Sign in to follow this  
Followers 0
Fegarur

Batalla hellMinor

6 posts in this topic

Descripción:
Es una modificación al sistema de batalla del RMVX. Para quien no quiera complicarse y tampoco le guste el sistema por defecto.

Screens:
[SPOILER]user posted image
user posted image[/SPOILER]

Script:
[SPOILER]
CODE
#==============================================================================
#  Pantalla de Batalla Personalizada
#  Versión : 0.1
#  Creado por : hellMinor
#==============================================================================
#==============================================================================
class Window_BattleStatus < Window_Selectable
#==============================================================================
 def initialize
   super(0, 0, 160, 416)
   refresh
   self.active = false
 end
#------------------------------------------------------------------------------
 def item_rect(index)
   rect = Rect.new(0, 0, 0, 0)
   rect.width = 126
   rect.height = 96
   rect.y = index / @column_max * 96
   return rect
 end
#------------------------------------------------------------------------------
 def draw_item(index)
   rect = item_rect(index)
   self.contents.clear_rect(rect)
   self.contents.font.color = normal_color
   actor = $game_party.members[index]
   draw_actor_name(actor, 3, rect.y)    
   draw_actor_state(actor, 35, rect.y+20, 48)
   draw_actor_graphic(actor,18,rect.y+55)
   draw_actor_mp(actor, 35, rect.y+45, 88)
   draw_actor_hp(actor, 3, rect.y+65, 120)
 end
#------------------------------------------------------------------------------  
 def draw_actor_name(actor, x, y)
   self.contents.font.color = hp_color(actor)
   self.contents.draw_text(x, y, 108, WLH, actor.name, 1)
 end

end
#==============================================================================
class Window_PartyCommand < Window_Command
#==============================================================================  
 def initialize
   s1 = Vocab::fight
   s2 = Vocab::escape
   super(385, [s1, s2], 2, 1)
   draw_item(0, true)
   draw_item(1, $game_troop.can_escape)
   self.active = false
 end
#------------------------------------------------------------------------------  
 def draw_item(index, enabled = true)
   rect = item_rect(index)
   rect.x += 4
   rect.width -= 8
   self.contents.clear_rect(rect)
   self.contents.font.color = normal_color
   self.contents.font.color.alpha = enabled ? 255 : 128
   self.contents.draw_text(rect, @commands[index], 1)
 end

end
#==============================================================================
class Window_ActorCommand < Window_Command
#==============================================================================  
 def initialize
   super(385, [], 4, 1)
   self.active = false
 end
#------------------------------------------------------------------------------
 def setup(actor)
   s1 = Vocab::attack
   s2 = Vocab::skill
   s3 = Vocab::guard
   s4 = Vocab::item
   if actor.class.skill_name_valid
     s2 = actor.class.skill_name
   end
     @commands = [s1,s2, s3, s4]
     @item_max = 4
   refresh
   self.index = 0
 end
#------------------------------------------------------------------------------
 def draw_item(index, enabled = true)
   rect = item_rect(index)
   rect.x += 4
   rect.width -= 8
   self.contents.clear_rect(rect)
   self.contents.font.color = normal_color
   self.contents.font.color.alpha = enabled ? 255 : 128
   self.contents.draw_text(rect, @commands[index], 1)
 end
 
end
#==============================================================================
class Window_TargetEnemy < Window_Command
#==============================================================================
 def initialize
   commands = []
   @enemies = []
   for enemy in $game_troop.members
     next unless enemy.exist?
     commands.push(enemy.name)
     @enemies.push(enemy)
   end
   super(160, commands, 1, 8)
 end
#------------------------------------------------------------------------------
 def draw_item(index, enabled = true)
   rect = item_rect(index)
   rect.x += 4
   rect.width -= 8
   self.contents.clear_rect(rect)
   self.contents.font.color = normal_color
   self.contents.font.color.alpha = enabled ? 255 : 128
   self.contents.draw_text(rect, @commands[index], 1)
 end
end
#==============================================================================
class Scene_Battle < Scene_Base
#==============================================================================
 def create_info_viewport
   @info_viewport = Viewport.new(0, 0, 544, 480)
   @info_viewport.z = 100
   @status_window = Window_BattleStatus.new
   @party_command_window = Window_PartyCommand.new
   @actor_command_window = Window_ActorCommand.new
   @status_window.viewport = @info_viewport
   @party_command_window.viewport = @info_viewport
   @actor_command_window.viewport = @info_viewport
   @party_command_window.x = 159
   @party_command_window.y = 360
   @status_window.x = 0
   @actor_command_window.x = 159
   @actor_command_window.y = 360
   @actor_command_window.visible = false
   @info_viewport.visible = false
 end
#------------------------------------------------------------------------------  
 def update_info_viewport
   @party_command_window.update
   @actor_command_window.update
   @status_window.update
   if @party_command_window.active
     @party_command_window.visible = true
     @actor_command_window.visible = false
   elsif @actor_command_window.active
     @actor_command_window.visible = true
     @party_command_window.visible = false
   end
 end
#------------------------------------------------------------------------------  
 def start_target_enemy_selection
   @target_enemy_window = Window_TargetEnemy.new
   @target_enemy_window.y = 193
   @info_viewport.rect.x += @target_enemy_window.width
   @info_viewport.ox += @target_enemy_window.width
   @actor_command_window.active = false
 end
#------------------------------------------------------------------------------
 def start_skill_selection
   @help_window = Window_Help.new
   @skill_window = Window_Skill.new(0, 55, 544, 306, @active_battler)
   @skill_window.help_window = @help_window
   @actor_command_window.active = false
 end
#------------------------------------------------------------------------------
 def start_item_selection
   @help_window = Window_Help.new
   @item_window = Window_Item.new(0, 55, 544, 306)
   @item_window.help_window = @help_window
   @actor_command_window.active = false
 end
 
end
[/SPOILER]

Instrucciones:
Lo más sencillo posible, colócalo sobre Main. icon13.gif

Créditos:
Script creado por hellMinor. Edited by Fegarur
0

Share this post


Link to post
Share on other sites
pos esta mejor k el k trae por defecto la verdad
0

Share this post


Link to post
Share on other sites
Jajaja, es posible, es posible...
La cosa es que sirve de base para un ATB que postearé luego, del mismo autor.

Hombre, entre este y el de Batalla Lateral me quedo con el otro, claro.
0

Share this post


Link to post
Share on other sites
Prueba ahora, he arreglado la codificación del post y puede que ese fuera el problema.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0