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Ciinco Héroes(Raice)

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Ciinco Héroes(Raice) Empty Ciinco Héroes(Raice)

Mensaje  Caistsa Vie Feb 22, 2008 5:30 pm

Descripción
este script permite que en el juego halla mas de los cuatro heroes xD Uno mas.
Script
Código:


#==============================================================================
# 5 Actor Party
#==============================================================================
# Raice
# Version 1
# 06-21-2006
#------------------------------------------------------------------------------
# I edit game_party, window_menustatus, spriteset_battle, window_battlestatus,
# game_actor, and scene_battle
#==============================================================================

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
 #--------------------------------------------------------------------------
 # * Add an Actor
 #    actor_id : actor ID
 #--------------------------------------------------------------------------
 def add_actor(actor_id)
  # Get actor
  actor = $game_actors[actor_id]
  # If the party has less than 5 members and this actor is not in the party
  if @actors.size < 5 and not @actors.include?(actor)
    # Add actor
    @actors.push(actor)
    # Refresh player
    $game_player.refresh
  end
 end
end


#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
  # Make viewports
  @viewport1 = Viewport.new(0, 0, 640, 320)
  @viewport2 = Viewport.new(0, 0, 640, 480)
  @viewport3 = Viewport.new(0, 0, 640, 480)
  @viewport4 = Viewport.new(0, 0, 640, 480)
  @viewport2.z = 101
  @viewport3.z = 200
  @viewport4.z = 5000
  # Make battleback sprite
  @battleback_sprite = Sprite.new(@viewport1)
  # Make enemy sprites
  @enemy_sprites = []
  for enemy in $game_troop.enemies.reverse
    @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
  end
  # Make actor sprites
  @actor_sprites = []
  @actor_sprites.push(Sprite_Battler.new(@viewport2))
  @actor_sprites.push(Sprite_Battler.new(@viewport2))
  @actor_sprites.push(Sprite_Battler.new(@viewport2))
  @actor_sprites.push(Sprite_Battler.new(@viewport2))
  @actor_sprites.push(Sprite_Battler.new(@viewport2))#adds additional actor
  # Make weather
  @weather = RPG::Weather.new(@viewport1)
  # Make picture sprites
  @picture_sprites = []
  for i in 51..100
    @picture_sprites.push(Sprite_Picture.new(@viewport3,
      $game_screen.pictures[i]))
  end
  # Make timer sprite
  @timer_sprite = Sprite_Timer.new
  # Frame update
  update
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  # Update actor sprite contents (corresponds with actor switching)
  @actor_sprites[0].battler = $game_party.actors[0]
  @actor_sprites[1].battler = $game_party.actors[1]
  @actor_sprites[2].battler = $game_party.actors[2]
  @actor_sprites[3].battler = $game_party.actors[3]
  #updates the additional actor sprite
  @actor_sprites[4].battler = $game_party.actors[4]  #added this
  # If battleback file name is different from current one
  if @battleback_name != $game_temp.battleback_name
    @battleback_name = $game_temp.battleback_name
    if @battleback_sprite.bitmap != nil
      @battleback_sprite.bitmap.dispose
    end
    @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name)
    @battleback_sprite.src_rect.set(0, 0, 640, 320)
  end
  # Update battler sprites
  for sprite in @enemy_sprites + @actor_sprites
    sprite.update
  end
  # Update weather graphic
  @weather.type = $game_screen.weather_type
  @weather.max = $game_screen.weather_max
  @weather.update
  # Update picture sprites
  for sprite in @picture_sprites
    sprite.update
  end
  # Update timer sprite
  @timer_sprite.update
  # Set screen color tone and shake position
  @viewport1.tone = $game_screen.tone
  @viewport1.ox = $game_screen.shake
  # Set screen flash color
  @viewport4.color = $game_screen.flash_color
  # Update viewports
  @viewport1.update
  @viewport2.update
  @viewport4.update
 end
end


#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 64
    y = i * 90  #this is the spacing of the actor info in menu
    actor = $game_party.actors[i]
    draw_actor_graphic(actor, x - 40, y + 80) 
    draw_actor_name(actor, x, y)
    draw_actor_class(actor, x + 144, y)
    draw_actor_level(actor, x, y + 32)
    draw_actor_state(actor, x + 90, y + 32)
    draw_actor_exp(actor, x, y + 64)
    draw_actor_hp(actor, x + 236, y + 32)
    draw_actor_sp(actor, x + 236, y + 64)
  end
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    # this is the cursor spacing when selecting the actor for skills and such
    # the index * number has to be the same as the number used above in the refresh
    self.cursor_rect.set(0, @index * 90, self.width - 32, 96)
    #self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
  end
 end
end


#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================
class Window_BattleStatus < Window_Base
 def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    actor = $game_party.actors[i]
    #this i*120 adjusts the hero info spacing in battle
    actor_x = i * 120 + 4
    draw_actor_name(actor, actor_x, 0)
    draw_actor_hp(actor, actor_x, 32, 120)
    draw_actor_sp(actor, actor_x, 64, 120)
    if @level_up_flags[i]
      self.contents.font.color = normal_color
      self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
    else
      draw_actor_state(actor, actor_x, 96)
    end
  end
 end
end


#==============================================================================
# ** Scene_Battle (part 3)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================
class Scene_Battle
 #--------------------------------------------------------------------------
 # * Actor Command Window Setup
 #--------------------------------------------------------------------------
 def phase3_setup_command_window
  # Disable party command window
  @party_command_window.active = false
  @party_command_window.visible = false
  # Enable actor command window
  @actor_command_window.active = true
  @actor_command_window.visible = true
  # Set actor command window position
  @actor_command_window.x = @actor_index * 120 #command window spacing in battle
  # Set index to 0
  @actor_command_window.index = 0
 end
end


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # * Get Battle Screen X-Coordinate
 #--------------------------------------------------------------------------
 def screen_x
  # Return after calculating x-coordinate by order of members in party
  if self.index != nil
    return self.index * 120 + 80  #spacing of battlers
  else
    return 0
  end
 end
end

Colocalo encima de main y disfrutalo^^
El autor es raice
Caistsa
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Ciinco Héroes(Raice) Empty Re: Ciinco Héroes(Raice)

Mensaje  PepDracko Dom Mar 30, 2008 9:38 pm

Holas!!

Esta bueno el script, lo usaré en algun proyecto.

PD desaparece.
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PepDracko
Hijo De Artemisa
Hijo De Artemisa

Cantidad de envíos : 66
Edad : 28
Localización : In your room, above your sister
Fecha de inscripción : 10/03/2008

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