Hacred Sall
Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.



 
InícioProcurarÚltimas imagensRegistarEntrar

Compartilhe | 
 

 [RM XP]-Scene Items com icones grandes

Ver o tópico anterior Ver o tópico seguinte Ir para baixo 
AutorMensagem
Makisso
Aspirante
Aspirante
Makisso

Escorpião

[RM XP]-Scene Items com icones grandes Empty
MensagemAssunto: [RM XP]-Scene Items com icones grandes   [RM XP]-Scene Items com icones grandes Icon_minitimeDom Jun 28, 2009 7:54 pm

Scene Items com icones grandes
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

[RM XP]-Scene Items com icones grandes Th_icon-2

Como usar

Cole o script Acima do Main

Demo

Não possui demo, mas possui este pacote de ícones:
http://www.4shared.com/file/107497345/1b2f1dd1/ais.html

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

Créditos e Agradecimentos


  • Feito por arevulopapo
  • Traduzido por Ogrim_Dooh
  • Disponibilizado por Makisso
Ir para o topo Ir para baixo
aero
Sargento
Sargento
aero


[RM XP]-Scene Items com icones grandes Empty
MensagemAssunto: Re: [RM XP]-Scene Items com icones grandes   [RM XP]-Scene Items com icones grandes Icon_minitimeSeg Jun 29, 2009 12:38 pm

Nossa, realmente muito bom esse Script (H)


Transmite um pouco de um projeto de menu meu.

Obrgiado por postar
Ir para o topo Ir para baixo
 

[RM XP]-Scene Items com icones grandes

Ver o tópico anterior Ver o tópico seguinte Ir para o topo 

 Tópicos semelhantes

+
Página 1 de 1

Permissões neste sub-fórumNão podes responder a tópicos
Hacred Sall :: Centro de Operações :: Armazém :: Scripts-
Ir para: