Scene Items com icones grandes
por arevulopapo
Traduzido por Ogrim_Dooh
por arevulopapo
Traduzido por Ogrim_Dooh
Introdução
Este script habilita a possibilidade de usar ícones grandes (no tamanho 192x192) e mostrar alguns detalhes sobre o item.
Características
- Mostra informação dos itens e icones grandes
Screenshots
Como usar
Cole o script Acima do Main
Demo
Não possui demo, mas possui este pacote de ícones:
Icones
Script
- Código:
#==============================================================================
# ** Itens Detalhados
# Criado por arevulopapo (13.11.2006)
# Traduzido por ogrim_dooh (17.11.2006)
#==============================================================================
class Window_Selectable < Window_Base
def details_window=(details_window)
@details_window = details_window
if self.active and @details_window != nil
update_details
end
end
end
#==============================================================================
class Window_Details < Window_Base
def initialize
super(416, 64, 224, 416)
self.contents = Bitmap.new(width - 32, height - 32)
end
def set_details(item)
if icon != @icon
self.contents.clear
self.contents.font.color = normal_color
bitmap = RPG::Cache.icon(icon)
self.contents.blt(96 - bitmap.width/2 ,96 - bitmap.height/2, bitmap, Rect.new(0,0,192,192))
@icon = icon
end
self.visible = true
end
def set_price(price)
if price != @price
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(0,192,192,32,"Preço : ",0)
self.contents.draw_text(0,192,192,32,price.to_s,2)
@price = price
end
self.visible = true
end
def set_details(item)
if item != nil
self.contents.clear
#ICONE
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(96 - bitmap.width/2 ,96 - bitmap.height/2, bitmap, Rect.new(0,0,192,192))
#QUANTIDADE
self.contents.font.color = normal_color
self.contents.draw_text(0,192,192,32,"Quantity : ",0)
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
self.contents.draw_text(0,192,192,32,number.to_s,2)
#PREÇO
self.contents.font.color = normal_color
self.contents.draw_text(0,224,192,32,"Preço : ",0)
self.contents.draw_text(0,224,192,32,item.price.to_s,2)
#DETALHE
y = 256
case item
when RPG::Item
#ALVO
case item.scope
when 0
scope = "-"
when 1
scope = "Inimigo"
when 2
scope = "Todos os Inimigos"
when 3
scope = "Um Aliado"
when 4
scope = "Todos os Aliados"
when 5
scope = "Um Aliado (hp0)"
when 6
scope = "Todos os Aliados (hp0)"
when 7
scope = "Usuário"
end
if item.parameter_type == 0
self.contents.draw_text(0,y,192,32,"Alvo :",0)
self.contents.draw_text(0,y,192,32,scope,2)
else
self.contents.draw_text(0,y,192,32,"Alvo :",0)
self.contents.draw_text(0,y,192,32,scope,2)
end
case item.parameter_type
when 1
parameter = "HPmax"
parameter_color = Color.new(224,64,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 2
parameter = "SPmax"
parameter_color = Color.new(64,64,224)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 3
parameter = "Força"
parameter_color = Color.new(64,224,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 4
parameter = "Destresa"
parameter_color = Color.new(224,64,224)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 5
parameter = "Agilidade"
parameter_color = Color.new(160,160,160)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 6
parameter = "Inteligência"
parameter_color = Color.new(224,224,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
end
self.contents.font.color = Color.new(224,64,64)
self.contents.draw_text(0,y+32,192,32,"HP recovery :",0)
self.contents.font.color = Color.new(64,64,224)
self.contents.draw_text(0,y+64,192,32,"SP recovery :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+32,192,32,item.recover_hp.to_s,2)
self.contents.draw_text(0,y+64,192,32,item.recover_sp.to_s,2)
when RPG::Weapon
self.contents.draw_text(0,y,192,32,"Ataque :",0)
self.contents.draw_text(0,y,192,32,item.atk.to_s,2)
self.contents.draw_text(0,y+32,192,32,"Defesa Fis. :",0)
self.contents.draw_text(0,y+32,192,32,item.pdef.to_s,2)
self.contents.draw_text(0,y+64,192,32,"Defesa Mag. :",0)
self.contents.draw_text(0,y+64,192,32,item.mdef.to_s,2)
when RPG::Armor
case item.kind
when 0
kind = "Escudo"
when 1
kind = "Elmo"
when 2
kind = "Armadura"
when 3
kind = "Acessório"
end
self.contents.draw_text(0,y,192,32,"Tipo :",0)
self.contents.draw_text(0,y,192,32,kind,2)
self.contents.draw_text(0,y+32,192,32," Defesa Fis.:",0)
self.contents.draw_text(0,y+32,192,32,item.pdef.to_s,2)
self.contents.draw_text(0,y+64,192,32," Defesa Mag.:",0)
self.contents.draw_text(0,y+64,192,32,item.mdef.to_s,2)
self.contents.draw_text(0,y+96,192,32,"Fuga :",0)
self.contents.draw_text(0,y+96,192,32,item.eva.to_s,2)
end
end
end
end
#==============================================================================
class Window_Item2 < Window_Selectable
def initialize
super(0, 64, 416, 416)
@column_max = 1
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
self.contents.draw_text(x,y,376,32, item.name, 0)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
def update_details
@details_window.set_details(self.item)
end
end
#==============================================================================
class Scene_Item
def main
@help_window = Window_Help.new
@item_window = Window_Item2.new
@details_window = Window_Details.new
@item_window.help_window = @help_window
@item_window.details_window = @details_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
@details_window.dispose
end
def update
@help_window.update
@item_window.update
@target_window.update
@item_window.update_details
if @item_window.active
update_item
return
end
if @target_window.active
update_target
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh
end
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end