Ayuda con script!

Ver el tema anterior Ver el tema siguiente Ir abajo

Ayuda con script!

Mensaje por Aytharu el Sáb Jul 18, 2015 11:57 pm

Utilizo el XS - Item Menu de Xail para mi juego.Normalmente aparece asi:



Y hasta hace poco pensaba que no podía intercambiar lugares con los iconos y el numero de veces que tengo ese objeto.
Haaasta que jugué Diamond Quest Deluxe,en la que vi esto:



(ESTA FOTO ES UNA COMPARACIÓN ENTRE EL ITEM MENU DE DIAMOND QUEST DELUXE Y MI JUEGO)

Como ven,JapoZero consiguió cambiarlos de lugar. Me pasó su script y no cambiaba nada,los probe en un proyecto nuevo y tampoco iba...

Ahora que sé que eso se puede cambiar pero no se como...

¿Alguien puede decirme qué tengo que modificar del script de XS - Item Menu Mini para que salga como en Diamond Quest Deluxe?

Aqui les dejo los scripts:

scripts:


XS - Core Script (El necesario para poder tener los demás scripts de Xail)

          http://niclas-thornqvist.se/rpg/scripts/ace/xs-core.txt

XS - Item Menu Mini (El script de Xail que modifica el menu del inventario)

avatar
Aytharu
PJ Secundario
PJ Secundario

Masculino
España
RPG Maker : Ace
Mensajes : 157
Monedas : 755
Reputación : 11
Edad : 20
Localización : En tu interior,no mires,que asco.

Volver arriba Ir abajo

Re: Ayuda con script!

Mensaje por JapoZero el Dom Jul 19, 2015 2:20 am

Jo, luego de un rato me dio curiosidad y resulta que el que los cambia es el core de Yanfly xD.
Código:

#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Core Engine v1.09
# -- Last Updated: 2012.02.19
# -- Level: Easy, Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-CoreEngine"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.02.19 - Bug Fixed: Parallax updating works properly with looping maps.
# 2012.02.10 - Bug Fixed: Forced actions no longer cancel out other actions
#              that have been queued up for later.
# 2012.01.08 - Font resets no longer reset bold and italic to off, but instead
#              to whatever default you've set.
# 2011.12.26 - New Bugfix: When using substitute, allies will no longer take
#              place of low HP allies for friendly skills.
# 2011.12.20 - New Bugfix: Force Action no longer cancels out an actor's queue.
#              Credits to Yami for finding and making the fix for!
#              Switch added for those who want removed forced action battlers.
# 2011.12.15 - Updated for better menu gauge appearance.
# 2011.12.10 - Bug Fixed: Right and bottom sides of the map would show
#              the left and top sides of the map.
#            - Bug Fixed: Viewport sizes didn't refresh from smaller maps.
# 2011.12.07 - New Bugfix: Dual weapon normal attacks will now play both
#              animations without one animation interrupting the other.
# 2011.12.04 - Updated certain GUI extensions for increased screen size.
#            - More efficient digit grouping method credits to TDS.
# 2011.12.01 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This is the core engine for Yanfly Engine Ace, made for RPG Maker VX Ace.
# This script provides various changes made to the main engine including bug
# fixes and GUI upgrades.
#
# -----------------------------------------------------------------------------
# Bug Fix: Animation Overlay
# -----------------------------------------------------------------------------
# - It's the same bug from VX. When an all-screen animation is played against a
# group of enemies, the animation bitmap is actually made multiple times, thus
# causing a pretty extreme overlay when there are a lot of enemies on screen.
# This fix will cause the animation to play only once.
#
# -----------------------------------------------------------------------------
# Bug Fix: Animation Interruption
# -----------------------------------------------------------------------------
# - A new bug. When a character dual wields and attacks a single target, if an
# animation lasts too long, it will interrupt and/or halt the next animation
# from occurring. This script will cause the first animation to finish playing
# and then continue forth.
#
# -----------------------------------------------------------------------------
# Bug Fix: Battle Turn Order Fix
# -----------------------------------------------------------------------------
# - Same bug from VX. For those who use the default battle system, once a
# turn's started, the action order for the turn becomes set and unchanged for
# the remainder of that turn. Any changes to a battler's AGI will not be
# altered at all even if the battler were to receive an AGI buff or debuff.
# This fix will cause the speed to be updated properly upon each action.
#
# -----------------------------------------------------------------------------
# Bug Fix: Forced Action Fix
# -----------------------------------------------------------------------------
# - A new bug. When a battler is forced to perform an action, the battler's
# queued action is removed and the battler loses its place in battle. This
# fix will resume queue after a forced action.
#
# -----------------------------------------------------------------------------
# Bug Fix: Gauge Overlap Fix
# -----------------------------------------------------------------------------
# - Same bug from VX. When some values exceed certain amounts, gauges can
# overextend past the width they were originally designed to fit in. This fix
# will prevent any overextending from gauges.
#
# -----------------------------------------------------------------------------
# Bug Fix: Held L and R Menu Scrolling
# -----------------------------------------------------------------------------
# - Before in VX, you can scroll through menus by holding down L and R buttons
# (Q and W on the keyboard) to scroll through menus quickly. This fix will
# re-enable the ability to scroll through menus in such a fashion. Disable it
# in the module if you wish to.
#
# -----------------------------------------------------------------------------
# Bug Fix: Substitute Healing
# -----------------------------------------------------------------------------
# If an actor has the substitute (cover) flag on them, they will attempt to
# take the place of low HP allies when they're the target of attack. However,
# this is also the case for friendly skills such as heal. This script will fix
# it where if a battler targets an ally, no substitutes will take place.
#
# -----------------------------------------------------------------------------
# New Feature: Screen Resolution Size
# -----------------------------------------------------------------------------
# - The screen can now be resized from 544x416 with ease and still support maps
# that are smaller than 544x416. Maps smaller than 544x416 will be centered on
# the screen without having sprites jumping all over the place.
#
# -----------------------------------------------------------------------------
# New Feature: Adjust Animation Speed
# -----------------------------------------------------------------------------
# - RPG Maker VX Ace plays animations at a rate of 15 FPS by default. Speed up
# the animations by changing a simple constant in the module.
#
# -----------------------------------------------------------------------------
# New Feature: GUI Modifications
# -----------------------------------------------------------------------------
# - There are quite a lot of different modifications you can do to the GUI.
# This includes placing outlines around your gauges, changing the colours of
# each individual font aspect, and more. Also, you can change the default font
# setting for your games here.
#
# -----------------------------------------------------------------------------
# New Feature: Numeric Digit Grouping
# -----------------------------------------------------------------------------
# This will change various scenes to display numbers in groups where they are
# separated by a comma every three digits. Thus, a number like 1234567 will
# show up as 1,234,567. This allows for players to read numbers quicker.
#
# And that's all for the bug fixes and features!
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module CORE
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Screen Resolution Size -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # RPG Maker VX Ace has the option of having larger width and height for
    # your games. Resizing the width and height will have these changes:
    #
    #              Default  Resized  Min Tiles Default  Min Tiles New
    #    Width      544      640          17                20
    #    Height      416      480          13                15
    #
    # * Note: Maximum width is 640 while maximum height is 480.
    #        Minimum width is 110 while maximum height is 10.
    #        These are limitations set by RPG Maker VX Ace's engine.
    #
    # By selecting resize, all of the default menus will have their windows
    # adjusted, but scripts provided by non-Yanfly Engine sources may or may
    # not adjust themselves properly.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    RESIZE_WIDTH  = 544
    RESIZE_HEIGHT = 416
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Adjust Animation Speed -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # By default, the animation speed played in battles operates at 15 FPS
    # (frames per second). For those who would like to speed it up, change this
    # constant to one of these values:
    #  RATE  Speed
    #    4      15 fps
    #    3      20 fps
    #    2      30 fps
    #    1      60 fps
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ANIMATION_RATE = 3
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Digit Grouping -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Setting this to true will cause numbers to be grouped together when they
    # are larger than a thousand. For example, 12345 will appear as 12,345.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    GROUP_DIGITS = true
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Font Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust the default font settings for your game here. The various settings
    # will be explained below.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    FONT_NAME = ["Usenet"]
    # This adjusts the fonts used for your game. If the font at the start of
    # the array doesn't exist on the player's computer, it'll use the next one.
    FONT_SIZE = 25      # Adjusts font size. Default: 24
    FONT_BOLD = false  # Makes font bold. Default: false
    FONT_ITALIC = false  # Makes font italic. Default: false
    FONT_SHADOW = false  # Gives font a shadow. Default: false
    FONT_OUTLINE = true  # Gives font an outline. Default: true
    FONT_COLOUR = Color.new(255, 255, 255, 255)  # Default: 255, 255, 255, 255
    FONT_OUTLINE_COLOUR = Color.new(0, 0, 0, 128) # Default:  0,  0,  0, 128
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Forced Action Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # For those who would like to allow the game to remove a forced action
    # battler from the queue list, use the switch below. If you don't want to
    # use this option, set the switch ID to 0.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    FORCED_ACTION_REMOVE_SWITCH = 0
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Gauge Appearance Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # You can modify the way your gauges appear in the game. If you wish for
    # them to have an outline, it's possible. You can also adjust the height
    # of the gauges, too.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    GAUGE_OUTLINE = true
    GAUGE_HEIGHT = 12
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Held L and R Menu Scrolling -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # VX gave the ability to scroll through menus quickly through holding the
    # L and R buttons (Q and W on the keyboard). VX Ace disabled it. Now, you
    # can re-enable the ability to scroll faster by setting this constant to
    # true. To disable it, set this constant to false.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    QUICK_SCROLLING = true
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - System Text Colours -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Sometimes the system text colours are boring as just orange for HP, blue
    # for MP, and green for TP. Change the values here. Each number corresponds
    # to the colour index of the Window.png skin found in Graphics\System.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COLOURS ={
    # :text      => ID
      :normal    => 0,  # Default:  0
      :system    => 7,  # Default: 16
      :crisis    => 2,  # Default: 17
      :knockout  => 31,  # Default: 18
      :gauge_back => 30,  # Default: 19
      :hp_gauge1  => 3,  # Default: 20
      :hp_gauge2  => 4,  # Default: 21
      :mp_gauge1  => 20,  # Default: 22
      :mp_gauge2  => 19,  # Default: 23
      :mp_cost    => 18,  # Default: 23
      :power_up  => 7,  # Default: 24
      :power_down => 26,  # Default: 25
      :tp_gauge1  => 12,  # Default: 28
      :tp_gauge2  => 11,  # Default: 29
      :tp_cost    => 12,  # Default: 29
    } # Do not remove this.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - System Text Options -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Here, you can adjust the transparency used for disabled items, the %
    # needed for HP and MP to enter "crisis" mode.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    TRANSPARENCY = 255  # Adjusts transparency of disabled items. Default: 160
    HP_CRISIS = 0.25    # When HP is considered critical. Default: 0.25
    MP_CRISIS = 0.25    # When MP is considered critical. Default: 0.25
    ITEM_AMOUNT = "×%s"  # The prefix used for item amounts.
   
  end # CORE
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

Graphics.resize_screen(YEA::CORE::RESIZE_WIDTH, YEA::CORE::RESIZE_HEIGHT)
Font.default_name = YEA::CORE::FONT_NAME
Font.default_size = YEA::CORE::FONT_SIZE
Font.default_bold = YEA::CORE::FONT_BOLD
Font.default_italic = YEA::CORE::FONT_ITALIC
Font.default_shadow = YEA::CORE::FONT_SHADOW
Font.default_outline = YEA::CORE::FONT_OUTLINE
Font.default_color = YEA::CORE::FONT_COLOUR
Font.default_out_color = YEA::CORE::FONT_OUTLINE_COLOUR

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric 
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  def group
    return self.to_s unless YEA::CORE::GROUP_DIGITS
    self.to_s.gsub(/(\d)(?=\d{3}+(?:\.|$))(\d{3}\..*)?/,'\1,\2')
  end
 
end # Numeric

#==============================================================================
# ■ Switch
#==============================================================================

module Switch
 
  #--------------------------------------------------------------------------
  # self.forced_action_remove
  #--------------------------------------------------------------------------
  def self.forced_action_remove
    return false if YEA::CORE::FORCED_ACTION_REMOVE_SWITCH <= 0
    return $game_switches[YEA::CORE::FORCED_ACTION_REMOVE_SWITCH]
  end
 
end # Switch

#==============================================================================
# ■ BattleManager
#==============================================================================

module BattleManager
 
  #--------------------------------------------------------------------------
  # overwrite method: turn_start
  #--------------------------------------------------------------------------
  def self.turn_start
    @phase = :turn
    clear_actor
    $game_troop.increase_turn
    @performed_battlers = []
    make_action_orders
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: next_subject
  #--------------------------------------------------------------------------
  def self.next_subject
    @performed_battlers = [] if @performed_battlers.nil?
    loop do
      @action_battlers -= @performed_battlers
      battler = @action_battlers.shift
      return nil unless battler
      next unless battler.index && battler.alive?
      @performed_battlers.push(battler)
      return battler
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: force_action
  #--------------------------------------------------------------------------
  def self.force_action(battler)
    @action_forced = [] if @action_forced == nil
    @action_forced.push(battler)
    return unless Switch.forced_action_remove
    @action_battlers.delete(battler)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: action_forced?
  #--------------------------------------------------------------------------
  def self.action_forced?
    @action_forced != nil
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: action_forced_battler
  #--------------------------------------------------------------------------
  def self.action_forced_battler
    @action_forced.shift
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: clear_action_force
  #--------------------------------------------------------------------------
  def self.clear_action_force
    @action_forced = nil if @action_forced.empty?
  end
 
end # BattleManager

#==============================================================================
# ■ Game_Battler
#==============================================================================

class Game_Battler < Game_BattlerBase
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :pseudo_ani_id
 
  #--------------------------------------------------------------------------
  # alias method: clear_sprite_effects
  #--------------------------------------------------------------------------
  alias game_battler_clear_sprite_effects_ace clear_sprite_effects
  def clear_sprite_effects
    game_battler_clear_sprite_effects_ace
    @pseudo_ani_id = 0
  end
 
  #--------------------------------------------------------------------------
  # alias method: force_action
  #--------------------------------------------------------------------------
  alias game_battler_force_action_ace force_action
  def force_action(skill_id, target_index)
    clone_current_actions
    game_battler_force_action_ace(skill_id, target_index)
  end
 
  #--------------------------------------------------------------------------
  # new method: clone_current_actions
  #--------------------------------------------------------------------------
  def clone_current_actions
    @cloned_actions = @actions.dup
  end
 
  #--------------------------------------------------------------------------
  # new method: restore_cloned_actions
  #--------------------------------------------------------------------------
  def restore_cloned_actions
    return if @cloned_actions.nil?
    @actions = @cloned_actions.dup
    @cloned_actions = nil
  end
 
  #--------------------------------------------------------------------------
  # alias method: on_action_end
  #--------------------------------------------------------------------------
  alias game_battler_on_action_end_ace on_action_end
  def on_action_end
    game_battler_on_action_end_ace
    restore_cloned_actions
  end
 
  #--------------------------------------------------------------------------
  # alias method: on_battle_end
  #--------------------------------------------------------------------------
  alias game_battler_on_battle_end_ace on_battle_end
  def on_battle_end
    game_battler_on_battle_end_ace
    @cloned_actions = nil
  end
 
end # Game_Battler

#==============================================================================
# ■ Game_Troop
#==============================================================================

class Game_Troop < Game_Unit
 
  #--------------------------------------------------------------------------
  # overwrite method: setup
  #--------------------------------------------------------------------------
  def setup(troop_id)
    clear
    @troop_id = troop_id
    @enemies = []
    troop.members.each do |member|
      next unless $data_enemies[member.enemy_id]
      enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
      enemy.hide if member.hidden
      enemy.screen_x = member.x + (Graphics.width - 544)/2
      enemy.screen_y = member.y + (Graphics.height - 416)
      @enemies.push(enemy)
    end
    init_screen_tone
    make_unique_names
  end
 
end # Game_Troop

#==============================================================================
# ■ Game_Map
#==============================================================================

class Game_Map
 
  #--------------------------------------------------------------------------
  # overwrite method: scroll_down
  #--------------------------------------------------------------------------
  def scroll_down(distance)
    if loop_vertical?
      @display_y += distance
      @display_y %= @map.height * 256
      @parallax_y += distance if @parallax_loop_y
    else
      last_y = @display_y
      dh = Graphics.height > height * 32 ? height : screen_tile_y
      @display_y = [@display_y + distance, height - dh].min
      @parallax_y += @display_y - last_y
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: scroll_right
  #--------------------------------------------------------------------------
  def scroll_right(distance)
    if loop_horizontal?
      @display_x += distance
      @display_x %= @map.width * 256
      @parallax_x += distance if @parallax_loop_x
    else
      last_x = @display_x
      dw = Graphics.width > width * 32 ? width : screen_tile_x
      @display_x = [@display_x + distance, width - dw].min
      @parallax_x += @display_x - last_x
    end
  end
 
end # Game_Map

#==============================================================================
# ■ Game_Event
#==============================================================================

class Game_Event < Game_Character
 
  #--------------------------------------------------------------------------
  # overwrite method: near_the_screen?
  #--------------------------------------------------------------------------
  def near_the_screen?(dx = nil, dy = nil)
    dx = [Graphics.width, $game_map.width * 256].min/32 - 5 if dx.nil?
    dy = [Graphics.height, $game_map.height * 256].min/32 - 5 if dy.nil?
    ax = $game_map.adjust_x(@real_x) - Graphics.width / 2 / 32
    ay = $game_map.adjust_y(@real_y) - Graphics.height / 2 / 32
    ax >= -dx && ax <= dx && ay >= -dy && ay <= dy
  end
 
end # Game_Event

#==============================================================================
# ■ Sprite_Base
#==============================================================================

class Sprite_Base < Sprite
 
  #--------------------------------------------------------------------------
  # overwrite method: set_animation_rate
  #--------------------------------------------------------------------------
  def set_animation_rate
    @ani_rate = YEA::CORE::ANIMATION_RATE
  end
 
  #--------------------------------------------------------------------------
  # new method: start_pseudo_animation
  #--------------------------------------------------------------------------
  def start_pseudo_animation(animation, mirror = false)
    dispose_animation
    @animation = animation
    return if @animation.nil?
    @ani_mirror = mirror
    set_animation_rate
    @ani_duration = @animation.frame_max * @ani_rate + 1
    @ani_sprites = []
  end
 
end # Sprite_Base

#==============================================================================
# ■ Sprite_Battler
#==============================================================================

class Sprite_Battler < Sprite_Base
 
  #--------------------------------------------------------------------------
  # alias method: setup_new_animation
  #--------------------------------------------------------------------------
  alias sprite_battler_setup_new_animation_ace setup_new_animation
  def setup_new_animation
    sprite_battler_setup_new_animation_ace
    return if @battler.nil?
    return if @battler.pseudo_ani_id.nil?
    return if @battler.pseudo_ani_id <= 0
    animation = $data_animations[@battler.pseudo_ani_id]
    mirror = @battler.animation_mirror
    start_pseudo_animation(animation, mirror)
    @battler.pseudo_ani_id = 0
  end
 
end # Sprite_Battler

#==============================================================================
# ■ Spriteset_Map
#==============================================================================

class Spriteset_Map
 
  #--------------------------------------------------------------------------
  # overwrite method: create_viewports
  #--------------------------------------------------------------------------
  def create_viewports
    if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal?
      dx = (Graphics.width - $game_map.width * 32) / 2
    else
      dx = 0
    end
    dw = [Graphics.width, $game_map.width * 32].min
    dw = Graphics.width if $game_map.loop_horizontal?
    if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical?
      dy = (Graphics.height - $game_map.height * 32) / 2
    else
      dy = 0
    end
    dh = [Graphics.height, $game_map.height * 32].min
    dh = Graphics.height if $game_map.loop_vertical?
    @viewport1 = Viewport.new(dx, dy, dw, dh)
    @viewport2 = Viewport.new(dx, dy, dw, dh)
    @viewport3 = Viewport.new(dx, dy, dw, dh)
    @viewport2.z = 50
    @viewport3.z = 100
  end
 
  #--------------------------------------------------------------------------
  # new method: update_viewport_sizes
  #--------------------------------------------------------------------------
  def update_viewport_sizes
    if Graphics.width > $game_map.width * 32 && !$game_map.loop_horizontal?
      dx = (Graphics.width - $game_map.width * 32) / 2
    else
      dx = 0
    end
    dw = [Graphics.width, $game_map.width * 32].min
    dw = Graphics.width if $game_map.loop_horizontal?
    if Graphics.height > $game_map.height * 32 && !$game_map.loop_vertical?
      dy = (Graphics.height - $game_map.height * 32) / 2
    else
      dy = 0
    end
    dh = [Graphics.height, $game_map.height * 32].min
    dh = Graphics.height if $game_map.loop_vertical?
    rect = Rect.new(dx, dy, dw, dh)
    for viewport in [@viewport1, @viewport2, @viewport3]
      viewport.rect = rect
    end
  end
 
end # Spriteset_Map

#==============================================================================
# ■ Window_Base
#==============================================================================

class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # overwrite method: reset_font_settings
  #--------------------------------------------------------------------------
  def reset_font_settings
    change_color(normal_color)
    contents.font.size = Font.default_size
    contents.font.bold = Font.default_bold
    contents.font.italic = Font.default_italic
    contents.font.out_color = Font.default_out_color
  end
 
  #--------------------------------------------------------------------------
  # overwrite methods: color
  #--------------------------------------------------------------------------
  def normal_color;      text_color(YEA::CORE::COLOURS[:normal]);      end;
  def system_color;      text_color(YEA::CORE::COLOURS[:system]);      end;
  def crisis_color;      text_color(YEA::CORE::COLOURS[:crisis]);      end;
  def knockout_color;    text_color(YEA::CORE::COLOURS[:knockout]);    end;
  def gauge_back_color;  text_color(YEA::CORE::COLOURS[:gauge_back]);  end;
  def hp_gauge_color1;  text_color(YEA::CORE::COLOURS[:hp_gauge1]);  end;
  def hp_gauge_color2;  text_color(YEA::CORE::COLOURS[:hp_gauge2]);  end;
  def mp_gauge_color1;  text_color(YEA::CORE::COLOURS[:mp_gauge1]);  end;
  def mp_gauge_color2;  text_color(YEA::CORE::COLOURS[:mp_gauge2]);  end;
  def mp_cost_color;    text_color(YEA::CORE::COLOURS[:mp_cost]);    end;
  def power_up_color;    text_color(YEA::CORE::COLOURS[:power_up]);    end;
  def power_down_color;  text_color(YEA::CORE::COLOURS[:power_down]);  end;
  def tp_gauge_color1;  text_color(YEA::CORE::COLOURS[:tp_gauge1]);  end;
  def tp_gauge_color2;  text_color(YEA::CORE::COLOURS[:tp_gauge2]);  end;
  def tp_cost_color;    text_color(YEA::CORE::COLOURS[:tp_cost]);    end;
 
  #--------------------------------------------------------------------------
  # overwrite method: translucent_alpha
  #--------------------------------------------------------------------------
  def translucent_alpha
    return YEA::CORE::TRANSPARENCY
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: hp_color
  #--------------------------------------------------------------------------
  def hp_color(actor)
    return knockout_color if actor.hp == 0
    return crisis_color if actor.hp < actor.mhp * YEA::CORE::HP_CRISIS
    return normal_color
  end
  #--------------------------------------------------------------------------
  # overwrite method: mp_color
  #--------------------------------------------------------------------------
  def mp_color(actor)
    return crisis_color if actor.mp < actor.mmp * YEA::CORE::MP_CRISIS
    return normal_color
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_gauge
  #--------------------------------------------------------------------------
  def draw_gauge(dx, dy, dw, rate, color1, color2)
    dw -= 2 if YEA::CORE::GAUGE_OUTLINE
    fill_w = [(dw * rate).to_i, dw].min
    gauge_h = YEA::CORE::GAUGE_HEIGHT
    gauge_y = dy + line_height - 2 - gauge_h
    if YEA::CORE::GAUGE_OUTLINE
      outline_colour = gauge_back_color
      outline_colour.alpha = translucent_alpha
      contents.fill_rect(dx, gauge_y-1, dw+2, gauge_h+2, outline_colour)
      dx += 1
    end
    contents.fill_rect(dx, gauge_y, dw, gauge_h, gauge_back_color)
    contents.gradient_fill_rect(dx, gauge_y, fill_w, gauge_h, color1, color2)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_actor_level
  #--------------------------------------------------------------------------
  def draw_actor_level(actor, dx, dy)
    change_color(system_color)
    draw_text(dx, dy, 32, line_height, Vocab::level_a)
    change_color(normal_color)
    draw_text(dx + 32, dy, 24, line_height, actor.level.group, 2)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_current_and_max_values
  #--------------------------------------------------------------------------
  def draw_current_and_max_values(dx, dy, dw, current, max, color1, color2)
    total = current.group + "/" + max.group
    if dw < text_size(total).width + text_size(Vocab.hp).width
      change_color(color1)
      draw_text(dx, dy, dw, line_height, current.group, 2)
    else
      xr = dx + text_size(Vocab.hp).width
      dw -= text_size(Vocab.hp).width
      change_color(color2)
      text = "/" + max.group
      draw_text(xr, dy, dw, line_height, text, 2)
      dw -= text_size(text).width
      change_color(color1)
      draw_text(xr, dy, dw, line_height, current.group, 2)
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_actor_tp
  #--------------------------------------------------------------------------
  def draw_actor_tp(actor, x, y, width = 124)
    draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
    change_color(system_color)
    draw_text(x, y, 30, line_height, Vocab::tp_a)
    change_color(tp_color(actor))
    draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i.group, 2)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_actor_param
  #--------------------------------------------------------------------------
  def draw_actor_param(actor, x, y, param_id)
    change_color(system_color)
    draw_text(x, y, 120, line_height, Vocab::param(param_id))
    change_color(normal_color)
    draw_text(x + 120, y, 36, line_height, actor.param(param_id).group, 2)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_currency_value
  #--------------------------------------------------------------------------
  def draw_currency_value(value, unit, x, y, width)
    cx = text_size(unit).width
    change_color(normal_color)
    draw_text(x, y, width - cx - 2, line_height, value.group, 2)
    change_color(system_color)
    draw_text(x, y, width, line_height, unit, 2)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_actor_simple_status
  #--------------------------------------------------------------------------
  def draw_actor_simple_status(actor, dx, dy)
    draw_actor_name(actor, dx, dy)
    draw_actor_level(actor, dx, dy + line_height * 1)
    draw_actor_icons(actor, dx, dy + line_height * 2)
    dw = contents.width - dx - 124
    draw_actor_class(actor, dx + 120, dy, dw)
    draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
    draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
  end
 
end # Window_Base

#==============================================================================
# ■ Window_Selectable
#==============================================================================

class Window_Selectable < Window_Base
 
  #--------------------------------------------------------------------------
  # overwrite method: process_cursor_move
  #--------------------------------------------------------------------------
  if YEA::CORE::QUICK_SCROLLING
  def process_cursor_move
    return unless cursor_movable?
    last_index = @index
    cursor_down (Input.trigger?(:DOWN))  if Input.repeat?(:DOWN)
    cursor_up  (Input.trigger?(:UP))    if Input.repeat?(:UP)
    cursor_right(Input.trigger?(:RIGHT)) if Input.repeat?(:RIGHT)
    cursor_left (Input.trigger?(:LEFT))  if Input.repeat?(:LEFT)
    cursor_pagedown  if !handle?(:pagedown) && Input.repeat?(:R)
    cursor_pageup    if !handle?(:pageup)  && Input.repeat?(:L)
    Sound.play_cursor if @index != last_index
  end
  end # YEA::CORE::QUICK_SCROLLING
 
end # Window_Selectable

#==============================================================================
# ■ Window_ItemList
#==============================================================================

class Window_ItemList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    return if item.nil?
    rect = item_rect(index)
    rect.width -= 4
    draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24)
    draw_item_number(rect, item)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_item_number
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    text = sprintf(YEA::CORE::ITEM_AMOUNT, $game_party.item_number(item).group)
    draw_text(rect, text, 2)
  end
 
end # Window_ItemList

#==============================================================================
# ■ Window_SkillList
#==============================================================================

class Window_SkillList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    return if skill.nil?
    rect = item_rect(index)
    rect.width -= 4
    draw_item_name(skill, rect.x, rect.y, enable?(skill), rect.width - 24)
    draw_skill_cost(rect, skill)
  end
 
end # Window_SkillList

#==============================================================================
# ■ Window_Status
#==============================================================================

class Window_Status < Window_Selectable
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_exp_info
  #--------------------------------------------------------------------------
  def draw_exp_info(x, y)
    s1 = @actor.max_level? ? "-------" : @actor.exp
    s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
    s_next = sprintf(Vocab::ExpNext, Vocab::level)
    change_color(system_color)
    draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
    draw_text(x, y + line_height * 2, 180, line_height, s_next)
    change_color(normal_color)
    s1 = s1.group if s1.is_a?(Integer)
    s2 = s2.group if s2.is_a?(Integer)
    draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
    draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
  end
 
end # Window_Status

#==============================================================================
# ■ Window_ShopBuy
#==============================================================================

class Window_ShopBuy < Window_Selectable
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    rect = item_rect(index)
    draw_item_name(item, rect.x, rect.y, enable?(item))
    rect.width -= 4
    draw_text(rect, price(item).group, 2)
  end
 
end # Window_ShopBuy

#==============================================================================
# ■ Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: post_transfer
  #--------------------------------------------------------------------------
  alias scene_map_post_transfer_ace post_transfer
  def post_transfer
    @spriteset.update_viewport_sizes
    scene_map_post_transfer_ace
  end
 
end # Scene_Map

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: check_substitute
  #--------------------------------------------------------------------------
  alias scene_battle_check_substitute_ace check_substitute
  def check_substitute(target, item)
    return false if @subject.actor? == target.actor?
    return scene_battle_check_substitute_ace(target, item)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: process_forced_action
  #--------------------------------------------------------------------------
  def process_forced_action
    while BattleManager.action_forced?
      last_subject = @subject
      @subject = BattleManager.action_forced_battler
      process_action
      @subject = last_subject
      BattleManager.clear_action_force
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: show_attack_animation
  #--------------------------------------------------------------------------
  def show_attack_animation(targets)
    if @subject.actor?
      show_normal_animation(targets, @subject.atk_animation_id1, false)
      wait_for_animation
      show_normal_animation(targets, @subject.atk_animation_id2, true)
    else
      Sound.play_enemy_attack
      abs_wait_short
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: show_normal_animation
  #--------------------------------------------------------------------------
  def show_normal_animation(targets, animation_id, mirror = false)
    animation = $data_animations[animation_id]
    return if animation.nil?
    ani_check = false
    targets.each do |target|
      if ani_check && target.animation_id <= 0
        target.pseudo_ani_id = animation_id
      else
        target.animation_id = animation_id
      end
      target.animation_mirror = mirror
      abs_wait_short unless animation.to_screen?
      ani_check = true if animation.to_screen?
    end
    abs_wait_short if animation.to_screen?
  end
 
end # Scene_Battle

#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Esa es la versión que tengo. Cuidáo que seguro te cambia algunas cosas xDD. Si la usaras, ponla debajo de los scripts de XS.
Salu2
avatar
JapoZero
PJ Principal
PJ Principal

Masculino
Chile
RPG Maker : Ace
Mensajes : 641
Monedas : 3698
Reputación : 230
Edad : 17
Localización : Chile

Volver arriba Ir abajo

Re: Ayuda con script!

Mensaje por fatyguero el Dom Jul 19, 2015 5:50 am

Toma aytha, aqui eh modificado el script para que aparezca igual al de japo pero sin que tengas que tener el core de yea ^^. Solo cambia este por el que tienes y listo el pollo.

Código:
#==============================================================================
#  XaiL System - Item Mini
#  Author: Nicke
#  Created: 14/12/2012
#  Edited: 20/12/2012
#  Version: 1.0b
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#==============================================================================
# Requires: XS - Core Script.
#==============================================================================
#
# The scripts will change the item scene to a more simple scene removing the
# help and category window completely.
#
# You can edit a few settings below such as diplaying a border below each
# item or determine if you wish to show the item amount etc.
#
# Categories are included but optiononal and can be changed ingame using
# the left or right button.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-ITEM-MINI"] = true

module XAIL
  module ITEM_MINI
    #--------------------------------------------------------------------------#
    # * Settings
    #--------------------------------------------------------------------------#   
      # Enable/disable showing item number.
      # SHOW_ITEM_NUMBER = true/false
      SHOW_ITEM_NUMBER = true
     
      # Enable/disable showing a border under each item.
      # SHOW_BORDER = true/false
      SHOW_BORDER = true
     
      # Enable/disable showing the description window.
      # SHOW_DESCRIPTION = true/false
      SHOW_DESCRIPTION = true
     
      # Enable/disable showing categories.
      # If enabled you can change the category using either left or right
      # button ingame.
      # SHOW_CATEGORY = true/false
      SHOW_CATEGORY = true
     
      # Label for category. Only in use if SHOW_CATEGORY is set to true.
      # CATEGORY_LABEL = string
      CATEGORY_LABEL = "Category:"
     
      # Enable/disable overriding category names.
      # If disabled it will use the default category names.
      # CATEGORY_NAMES = true/false
      # CATEGORIES = [string, string, string...]
      CATEGORY_NAMES = false
      CATEGORIES = ["Item", "Weapon", "Armor", "Key item", "All"]
  end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Error Handler
#==============================================================================#
  unless $imported["XAIL-XS-CORE"]
    # // Error handler when XS - Core is not installed.
    msg = "The script %s requires the latest version of XS - Core in order to function properly."
    name = "XS - Item Mini"
    msgbox(sprintf(msg, name))
    exit
  end
#==============================================================================#
# ** Window_ItemList
#==============================================================================#
class Window_ItemList < Window_Selectable
 
  def col_max
    # // Method to determine col max.
    return 1
  end
 
  def include?(item)
    # // Method to include all usable items to the item window.
    return item.is_a?(RPG::Item) || item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor) unless XAIL::ITEM_MINI::SHOW_CATEGORY
    case @category
    when :item
      item.is_a?(RPG::Item) && !item.key_item?
    when :weapon
      item.is_a?(RPG::Weapon)
    when :armor
      item.is_a?(RPG::Armor)
    when :key_item
      item.is_a?(RPG::Item) && item.key_item?
    when :all
      item.is_a?(RPG::Item) || item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
    else
      false
    end
  end
 
  def draw_item(index)
    # // Method to draw a item.
    item = @data[index]
    if item
      rect = item_rect(index)
      rect.width -= 4
      draw_item_name_mini(item, rect.x, rect.y, enable?(item))
      draw_line_ex(rect.x, rect.y + 12, Color.new(255,255,255,100), Color.new(0,0,0,0)) if XAIL::ITEM_MINI::SHOW_BORDER
      draw_item_number(rect, item) if $game_party.item_number(item) > 1 and XAIL::ITEM_MINI::SHOW_ITEM_NUMBER
    end
  end
 
  def draw_item_number(rect, item)
    text = sprintf("×%s", $game_party.item_number(item))
    draw_text(rect, text, 2)
  end
 
  def draw_item_name_mini(item, x, y, enabled = true, width = 172)
    # // Method to draw item name mini.
    return unless item
    draw_icon(item.icon_index, 0, y, enabled)
    change_color(normal_color, enabled)
    if XAIL::ITEM_MINI::SHOW_ITEM_NUMBER
      x += 26
      name = item.name
    else
      x += 4
      name = item.name
    end
    draw_text(x, y, width, line_height, name)
  end
 
end
#==============================================================================
# ** Window_Item_Mini_Help
#==============================================================================
class Window_Item_Mini_Help < Window_Help

  def initialize
    # // Method to initialize item mini help window.
    super(1)
  end
 
  def refresh
    # // Method to refresh item mini help window.
    contents.clear
    create_contents
    draw_font_text(@text, 0, 0, contents_width, 0, "Verdana", 16, Color.new(255,255,255))
  end

end
#==============================================================================#
# ** Window_Item_Mini_Category
#==============================================================================#
class Window_Item_Mini_Category < Window_Base
 
  def initialize(x, y, width, height)
    # // Method to initialize item mini category window.
    super(x, y, width, height)
  end
 
  def set_text(text)
    # // Method to set text.
    if text != @text
      @text = text
      refresh
    end
  end
 
  def refresh
    # // Method to refresh item mini category window.
    contents.clear
    draw_font_text(@text, 0, 0, contents_width, 1, "Verdana", 20, Color.new(255,255,255))
  end

end
#==============================================================================#
# ** Scene_ItemBase
#==============================================================================#
class Scene_ItemBase < Scene_MenuBase

  def start
    # // Method to start the item base scene.
    super
    create_actor_window
    create_background
  end
 
  def terminate
    # // Method to terminate the item base scene.
    super
    dispose_background
  end
 
end
#==============================================================================#
# ** Scene_Item
#==============================================================================#
class Scene_Item < Scene_ItemBase

  def start
    # // Method to start the item scene.
    super
    create_help_window if XAIL::ITEM_MINI::SHOW_DESCRIPTION
    create_item_window
    create_category_window if XAIL::ITEM_MINI::SHOW_CATEGORY
    activate_item_window
  end
 
  def create_help_window
    # // Method to create the help window.
    @help_window = Window_Item_Mini_Help.new
    @help_window.width =  Graphics.width / 1.2
    @help_window.x = (Graphics.width - @help_window.width) / 2
    @help_window.y = (Graphics.height - @help_window.height) - 46
    @help_window.back_opacity = 200
    @help_window.z = 3
    @help_window.viewport = @viewport
  end
 
  def create_item_window
    # // Method to create the item window.
    x = (Graphics.width / 2) / 2
    y = (Graphics.height / 2) / 4
    w = Graphics.width / 2
    h = Graphics.height / 1.5
    @item_window = Window_ItemList.new(x, y, w, h)
    @item_window.z = 2
    @item_window.back_opacity = 200
    @item_window.viewport = @viewport
    @item_window.help_window = @help_window
    @item_window.set_handler(:ok,      method(:on_item_ok))
    @item_window.set_handler(:cancel,  method(:return_scene))
    if XAIL::ITEM_MINI::SHOW_CATEGORY
      @item_window.set_handler(:pageright, method(:next_category))
      @item_window.set_handler(:pageleft,  method(:prev_category))
    end
    @item_window.select_last
  end
 
  def create_category_window
    # // Method to create category window.
    w = Graphics.width / 2.5
    x = (Graphics.width - w) / 2
    y = 12
    h = 48
    @category_window = Window_Item_Mini_Category.new(x, y, w, h)
    @category_window.back_opacity = 200
    @category_window.viewport = @viewport
    @category_window.z = 1
    set_default_category
  end
 
  def set_default_category
    # // Method to define categories and default one.
    @categories = [:item, :weapon, :armor, :key_item, :all]
    @category_pos = 0
    @item_window.category = :item
    update_category
  end
 
  def next_category
    # // Method to set next category.
    @category_pos != @categories.size - 1 ? @category_pos += 1 : @category_pos = 0
    update_category
  end
 
  def prev_category
    # // Method to set previous category.
    @category_pos != 0 ? @category_pos -= 1 : @category_pos = @categories.size - 1
    update_category
  end
 
  def update_category
    # // Method to update category.
    @item_window.category = @categories[@category_pos]
    @item_window.activate
    @item_window.select_last
    # // Check if category names is true, if so, override default names.
    label = XAIL::ITEM_MINI::CATEGORY_LABEL
    if XAIL::ITEM_MINI::CATEGORY_NAMES
      category = "#{label} #{XAIL::ITEM_MINI::CATEGORIES[@category_pos]}"
    else
      category = "#{label} #{@categories[@category_pos].to_s.capitalize.sub("_", " ")}"
    end
    @category_window.set_text(category)
  end
 
end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#



Espero te sirvaaaaaaaaaaaaaaaaaaaaaaaaaaaa
avatar
fatyguero
PJ Principal
PJ Principal

Masculino
Argentina
RPG Maker : Ace
Mensajes : 341
Monedas : 375
Reputación : 92
Edad : 33
Localización : en el culo del mundo... digo el centro xD

Volver arriba Ir abajo

Re: Ayuda con script!

Mensaje por Aytharu el Dom Jul 19, 2015 11:06 am

MUCHÍSIMAS GRACIAS FATY!!! Se nota que cada vez avanzas mucho mas con scripts!

Otra vez,muchísimas gracias!

Doy el tema por serrado(Ajá,si,con una sierra...okno)
avatar
Aytharu
PJ Secundario
PJ Secundario

Masculino
España
RPG Maker : Ace
Mensajes : 157
Monedas : 755
Reputación : 11
Edad : 20
Localización : En tu interior,no mires,que asco.

Volver arriba Ir abajo

Re: Ayuda con script!

Mensaje por Turbiosoft.acho el Dom Jul 19, 2015 11:17 am

*voz de Carmen Sevilla*

Poh lo sierro mi armah. M'alegro que t'haya servío la ayudan.

Ea, un saludo xD

_________________

¡Apoya PCII colocando esta barrita en tu firma!

Turbiosoft.acho apoya a...:






Y a los juegos de Zoro y Japo (?)


avatar
Turbiosoft.acho
Admin
Admin

Femenino
Rmakercom
RPG Maker : Vx
Mensajes : 1163
Monedas : 3726
Reputación : 157
Localización : En el glorioso y magistral Zulo.

Volver arriba Ir abajo

Re: Ayuda con script!

Mensaje por Contenido patrocinado


Contenido patrocinado


Volver arriba Ir abajo

Ver el tema anterior Ver el tema siguiente Volver arriba

- Temas similares

 
Permisos de este foro:
No puedes responder a temas en este foro.