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Antigo 29-08-2008, 18:14
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Angel Ivy Angel Ivy está offline
Voltando Sprites para RO.
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Data de Entrada: Mar 2008
Posts: 1,567
Reputação: 150
Angel Ivy parece ser um membro muito querido por todosAngel Ivy parece ser um membro muito querido por todos
Re: Ajudo com Scripts... (Apenas um pouco >.<)

Tente usar isto:

Código:
#============================================================================
#                             Menu Customizado Landarma
#                                   Primeira revisão
#
#                       Simples modificação por Angel Ivy-chan.
#
#============================================================================

module MenuCommand
  # Comandos Padrão
  Item     = 'Item'
  Skill    = 'Habilidades'
  Equip    = 'Equipamento'
  Status   = 'Status'
  Save     = 'Salvar'
  Load     = 'Carregar'
  End_Game = 'Sair'
  # Comandos Opcionais
  Order    = 'Ordem'
  Party    = 'Grupo'
  Option   = 'Opções'
  Quest    = 'Aventuras'
  System   = 'Sistema'
  
  #Outros:
  Exibir_Char = true
  Exibir_Classe = true
  Exibir_Exp = true
  Exibir_Status = true
  Exibir_Map = true
  
  Exibir_Status_Pos = 2
  # 0 = Posição da exp
  # 1 = Posição da classe
  # 2 = Canto da imagem de face
end

#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
  def name
    $map_infos[@map_id]
  end
end

#
# Beta>
#

class Window_Base < Window
  def draw_actor_exp(actor, x, y, t)
    s1 = actor.exp_s
    s2 = actor.next_rest_exp_s + s1
    text = s1.to_s + "/" + s2.to_s
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, WLH, "E")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 0, y, t, WLH, text, 2)
  end
end
class Window_MenuStatus < Window_Selectable
  def initialize(x, y)
    super(x, y, 384, 416)
    refresh
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
      x = 80
      y = actor.index * 96
      draw_actor_name(actor, x, y)
      draw_actor_level(actor, x + 10, y + WLH * 1)      
      if MenuCommand::Exibir_Status == true
        if MenuCommand::Exibir_Status_Pos == 0
          draw_actor_state(actor, x, y + WLH * 2)
        elsif MenuCommand::Exibir_Status_Pos == 1
          draw_actor_state(actor, x + 100, y)
        elsif MenuCommand::Exibir_Status_Pos == 2
          draw_actor_state(actor, 0, y + 53)
        end
      end
      if MenuCommand::Exibir_Exp == true
        draw_actor_exp(actor, x + 10, y + WLH * 2, 70)
      end
      if MenuCommand::Exibir_Classe == true
        draw_actor_class(actor, x + 100, y)
      end
      if MenuCommand::Exibir_Char == true
        draw_actor_graphic(actor, x + 245, y + 68)
        draw_actor_hp(actor, x + 100, y + WLH * 1)
        draw_actor_mp(actor, x + 100, y + WLH * 2)
      else
        draw_actor_hp(actor, x + 100, y + WLH * 1, 170)
        draw_actor_mp(actor, x + 100, y + WLH * 2, 170)
      end
    end
  end
end
#-------------------------------------------------------------------------------
# Janela de Passos:
#-------------------------------------------------------------------------------
class Window_Steps < Window_Base
  def initialize
    super(0, 176, 160, 90)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Passos")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
  end
end

#==============================================================================
# Scene_Title
#==============================================================================

class Scene_Title
  $map_infos = load_data("Data/MapInfos.rvdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end


class Window_MapName < Window_Base
 def initialize(x, y)
   super(x, y, 160, 96)
   self.contents = Bitmap.new(width - 32, height - 32)   
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Local")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, WLH, 120, 32, $game_map.name.to_s, 2)
 end
end


#==============================================================================
# Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base

  def initialize(menu_index = 0)
    @menu_index = menu_index
    commands_init
    @changer = 0 # Mudar ordem do grupo por Yargovish
    @where = 0
    @checker = 0
  end

  def commands_init
    @commands = []
    s1 = MenuCommand::Item
    s2 = MenuCommand::Skill
    s3 = MenuCommand::Equip
    s4 = MenuCommand::Status
    s5 = MenuCommand::Order
    s6 = MenuCommand::System
    @commands.push(s1, s2, s3, s4, s5, s6).flatten!
    
    @sys_commands = []
    o1 = MenuCommand::Option
    o2 = MenuCommand::Save
    o3 = MenuCommand::Load
    o4 = MenuCommand::End_Game
    @sys_commands.push(o1, o2, o3, o4).flatten!
  end

  def start
    super
    create_menu_background
    create_command_window
    create_system_window
    @gold_window = Window_Gold.new(0, 264)
    @status_window = Window_MenuStatus.new(160, 0)
    @mapname_window = Window_MapName.new(0, 320)
    @steps_window = Window_Steps.new
  end

  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @sys_command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @mapname_window.dispose
    @steps_window.dispose
  end

  def update
    super
    update_menu_background
    @command_window.update
    @sys_command_window.update
    @gold_window.update
    @status_window.update
    @mapname_window.update
    @steps_window.update
    if @command_window.active
      update_command_selection
    elsif @sys_command_window.active
      @sys_command_window.z = +500
      update_sys_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end

  def create_command_window
    @command_window = Window_Command.new(160, @commands)
    @command_window.index = @menu_index
    if $game_party.members.size == 0     
      @command_window.draw_item(0, false) 
      @command_window.draw_item(1, false)
      @command_window.draw_item(2, false) 
      @command_window.draw_item(3, false) 
    end   
    if $game_party.members.size <= 1
      @command_window.draw_item(4, false)  
    end
  end

  def create_system_window
    @sys_command_window = Window_Command.new(128, @sys_commands)
    @sys_command_window.visible = false
    @sys_command_window.active = false
    @sys_command_window.x = 100
    @sys_command_window.y = 130
    @sys_command_window.z = 0
    check_save_available
    check_load_available
  end

  def check_save_available
    if $game_system.save_disabled
      @sys_command_window.draw_item(1, false)
    end
  end

  def check_load_available
    @load_enabled = (Dir.glob('Save*.rvdata').size > 0)
    if !@load_enabled
      @sys_command_window.draw_item(2, false)
    end
  end

  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if disabled_main_command?
        Sound.play_buzzer
        return
      end
      main_command_input
    end
  end

  def update_sys_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @command_window.active = true
      @sys_command_window.active = false
      @sys_command_window.visible = false
      @sys_command_window.index = 0
      @sys_command_window.z = -500
      return
    elsif Input.trigger?(Input::C)
      if disabled_main_command?
        Sound.play_buzzer
        return  
      end
      sys_command_input
    end
  end

  def disabled_main_command?
    command = @commands[@command_window.index]
    sys_command = @sys_commands[@sys_command_window.index]
    c = MenuCommand
    if $game_party.members.size == 0
      if [c::Item, c::Skill, c::Equip, c::Status].include?(command)
        return true
      end
    elsif $game_party.members.size <= 1
      if [c::Order].include?(command)
        return true
      end
    end
    return true if $game_system.save_disabled and sys_command == c::Save
    return true if !@load_enabled && sys_command == c::Load
    return false
  end

  def main_command_input
    command = @commands[@command_window.index]
    Sound.play_decision
    case command
    when MenuCommand::Item 
      command_item
    when MenuCommand::Skill, MenuCommand::Equip, MenuCommand::Status
      start_actor_selection   
    when MenuCommand::Order
      command_order
    when MenuCommand::System
      @sys_command_window.active = true
      @sys_command_window.visible = true
      @command_window.active = false      
    end
  end

  def sys_command_input
    sys_command = @sys_commands[@sys_command_window.index]
    Sound.play_decision
    case sys_command
    when MenuCommand::Option 
      command_option
    when MenuCommand::Save
      command_save
    when MenuCommand::Load 
      command_load
    when MenuCommand::End_Game
      command_endgame
    end
  end

  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end

  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end

  def update_actor_selection
    command = @commands[@command_window.index]
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case command
      when MenuCommand::Skill
        command_skill
      when MenuCommand::Equip 
        command_equip
      when MenuCommand::Status 
        command_status
      end
    end
  end

  def command_item
    $scene = Scene_Item.new
  end

  def command_skill
    $scene = Scene_Skill.new(@status_window.index)
  end

  def command_equip
    $scene = Scene_Equip.new(@status_window.index)
  end

  def command_status
    $scene = Scene_Status.new(@status_window.index)
  end

  def command_order
    if @command_window.active
      start_actor_selection
      @checker = 0
      return
    end
    if @checker == 0
      @changer = $game_party.members[@status_window.index]
      @where = @status_window.index
      @checker = 1


    else
      $game_party.members[@where] = $game_party.members[@status_window.index]
      $game_party.members[@status_window.index] = @changer
      @checker = 0
      @status_window.refresh
      $game_player.refresh 
    end      
  end

  def command_party
    # Muda para a tela de troca de grupo
    # Insira sua Scene correspondente aqui
  end

  def command_option
    # Muda para a tela de opções
    # Insira sua Scene correspondente aqui
  end

  def command_quest
    # Muda para a tela de aventuras (quests)
    # Insira sua Scene correspondente aqui
  end

  def command_save
    # Muda para a tela de salvar
    $scene = Scene_File.new(true, false, false)
  end

  def command_load
    # Muda para a tela de carregar
    $scene = Scene_File.new(false, false, false)
  end

  def command_endgame
    # Muda para a tela de fim de jogo
    $scene = Scene_End.new
  end
end
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