect = Rect.new(0,0,mpbarwidth,mpbarheight)
self.contents.blt(330,39,mpbar,mpbar_rect)
if $game_party.actors[0].level <= 34
self.contents.draw_text(359, 28, 132, 32, "#{@actor.sp}/#{@actor.maxsp}")
else
self.contents.draw_text(359, 28, 132, 32, "#{@actor.sp}/#{@actor.maxsp}")
end
end
end
##49 48
class Scene_Map
alias hud_main main
def main
@Hud = Hud.new
hud_main
@Hud.dispose
end
alias hud_update update
def update
hud_update
@Hud.update
end
end
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
Script : [WIN] Window_Hotkey- Código:
#==============================================================================
# ** Window_Hotkey
#------------------------------------------------------------------------------
# By Marlos Gama
# Modificado por Faabinhuu ;
#==============================================================================
class Window_HotKey < Window_Base
def initialize
super(-5, 7, 250,250)#(394, 418, 246,62)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("Blank")
self.back_opacity = 130
refresh
end
def refresh
self.contents.clear
hud3 = RPG::Cache.picture("Hotkey")
hud1 = hud3.width
hud2 = hud3.height
hud4 = Rect.new(0,0,hud1,hud2)
self.contents.blt(-1,-2,hud3,hud4)
self.contents.font.size = 12
self.contents.font.color = Color.new(100, 100, 100)#system_color
#self.contents.draw_text(180, -10, self.width-64, 32, "Atalhos")
count = 0
$ABS.skill_keys.each {|key, id|
next if id == nil
x = (count*32)
y = 0
skill = $data_skills[id]
next if skill.nil?
icon = RPG::Cache.icon(skill.icon_name)
self.contents.blt(x, y+6, icon, Rect.new(0, 0, 200, 100))
n = Keys.name?(key)
count += 1
}
end
def tirar_skill
if Input.pressed?(Input::Mouse_Right) and in_area?([16, 16,26, 26])
$ABS.skill_keys[Input::Numberkeys[1]] = 82
$hotkey_2.refresh
#Num. 2
elsif Input.pressed?(Input::Mouse_Right) and in_area?([16+28, 16,26, 26])
$ABS.skill_keys[Input::Numberkeys[2]] = 82
$hotkey_2.refresh
#Num. 3
elsif Input.pressed?(Input::Mouse_Right) and in_area?([16+28+28, 16,26, 26])
$ABS.skill_keys[Input::Numberkeys[3]] = 82
$hotkey_2.refresh
#Num. 4
elsif Input.pressed?(Input::Mouse_Right) and in_area?([16+28+28+28, 16,26, 26])
$ABS.skill_keys[Input::Numberkeys[4]] = 82
$hotkey_2.refresh
#Num. 5
elsif Input.pressed?(Input::Mouse_Right) and in_area?([16+28+28+28+28, 16,26, 26])
$ABS.skill_keys[Input::Numberkeys[5]] = 82
$hotkey_2.refresh
end
end
def select_skill
if $sem_skill == true
if !Input.pressed?(Input::Mouse_Left) and $skill.visible == true and in_area?([16, 16,26, 26]) and $pegando_skill != false
$scene.add_skill(1)
$mouse_iconfor = "arrow"
$game_temp.atualizar_mouse = true
$pegando_skill = false
$hotkey_2.refresh
elsif !Input.pressed?(Input::Mouse_Left) and $skill.visible == true and in_area?([16+28, 16,26, 26]) and $pegando_skill != false
$scene.add_skill(2)
$mouse_iconfor = "arrow"
$game_temp.atualizar_mouse = true
$pegando_skill = false
$hotkey_2.refresh
elsif !Input.pressed?(Input::Mouse_Left) and $skill.visible == true and in_area?([16+28+28, 16,26, 26]) and $pegando_skill != false
$scene.add_skill(3)
$mouse_iconfor = "arrow"
$game_temp.atualizar_mouse = true
$pegando_skill = false
$hotkey_2.refresh
elsif !Input.pressed?(Input::Mouse_Left) and $skill.visible == true and in_area?([16+28+28+28, 16,26, 26]) and $pegando_skill != false
$scene.add_skill(4)
$mouse_iconfor = "arrow"
$game_temp.atualizar_mouse = true
$pegando_skill = false
$hotkey_2.refresh
elsif !Input.pressed?(Input::Mouse_Left) and $skill.visible == true and in_area?([16+28+28+28+28, 16,26, 26]) and $pegando_skill != false
$scene.add_skill(5)
$mouse_iconfor = "arrow"
$game_temp.atualizar_mouse = true
$pegando_skill = false
$hotkey_2.refresh
end
end
end
end
class Scene_Map
alias hotkey_main main
def main
@hotkey = Window_HotKey.new
$hotkey_2 = @hotkey
hotkey_main
@hotkey.dispose
end
alias hotkey_update update
def update
hotkey_update
if @hotkey.in_area?
@hotkey.tirar_skill
end
end
end
Adicione em cima da hud, ou modifique e ponha no script da hud ( Dará menos lag )
Script : [ABS] Gold Menu- Código:
#==============================================================================
# ** Gold / Cash
#------------------------------------------------------------------------------
# By Fabinhuu
#==============================================================================
class Goldmenu < Window_Base
def initialize
super(10,26,500,350)
self.contents = Bitmap.new(self.width-32, self.height-32)
self.back_opacity = 200
self.windowskin = RPG::Cache.windowskin("blank")
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 5, 132, 32, $game_party.item_number(Item_Ouro::Item_Id.to_i).to_s)
self.contents.draw_text(86, 5, 132, 32, $game_variables[28].to_s)
end
end
class Scene_Map
alias gold_main main
def main
@gold = Goldmenu.new
gold_main
@gold.dispose
end
alias gold_update update
def update
gold_update
@gold.refresh
end
end
Script : [ABS] Classe- Código:
#==============================================================================
# ** Classe
#------------------------------------------------------------------------------
# By Fabinhuu
#==============================================================================
class Classe < Window_Base
def initialize
super(163,-25,500,350)
self.contents = Bitmap.new(self.width-32, self.height-32)
self.back_opacity = 200
self.windowskin = RPG::Cache.windowskin("blank")
refresh
end
def refresh
self.contents.clear
self.contents.font.size = 16
@actor = $game_party.actors[0]
draw_actor_class(@actor, -4, 5)
end
end
class Scene_Map
alias classe_main main
def main
@classe = Classe.new
classe_main
@classe.dispose
end
alias classe_update update
def update
classe_update
@classe.refresh
end
end
Script : [ABS] XP- Código:
#==============================================================================
# ** Exp
#------------------------------------------------------------------------------
# By Fabinhuu
#==============================================================================
class Expprox < Window_Base
def initialize
super(163,0,500,350)
self.contents = Bitmap.new(self.width-32, self.height-32)
self.back_opacity = 200
self.windowskin = RPG::Cache.windowskin("blank")
refresh
end
def update
super
refresh if something_changed?
end
def something_changed?
return true if @old_exp != @actor.now_exp
return true if @old_hp != @actor.hp
return true if @old_sp != @actor.sp
return true if @old_level != @actor.level
return true if @old_name != @actor.name
return false
end
def refresh
self.contents.clear
@actor = $game_party.actors[0]
@old_exp = @actor.now_exp
@old_hp = @actor.hp
@old_sp = @actor.sp
@old_level = @actor.level
@old_name = @actor.name
self.contents.font.size = 13
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(10, 0, 132, 32, "#{@actor.now_exp}/#{@actor.next_exp}")
end
end
class Scene_Map
alias expprox_main main
def main
@expprox = Expprox.new
expprox_main
@expprox.dispose
end
alias expprox_update update
def update
expprox_update
@expprox.refresh
end
end
Window Status (Não terminada pois não arrumei a posição dos equipamentos. Espero que vocês possam arrumar)
- Spoiler:
Imagens Nescessarias:
Script:- Código:
#==============================================================================
# Window_Status
#------------------------------------------------------------------------------
# By Juan Collin e Faabinhuu
# Créditos a KaduMacedo por ter me ajudado.
# Modificado por Faabinhuu completamente
#------------------------------------------------------------------------------
module FABINHO
#Imagem que será usada no fundo do menu
FUNDO_MENU = "fundos"
#Valor Máximo dos Atributos
STAT_MAX = 99
#Variavel da Profissão (Não utilize uma variavel global)
VAR_PRO = 400
#Profissão 1
PRO1 = "Estudante"
#Profissão 2
PRO2 = "Professor"
#Profissão 3
PRO3 = "Monitor"
#Profissão 4
PRO4 = "Diretor"
end
class Window_Status2 < Window_Base
def initialize
super(125,60,330,270) # Posição e Tamanho do Menu 125,60,360,270
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("specialskin")
@dragable = true #Permite arrastar a windowskin
@closable = true #Permite fechar a windowskin
self.z = 999999
self.back_opacity = 0 # Opacidade da Windowskin
if User_Edit::DISTRIBUIR_ACTIVE == true
@sp = Button.new(self,254, 103, "+") {str}
@str = Button.new(self,254,120, "+") {agi} #145+15, 120+3,
@agi = Button.new(self,254,138, "+") {vit}
@dex = Button.new(self,254,156, "+") {dex}
@int = Button.new(self,254,174, "+") {int}
end
refresh
end
def update
super
refresh if something_changed?
end
def on_close
self.visible = false
self.active = false
$fechando_ativar = true
end
def refresh
@actor = $game_party.actors[0]
@old_lvl = @actor.level
@old_gold = $game_party.item_number(Item_Ouro::Item_Id.to_i)
@old_hp = @actor.hp
@old_sp = @actor.sp
@old_exp = @actor.now_exp
@old_maxhp = @actor.maxhp
@old_maxsp = @actor.maxsp
@old_pontos = $distribuir_pontos
@old_str = @actor.str
@old_dex = @actor.dex
@old_int = @actor.int
@old_agi = @actor.agi
self.contents.clear
# Mostra a imagem de fundo
fundo3 = RPG::Cache.picture(FABINHO::FUNDO_MENU)
fundo1 = fundo3.width
fundo2 = fundo3.height
fundo4 = Rect.new(0,0,fundo1,fundo2)
self.contents.blt(0,0,fundo3,fundo4)
# Nome
self.contents.draw_text(73, 38, 100, 32, "#{@actor.name}")
# Mostra a Classe do Personagem
draw_actor_class(@actor, -4, 182)
# HP\MaxHP
self.contents.draw_text(199, 46, 200, 32, "#{@actor.hp}/#{@actor.maxhp}")
# SP\MaxSP
self.contents.draw_text(199, 62, 200, 32, "#{@actor.sp}/#{@actor.maxsp}")
# Vit
self.contents.draw_text(202, 115, 100, 32, $game_variables[99])
# Str
self.contents.draw_text(202, 79, 200, 32, "#{@actor.str}")
# Mostra a Barra de AGI
self.contents.draw_text(202, 97, 100, 32, "#{@actor.agi}")
# Mostra a Barra de P.DEF
self.contents.draw_text(202, 133, 100, 32, "#{@actor.dex}")
# Int
# Mostra a Barra de INT
self.contents.draw_text(202, 151, 100, 32, "#{@actor.int}")
if $game_variables[10] == 1
self.contents.draw_text(185, 180, 100, 32, "PK Nivel 1")
elsif $game_variables[10] == 2
self.contents.draw_text(185, 180, 100, 32, "PK Nivel 2")
elsif $game_variables[10] == 3
self.contents.draw_text(185, 180, 100, 32, "PK Nivel 3")
elsif $game_variables[10] == 0
self.contents.draw_text(185, 180, 100, 32, "Normal")
elsif $game_variables[10] == -1
self.contents.draw_text(185, 180, 100, 32, "Heroi Nivel 1")
elsif $game_variables[10] == -2
self.contents.draw_text(185, 180, 100, 32, "Heroi Nivel 2")
end
if $game_actors[1].str <= 10
self.contents.draw_text(228, 79, 200, 32, "1")
elsif $game_actors[1].str > 10 and $game_actors[1].str <= 20
self.contents.draw_text(228, 79, 200, 32, "2")
elsif $game_actors[1].str > 20 and $game_actors[1].str <= 30
self.contents.draw_text(228, 79, 200, 32, "3")
elsif $game_actors[1].str > 30 and $game_actors[1].str <= 40
self.contents.draw_text(228, 79, 200, 32, "4")
elsif $game_actors[1].str > 40 and $game_actors[1].str <= 50
self.contents.draw_text(228, 79, 200, 32, "5")
elsif $game_actors[1].str > 50 and $game_actors[1].str <= 60
self.contents.draw_text(228, 79, 200, 32, "6")
elsif $game_actors[1].str > 60 and $game_actors[1].str <= 70
self.contents.draw_text(228, 79, 200, 32, "7")
elsif $game_actors[1].str > 70 and $game_actors[1].str <= 80
self.contents.draw_text(228, 79, 200, 32, "8")
elsif $game_actors[1].str > 80 and $game_actors[1].str <= 90
self.contents.draw_text(228, 79, 200, 32, "9")
elsif $game_actors[1].str > 90 and $game_actors[1].str <= 99
self.contents.draw_text(228, 79, 200, 32, "10")
end
if $game_actors[1].agi <= 10
self.contents.draw_text(228, 98, 200, 32, "1")
elsif $game_actors[1].agi > 10 and $game_actors[1].agi <= 20
self.contents.draw_text(228, 98, 200, 32, "2")
elsif $game_actors[1].agi > 20 and $game_actors[1].agi <= 30
self.contents.draw_text(228, 98, 200, 32, "3")
elsif $game_actors[1].agi > 30 and $game_actors[1].agi <= 40
self.contents.draw_text(228, 98, 200, 32, "4")
elsif $game_actors[1].agi > 40 and $game_actors[1].agi <= 50
self.contents.draw_text(228, 98, 200, 32, "5")
elsif $game_actors[1].agi > 50 and $game_actors[1].agi <= 60
self.contents.draw_text(228, 98, 200, 32, "6")
elsif $game_actors[1].agi > 60 and $game_actors[1].agi <= 70
self.contents.draw_text(228, 98, 200, 32, "7")
elsif $game_actors[1].agi > 70 and $game_actors[1].agi <= 80
self.contents.draw_text(228, 98, 200, 32, "8")
elsif $game_actors[1].agi > 80 and $game_actors[1].agi <= 90
self.contents.draw_text(228, 98, 200, 32, "9")
elsif $game_actors[1].agi > 90 and $game_actors[1].agi <= 99
self.contents.draw_text(228, 98, 200, 32, "10")
end
if $game_variables[99] <= 10
self.contents.draw_text(228, 116, 200, 32, "1")
elsif $game_variables[99] > 10 and $game_variables[99] <= 20
self.contents.draw_text(228, 116, 200, 32, "2")
elsif $game_variables[99] > 20 and $game_variables[99] <= 30
self.contents.draw_text(228, 116, 200, 32, "3")
elsif $game_variables[99] > 30 and $game_variables[99] <= 40
self.contents.draw_text(228, 116, 200, 32, "4")
elsif $game_variables[99] > 40 and $game_variables[99] <= 50
self.contents.draw_text(228, 116, 200, 32, "5")
elsif $game_variables[99] > 50 and $game_variables[99] <= 60
self.contents.draw_text(228, 116, 200, 32, "6")
elsif $game_variables[99] > 60 and $game_variables[99] <= 70
self.contents.draw_text(228, 116, 200, 32, "7")
elsif $game_variables[99] > 70 and $game_variables[99] <= 80
self.contents.draw_text(228, 116, 200, 32, "8")
elsif $game_variables[99] > 80 and $game_variables[99] <= 90
self.contents.draw_text(228, 116, 200, 32, "9")
elsif $game_variables[99] > 90 and $game_variables[99] <= 99
self.contents.draw_text(228, 116, 200, 32, "10")
end
if $game_actors[1].dex <= 10
self.contents.draw_text(228, 134, 200, 32, "1")
elsif $game_actors[1].dex > 10 and $game_actors[1].dex <= 20
self.contents.draw_text(228, 134, 200, 32, "2")
elsif $game_actors[1].dex > 20 and $game_actors[1].dex <= 30
self.contents.draw_text(228, 134, 200, 32, "3")
elsif $game_actors[1].dex > 30 and $game_actors[1].dex <= 40
self.contents.draw_text(228, 134, 200, 32, "4")
elsif $game_actors[1].dex > 40 and $game_actors[1].dex <= 50
self.contents.draw_text(228, 134, 200, 32, "5")
elsif $game_actors[1].dex > 50 and $game_actors[1].dex <= 60
self.contents.draw_text(228, 134, 200, 32, "6")
elsif $game_actors[1].dex > 60 and $game_actors[1].dex <= 70
self.contents.draw_text(228, 134, 200, 32, "7")
elsif $game_actors[1].dex > 70 and $game_actors[1].dex <= 80
self.contents.draw_text(228, 134, 200, 32, "8")
elsif $game_actors[1].dex > 80 and $game_actors[1].dex <= 90
self.contents.draw_text(228, 134, 200, 32, "9")
elsif $game_actors[1].dex > 90 and $game_actors[1].dex <= 99
self.contents.draw_text(228, 134, 200, 32, "10")
end
if $game_actors[1].int <= 10
self.contents.draw_text(228, 152, 200, 32, "1")
elsif $game_actors[1].int > 10 and $game_actors[1].int <= 20
self.contents.draw_text(228, 152, 200, 32, "2")
elsif $game_actors[1].int > 20 and $game_actors[1].int <= 30
self.contents.draw_text(228, 152, 200, 32, "3")
elsif $game_actors[1].int > 30 and $game_actors[1].int <= 40
self.contents.draw_text(228, 152, 200, 32, "4")
elsif $game_actors[1].int > 40 and $game_actors[1].int <= 50
self.contents.draw_text(228, 152, 200, 32, "5")
elsif $game_actors[1].int > 50 and $game_actors[1].int <= 60
self.contents.draw_text(228, 152, 200, 32, "6")
elsif $game_actors[1].int > 60 and $game_actors[1].int <= 70
self.contents.draw_text(228, 152, 200, 32, "7")
elsif $game_actors[1].int > 70 and $game_actors[1].int <= 80
self.contents.draw_text(228, 152, 200, 32, "8")
elsif $game_actors[1].int > 80 and $game_actors[1].int <= 90
self.contents.draw_text(228, 152, 200, 32, "9")
elsif $game_actors[1].int > 90 and $game_actors[1].int <= 99
self.contents.draw_text(228, 152, 200, 32, "10")
end
# Pontos
if $distribuir_pontos < 0
self.contents.draw_text(234, 166, 100, 32, "0",0)
else
self.contents.draw_text(234, 166, 100, 32, $distribuir_pontos.to_s,0)
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@data.push($capa_ac)
@data.push($bota_ac)
@data.push($luva_ac)
@data.push($amuleto_ac)
#Arma
draw_item_name2(@data[0], 33, 95)
#Escudo
draw_item_name2(@data[1], 118, 95)
#Capeçte
draw_item_name2(@data[2], 77, 50)
#Armadura
draw_item_name2(@data[3], 75, 95)
#Acessório
draw_item_name2(@data[4], 118, 141)
#Capa
draw_item_name2(@data[5], 118, 50)
#Bota
draw_item_name2(@data[6], 75, 141)
#Luva
draw_item_name2(@data[7], 33, 141)
#Amuleto
draw_item_name2(@data[8], 33, 48)
end
end
if Input.trigger?(Input::B)
if $Window_Status2.visible = true
$Window_Status2.visible = false
$Window_Status2.active = false
end
end
def something_changed?
return true if @old_lvl != @actor.level
return true if @old_gold != $game_party.item_number(Item_Ouro::Item_Id.to_i)
return true if @old_exp != @actor.now_exp
return true if @old_hp != @actor.hp
return true if @old_sp != @actor.sp
return true if @old_maxhp != @actor.maxhp
return true if @old_maxsp != @actor.maxsp
return true if @old_str != @actor.str
return true if @old_dex != @actor.dex
return true if @old_int != @actor.int
return true if @old_agi != @actor.agi
return true if @old_pontos != $distribuir_pontos
return false
end
########################################################################
def vit
if $game_variables[99] <= 10
$distribuir_pontos -= 1
$game_variables[99] += 1
$game_actors[1].maxhp += 2
end
if $game_variables[99] > 10
if $game_variables[99] <= 20
if $distribuir_pontos >= 2
$distribuir_pontos -= 2
$game_variables[99] += 1
$game_actors[1].maxhp += 3
#$status.refresh
end
end
end
if $game_variables[99] > 20
if $game_variables[99] <= 30
if $distribuir_pontos >= 3
$distribuir_pontos -= 3
$game_variables[99] += 1
$game_actors[1].maxhp += 4
#$status.refresh
end
end
end
if $game_variables[99] > 30
if $game_variables[99] <= 40
if $distribuir_pontos >= 4
$distribuir_pontos -= 4
$game_variables[99] += 1
$game_actors[1].maxhp += 5
#$status.refresh
end
end
end
if $game_variables[99] > 40
if $game_variables[99] <= 50
if $distribuir_pontos >= 5
$distribuir_pontos -= 5
$game_variables[99] += 1
$game_actors[1].maxhp += 6
#$status.refresh
end
end
end
if $game_variables[99] > 50
if $game_variables[99] <= 60
if $distribuir_pontos >= 6
$distribuir_pontos -= 6
$game_variables[99] += 1
$game_actors[1].maxhp += 7
#$status.refresh
end
end
end
if $game_variables[99] > 60
if $game_variables[99] <= 70
if $distribuir_pontos >= 7
$distribuir_pontos -= 7
$game_variables[99] += 1
$game_actors[1].maxhp += 8
#$status.refresh
end
end
end
if $game_variables[99] > 70
if $game_variables[99] <= 80
if $distribuir_pontos >= 8
$distribuir_pontos -= 8
$game_variables[99] += 1
$game_actors[1].maxhp += 9
#$status.refresh
end
end
end
if $game_variables[99] > 80
if $game_variables[99] <= 90
if $distribuir_pontos >= 9
$distribuir_pontos -= 9
$game_variables[99] += 1
$game_actors[1].maxhp += 10
#$status.refresh
end
end
end
if $game_variables[99] <= 99
if $game_variables[99] > 90
if $distribuir_pontos >= 10
$distribuir_pontos -= 10
$game_variables[99] += 1
$game_actors[1].maxhp += 11
#$status.refresh
end
end
end
end
##################################################################
def str
if $game_actors[1].str <= 10
if $distribuir_pontos >= 1
$distribuir_pontos -= 1
$game_actors[1].str += 1
end
end
if $game_actors[1].str > 10
if $game_actors[1].str <= 20
if $distribuir_pontos >= 2
$distribuir_pontos -= 2
$game_actors[1].str += 1
#$status.refresh
end
end
end
if $game_actors[1].str > 20
if $game_actors[1].str <= 30
if $distribuir_pontos >= 3
$distribuir_pontos -= 3
$game_actors[1].str += 1
#$status.refresh
end
end
end
if $game_actors[1].str > 30
if $game_actors[1].str <= 40
if $distribuir_pontos >= 4
$distribuir_pontos -= 4
$game_actors[1].str += 1
#$status.refresh
end
end
end
if $game_actors[1].str > 40
if $game_actors[1].str <= 50
if $distribuir_pontos >= 5
$distribuir_pontos -= 5
$game_actors[1].str += 1
#$status.refresh
end
end
end
if $game_actors[1].str > 50
if $game_actors[1].str <= 60
if $distribuir_pontos >= 6
$distribuir_pontos -= 6
$game_actors[1].str += 1
#$status.refresh
end
end
end
if $game_actors[1].str > 60
if $game_actors[1].str <= 70
if $distribuir_pontos >= 7
$distribuir_pontos -= 7
$game_actors[1].str += 1
#$status.refresh
end
end
end
if $game_actors[1].str > 70
if $game_actors[1].str <= 80
if $distribuir_pontos >= 8
$distribuir_pontos -= 8
$game_actors[1].str += 1
#$status.refresh
end
end
end
if $game_actors[1].str > 80
if $game_actors[1].str <= 90
if $distribuir_pontos >= 9
$distribuir_pontos -= 9
$game_actors[1].str += 1
#$status.refresh
end
end
end
if $game_actors[1].str <= 99
if $game_actors[1].str > 90
if $distribuir_pontos >= 10
$distribuir_pontos -= 10
$game_actors[1].str += 1
#$status.refresh
end
end
end
end
###################################################################
def dex
if $game_actors[1].dex <= 10
if $distribuir_pontos >= 1
$distribuir_pontos -= 1
$game_actors[1].dex += 1
end
end
if $game_actors[1].dex > 10
if $game_actors[1].dex <= 20
if $distribuir_pontos >= 2
$distribuir_pontos -= 2
$game_actors[1].dex += 1
#$status.refresh
end
end
end
if $game_actors[1].dex > 20
if $game_actors[1].dex <= 30
if $distribuir_pontos >= 3
$distribuir_pontos -= 3
$game_actors[1].dex += 1
#$status.refresh
end
end
end
if $game_actors[1].dex > 30
if $game_actors[1].dex <= 40
if $distribuir_pontos >= 4
$distribuir_pontos -= 4
$game_actors[1].dex += 1
#$status.refresh
end
end
end
if $game_actors[1].dex > 40
if $game_actors[1].dex <= 50
if $distribuir_pontos >= 5
$distribuir_pontos -= 5
$game_actors[1].dex += 1
#$status.refresh
end
end
end
if $game_actors[1].dex > 50
if $game_actors[1].dex <= 60
if $distribuir_pontos >= 6
$distribuir_pontos -= 6
$game_actors[1].dex += 1
#$status.refresh
end
end
end
if $game_actors[1].dex > 60
if $game_actors[1].dex <= 70
if $distribuir_pontos >= 7
$distribuir_pontos -= 7
$game_actors[1].dex += 1
#$status.refresh
end
end
end
if $game_actors[1].dex > 70
if $game_actors[1].dex <= 80
if $distribuir_pontos >= 8
$distribuir_pontos -= 8
$game_actors[1].dex += 1
#$status.refresh
end
end
end
if $game_actors[1].dex > 80
if $game_actors[1].dex <= 90
if $distribuir_pontos >= 9
$distribuir_pontos -= 9
$game_actors[1].dex += 1
#$status.refresh
end
end
end
if $game_actors[1].dex <= 99
if $game_actors[1].dex > 90
if $distribuir_pontos >= 10
$distribuir_pontos -= 10
$game_actors[1].dex += 1
#$status.refresh
end
end
end
end
#################################################################
def agi
if $game_actors[1].agi <= 10
if $distribuir_pontos >= 1
$distribuir_pontos -= 1
$game_actors[1].agi += 1
end
end
if $game_actors[1].agi > 10
if $game_actors[1].agi <= 20
if $distribuir_pontos >= 2
$distribuir_pontos -= 2
$game_actors[1].agi += 1
#$status.refresh
end
end
end
if $game_actors[1].agi > 20
if $game_actors[1].agi <= 30
if $distribuir_pontos >= 3
$distribuir_pontos -= 3
$game_actors[1].agi += 1
#$status.refresh
end
end
end
if $game_actors[1].agi > 30
if $game_actors[1].agi <= 40
if $distribuir_pontos >= 4
$distribuir_pontos -= 4
$game_actors[1].agi += 1
#$status.refresh
end
end
end
if $game_actors[1].agi > 40
if $game_actors[1].agi <= 50
if $distribuir_pontos >= 5
$distribuir_pontos -= 5
$game_actors[1].agi += 1
#$status.refresh
end
end
end
if $game_actors[1].agi > 50
if $game_actors[1].agi <= 60
if $distribuir_pontos >= 6
$distribuir_pontos -= 6
$game_actors[1].agi += 1
#$status.refresh
end
end
end
if $game_actors[1].agi > 60
if $game_actors[1].agi <= 70
if $distribuir_pontos >= 7
$distribuir_pontos -= 7
$game_actors[1].agi += 1
#$status.refresh
end
end
end
if $game_actors[1].agi > 70
if $game_actors[1].agi <= 80
if $distribuir_pontos >= 8
$distribuir_pontos -= 8
$game_actors[1].agi += 1
#$status.refresh
end
end
end
if $game_actors[1].agi > 80
if $game_actors[1].agi <= 90
if $distribuir_pontos >= 9
$distribuir_pontos -= 9
$game_actors[1].agi += 1
#$status.refresh
end
end
end
if $game_actors[1].agi <= 99
if $game_actors[1].agi > 90
if $distribuir_pontos >= 10
$distribuir_pontos -= 10
$game_actors[1].agi += 1
#$status.refresh
end
end
end
end
#################################################################
def int
if $game_actors[1].int <= 10
if $distribuir_pontos >= 1
$distribuir_pontos -= 1
$game_actors[1].int += 1
end
end
if $game_actors[1].int > 10
if $game_actors[1].int <= 20
if $distribuir_pontos >= 2
$distribuir_pontos -= 2
$game_actors[1].int += 1
#$status.refresh
end
end
end
if $game_actors[1].int > 20
if $game_actors[1].int <= 30
if $distribuir_pontos >= 3
$distribuir_pontos -= 3
$game_actors[1].int += 1
#$status.refresh
end
end
end
if $game_actors[1].int > 30
if $game_actors[1].int <= 40
if $distribuir_pontos >= 4
$distribuir_pontos -= 4
$game_actors[1].int += 1
#$status.refresh
end
end
end
if $game_actors[1].int > 40
if $game_actors[1].int <= 50
if $distribuir_pontos >= 5
$distribuir_pontos -= 5
$game_actors[1].int += 1
#$status.refresh
end
end
end
if $game_actors[1].int > 50
if $game_actors[1].int <= 60
if $distribuir_pontos >= 6
$distribuir_pontos -= 6
$game_actors[1].int += 1
#$status.refresh
end
end
end
if $game_actors[1].int > 60
if $game_actors[1].int <= 70
if $distribuir_pontos >= 7
$distribuir_pontos -= 7
$game_actors[1].int += 1
#$status.refresh
end
end
end
if $game_actors[1].int > 70
if $game_actors[1].int <= 80
if $distribuir_pontos >= 8
$distribuir_pontos -= 8
$game_actors[1].int += 1
#$status.refresh
end
end
end
if $game_actors[1].int > 80
if $game_actors[1].int <= 90
if $distribuir_pontos >= 9
$distribuir_pontos -= 9
$game_actors[1].int += 1
#$status.refresh
end
end
end
if $game_actors[1].int <= 99
if $game_actors[1].int > 90
if $distribuir_pontos >= 10
$distribuir_pontos -= 10
$game_actors[1].int += 1
#$status.refresh
end
end
end
end
end
Script : Adicionando Vitalidade na criação de personagem
- Spoiler:
- No script [SC] Scene_Title procure isso
- Código:
def int
if $distribuir_pontos >= 1
$distribuir_pontos -= 1
$game_actors[1].int += 1
$create.refresh
else
$create.refresh
end
end
Em baixo ponha isto- Código:
def vit
if $distribuir_pontos >= 1
$distribuir_pontos -= 1
$game_variables[99] += 1
$game_actors[1].maxhp += 2
$create.refresh
else
$create.refresh
end
end
Apos procure isto- Código:
@int = Button2.new($create,270, 128-5, " + ") {int}
Adicione abaixo isto- Código:
@vit = Button2.new($create,270, 153-5, " + ") {vit}
E no script [WIN] Create_Chars após- Código:
draw_actor_parameter(@actor, 176, 100, 6)
Adicione:- Código:
self.contents.draw_text(176, 125, self.width-64, 32, "Vitalidade: " + $game_variables[99].to_s,0)
Script : Regeneração baseada no atributo vit / int
Atenção : Há algum erro nesse script, qualquer coisa é so arrumar a vitalidade, a int já ta certa.
- Spoiler:
- Script : [ACT] Recuperar HP e SP
- Código:
#==============================================================================
# ** Recuperar HP e SP no Mapa
#------------------------------------------------------------------------------
# By Marlos Gama
# Modificado por Faabinhuu
#==============================================================================
module Config_Regenerar
# Tempo em segundos para recuperar HP e SP
SEGUNDOS = 10
# Quantidade de HP que será recuperada
HP = 10
# Quantidade de SP que será recuperada
SP = 10
end
class Scene_Map
alias regenerar_map_main_draw main_draw
alias regenerar_update update
def main_draw
@count = 0
regenerar_map_main_draw
end
# if $game_party.actors[0].sp != $game_party.actors[0].maxsp
# $game_party.actors[0].sp += Config_Regenerar::SP
# end
# @count = 0
#end
def update
if Graphics.frame_count / Graphics.frame_rate != @total_sec
@count += 1
end
#########################################################################
if $game_actors[1].int < 5
if @count == Config_Regenerar::SEGUNDOS * 60
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
if $game_actors[1].int < 10
if $game_actors[1].int >= 5
if @count == Config_Regenerar::SEGUNDOS * 56
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 15
if $game_actors[1].int >= 10
if @count == Config_Regenerar::SEGUNDOS * 52
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 20
if $game_actors[1].int >= 15
if @count == Config_Regenerar::SEGUNDOS * 48
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 25
if $game_actors[1].int >= 20
if @count == Config_Regenerar::SEGUNDOS * 44
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 30
if $game_actors[1].int >= 25
if @count == Config_Regenerar::SEGUNDOS * 40
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 35
if $game_actors[1].int >= 30
if @count == Config_Regenerar::SEGUNDOS * 36
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 40
if $game_actors[1].int >= 35
if @count == Config_Regenerar::SEGUNDOS * 32
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 50
if $game_actors[1].int >= 40
if @count == Config_Regenerar::SEGUNDOS * 28
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 60
if $game_actors[1].int >= 50
if @count == Config_Regenerar::SEGUNDOS * 24
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 70
if $game_actors[1].int >= 60
if @count == Config_Regenerar::SEGUNDOS * 20
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 80
if $game_actors[1].int >= 70
if @count == Config_Regenerar::SEGUNDOS * 16
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int < 90
if $game_actors[1].int >= 80
if @count == Config_Regenerar::SEGUNDOS * 12
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
if $game_actors[1].int <= 99
if $game_actors[1].int >= 90
if @count == Config_Regenerar::SEGUNDOS * 8
if $game_party.actors[0].sp != $game_party.actors[0].maxsp
$game_party.actors[0].sp += Config_Regenerar::SP
end
@count = 0
end
end
end
#########################################################################
if $game_variables[99] < 5
if @count == Config_Regenerar::SEGUNDOS * 60
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
if $game_variables[99] < 10
if $game_variables[99] >= 5
if @count == Config_Regenerar::SEGUNDOS * 56
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 15
if $game_variables[99] >= 10
if @count == Config_Regenerar::SEGUNDOS * 52
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 20
if $game_variables[99] >= 15
if @count == Config_Regenerar::SEGUNDOS * 48
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 25
if $game_variables[99] >= 20
if @count == Config_Regenerar::SEGUNDOS * 44
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 30
if $game_variables[99] >= 25
if @count == Config_Regenerar::SEGUNDOS * 40
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 35
if $game_variables[99] >= 30
if @count == Config_Regenerar::SEGUNDOS * 36
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 40
if $game_variables[99] >= 35
if @count == Config_Regenerar::SEGUNDOS * 32
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 50
if $game_variables[99] >= 40
if @count == Config_Regenerar::SEGUNDOS * 28
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 60
if $game_variables[99] >= 50
if @count == Config_Regenerar::SEGUNDOS * 24
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 70
if $game_variables[99] >= 60
if @count == Config_Regenerar::SEGUNDOS * 20
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 80
if $game_variables[99] >= 70
if @count == Config_Regenerar::SEGUNDOS * 16
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] < 90
if $game_variables[99] >= 80
if @count == Config_Regenerar::SEGUNDOS * 12
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
if $game_variables[99] <= 99
if $game_variables[99] >= 90
if @count == Config_Regenerar::SEGUNDOS * 8
if $game_party.actors[0].hp != $game_party.actors[0].maxhp
$game_party.actors[0].hp += Config_Regenerar::HP
end
@count = 0
end
end
end
regenerar_update
end
end
Esse era todos seus scripts?
Na verdade não, tenho +, mais é muito complicado e sou preguissoso
E seus tilesets ?
se der vontade eu posto, ele possui 27617 de altura e Muitos outros tipos. MUITO Gigante . É um tileset unico que talvez eu poste.
E o script de GvG? ( Guerra de Guildas? )
Este script está nas mãos do junior quem quiser fale com ele.
Ja to cansado -.- Se ocorrer algum erro tente resolver ele. Meu utimo topico flows.
Última edição por Faabinhuu ; em Ter Ago 30, 2011 8:41 pm, editado 3 vez(es)
Faabinhuu ;- Experiente
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Re: Alguns Scripts ( By Faabinhuuu )
Vlw por disponibilizar seus scripts xD
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Re: Alguns Scripts ( By Faabinhuuu )
oir fabino por qeu vc se va de aldeia o de la vida maker???
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Re: Alguns Scripts ( By Faabinhuuu )
vlw cara muito bom ,
sentirei saudades xD!
+1 pra vc
sentirei saudades xD!
+1 pra vc
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Re: Alguns Scripts ( By Faabinhuuu )
Alguem conseguiu posicionar os itens corretamente posta o Script com as pposições corretas aki! Please!
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Re: Alguns Scripts ( By Faabinhuuu )
vlw cara vou usar o status e arrumar.
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Shield Block
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Shield Block
Anti-Cheat para jogos de FPS, agora vou adaptar para jogos de RPG principalmente para o RMXP.
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Re: Alguns Scripts ( By Faabinhuuu )
O que é aquele script " Adicionando Vitalidade na criação dos personagens "?
Não entendi pra que serve...
On Topic: Ótimo tópico (:
+ rep
Não entendi pra que serve...
On Topic: Ótimo tópico (:
+ rep
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Re: Alguns Scripts ( By Faabinhuuu )
Server pra você almentar com os pontos de HP e MP logo na criação do Char!
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Re: Alguns Scripts ( By Faabinhuuu )
Vou usar alguns destes Scripts, Obrigado, "+" para você...
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