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Inventário Estilo MU e Diablo

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AutorMensagem
Douglanilo
Douglanilo
Mestre
Mestre

Masculino Postagens : 959
Data de inscrição : 02/04/2009
Inventário Estilo MU e Diablo 11101010

Inventário Estilo MU e Diablo Vide http://www.twevergrand.com
MensagemAssunto: Inventário Estilo MU e Diablo Inventário Estilo MU e Diablo EmptyDom Out 11, 2009 2:11 pm

Inventário Estilo MU e Diablo
por DarkSchneider


Introdução
script que permite criar um inventário com espaços, onde você define em que espaço cada item fica.

Imagens
Inventário Estilo MU e Diablo 39318830ka8

Como usar
- Cole acima de Main
- Você pode mudar a cor do fundo do menu na Linha 515
Citação :
@window.contents.fill_rect(0, 0, width - 32, height - 32, Color.new(255,255,255))
Mude os valolres destacados para mudar a cor.

script
Código:
#==========================================================================#====
#  Sistema de Inventário Estilo Mu e Diablo 2.0
#  ou Diablo Waypoint, como muitos preferem dizer...
#------------------------------------------------------------------------------
#  Criado por DarkSchneider
#  Adaptado por Raphael Nunes
#------------------------------------------------------------------------------
=begin
O script cria um menu de itens de slots, semelhantes ao que vemos em
jogos como Diablo, Mu, Dungeon Siege e assim vai...
Ótimo para quem está fazendo um game de ABS, e quer que seu inventário seja
limitado...

Ai você deve estar se perguntando... O que esse palhaço fez?

Ai eu respondo:
Esse palhaço (eu) adaptei o script para funcionar em qualquer script de menu,
seja ele complexo ou não, seja o jogo online ou não...Alem de traduzir certas coisas
e adicionar algumas coisas que faziam o script dar incompatibilidade com o SDK...


Do que ele prescisa: Apenas que cada Character tenha um Battlers com o mesmo nome, se
o character se chamar Zé_Peneira, o Battler tambem deve se chamar Zé_Peneira...

O resto...Bem...É o resto... ^^

Podem acreditar...É um ótimo script...

Caso queiram mudar o tamanho dos slots dos itens, bem,,,Melhor tirar o cavalinho
da chuva, pois para fazer isso, será nescessário modificar todos os cáuculos do
sistema...

Para usar, apenas coloque o acima do Main e acima tambem do sue menu...
E pronto...

PS: Seu menu não pode modificar o Scene_Item...

=end

#==============================================================================

class Scene_Item
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
 
  def main
    # Make help window, item window
    s1 = "Usar"
    s2 = "Mover"
    s3 = "jogar"
    @command_window = Window_Command.new(193, [s1, s2 , s3])
    @command_window.y = 64
    @help_window = Window_Help.new
    @grid = Window_Grid.new(@actor_index)
    @grid.active = false
    # Associate help window
    @grid.help_window = @help_window
    # Make target window (set to invisible / inactive)
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    @window_pc = Window_Base.new(0,192,193,287)
    @window_pc.contents = Bitmap.new(161,255)
    @window_pc.draw_actor_name($game_party.actors[@actor_index], 10, 0)
    @window_pc.draw_actor_picture($game_party.actors[@actor_index], 80, 250)
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    @cursor_icon.dispose if @cursor_icon != nil
    # Dispose of windows
    @command_window.dispose
    @help_window.dispose
    #@item_window.dispose
    @target_window.dispose
    @grid.dispose
    @window_pc.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @help_window.update
    @target_window.update
    @grid.update
    if @command_window.active
      update_command
      return
    end
    # If item window is active: call update_item
    if @grid.active
      case @grid.mode
      when 0
        update_usa
      when 1
        @cursor_icon = Cursor_Icon.new if @cursor_icon == nil
        @cursor_icon.visible = false
        update_muovi
      when 2
        update_lascia
      when 3
        @cursor_icon.update
        update_muovi2
      end
      return
    end
    # If target window is active: call update_target
    if @target_window.active
      update_target
      return
    end
  end
 
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(0)
    return
  end
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # use
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @grid.active = true
        @grid.set = 0
        @grid.mode = @command_window.index
      when 1  # move
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @grid.active = true
        @grid.set = 0
        @grid.mode = @command_window.index
      when 2  # drop
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @grid.active = true
        @grid.set = 0
        @grid.mode = @command_window.index
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_usa
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @command_window.active = true
      @grid.active = false
      @grid.set = - 1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @grid.item
      # If not a use item
      unless @item.is_a?(RPG::Item)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # If effect scope is an ally
      if @item.scope >= 3
        # Activate target window
        @grid.active = false
        #@target_window.x = (@item_window.index + 1) % 2 * 304
        @target_window.visible = true
        @target_window.active = true
        # Set cursor position to effect scope (single / all)
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      # If effect scope is other than an ally
      else
        # If command event ID is valid
        if @item.common_event_id > 0
          # Command event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Play item use SE
          $game_system.se_play(@item.menu_se)
          # If consumable
          if @item.consumable
            # Decrease used items by 1
            $game_party.lose_item(@item.id, 1, false)
            # Draw item window item
            @grid.delete_item
          end
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when target window is active)
  #--------------------------------------------------------------------------
  def update_target
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # If unable to use because items ran out
      unless $game_party.item_can_use?(@item.id)
        # Remake item window contents
        @grid.refresh
      end
      # Erase target window
      @grid.active = true
      @target_window.visible = false
      @target_window.active = false
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If items are used up
      if @grid.item_del?
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # If target is all
      if @target_window.index == -1
        # Apply item effects to entire party
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      # If single target
      if @target_window.index >= 0
        # Apply item use effects to target actor
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      # If an item was used
      if used
        # Play item use SE
        $game_system.se_play(@item.menu_se)
        # If consumable
        if @item.consumable
          # Decrease used items by 1
          $game_party.lose_item(@item.id, 1, false)
          # Redraw item window item
          @grid.delete_item
        end
        # Remake target window contents
        @target_window.refresh
        # If all party members are dead
        if $game_party.all_dead?
          # Switch to game over screen
          $scene = Scene_Gameover.new
          return
        end
        # If common event ID is valid
        if @item.common_event_id > 0
          # Common event call reservation
          $game_temp.common_event_id = @item.common_event_id
          # Switch to map screen
          $scene = Scene_Map.new
          return
        end
      end
      # If item wasn't used
      unless used
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
 
  def update_muovi
   
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @command_window.active = true
      @grid.active = false
      @grid.set = - 1
      return
    end
   
    if Input.trigger?(Input::C)
      if @grid.item != nil
      @grid.get_item
      bitmap = Bitmap.new(32,32)
      x = 4 + (@grid.cursor_rect.width == 32 ? 0 : 18)
      y = 4 + (@grid.cursor_rect.height == 32 ? 0 : 32)
      bitmap.blt(0,0,@grid.contents,Rect.new(@grid.cursor_rect.x + x,
      @grid.cursor_rect.y + y,@grid.cursor_rect.width,@grid.cursor_rect.height))

      @cursor_icon.refresh(bitmap, @grid.item_saved[1])
      @grid.cursor_rect.width = @cursor_icon.bitmap.width
      @grid.cursor_rect.height = @cursor_icon.bitmap.height
      @cursor_icon.x = @grid.cursor_rect.x + @grid.x + 16
      @cursor_icon.y = @grid.cursor_rect.y + @grid.y + 16
      @cursor_icon.visible = true
      @grid.delete_item

      @grid.mode = 3
      end
      return
    end
  end
 
  def update_lascia
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @command_window.active = true
      @grid.active = false
      @grid.set = - 1
      return
    end
    if Input.trigger?(Input::C)
      if @grid.item != nil
        @grid.delete_item
      end
      return
    end
  end
 
  def update_muovi2
    @grid.cursor_rect.width = @cursor_icon.bitmap.width
    @grid.cursor_rect.height = @cursor_icon.bitmap.height
    @cursor_icon.x = @grid.cursor_rect.x + @grid.x + 16
    @cursor_icon.y = @grid.cursor_rect.y + @grid.y + 16
    if @grid.empty?
      @cursor_icon.blink_on
      @cursor_icon.tone.set(0,0,0,0)
    else
      @cursor_icon.blink_off
      @cursor_icon.tone.set(0,0,0,255)
    end
   
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @grid.redraw_item(false)
      @grid.mode = 1
      return
    end
    if Input.trigger?(Input::C)
      if @grid.empty?
        @grid.redraw_item
        @cursor_icon.visible = false
        @grid.mode = 1
      end
      return
    end
  end
end


class Window_Selectable < Window_Base
  alias old_initialize initialize
  def initialize(x, y, width, height)
    old_initialize(x, y, width, height)
    if self.is_a?(Window_Grid)
      @x = 0
      @y = 0
    end
  end
 
  alias old_update update
  def update
    if !self.is_a?(Window_Grid)
      old_update
      return
    end
    super
    item = $game_party.actors[@actor_index].item_grid
    # If cursor is movable
    if self.active and @item_max > 0 and @x >= 0
      # If pressing down on the directional buttons
      if Input.repeat?(Input::DOWN)
        @y = -1 if @y == item.size - (self.cursor_rect.height == 96 ? 3 : 1)
        @y += 2 if item[@y][@x][1] == "w" or item[@y][@x][1] == "a"
        if item[@y + 1][@x][1] == "r" and item[@y + 1][@x - 1][1] == "a"
          @x -= 1
        end
        @y += 1
        $game_system.se_play($data_system.cursor_se)
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
        @y = item.size if @y - 1 == -1
        @y -= 2 if item[@y - 1][@x][1] == "e" or item[@y - 1][@x][1] == "r"
        @x -= 1 if item[@y - 1][@x - 1][1] == "a"
        @y -= 1
       
        $game_system.se_play($data_system.cursor_se)
      end
      # If the right directional button was pressed
      if Input.repeat?(Input::RIGHT)
        if @x + (self.cursor_rect.width == 64 ? 2 : 1) == item[@y].size
          @x = 0
          @y -= 1 if item[@y - 1][@x][1] == "a"
          @y -= 2 if item[@y - 2][@x][1] == "a"
        else
        @x += 1 if item[@y][@x][1] == "a"
        if item[@y][@x + 1][1] == "r"
          @y -= 1 if item[@y - 1][@x + 1][1] == "a"
          @y -= 2 if item[@y - 2][@x + 1][1] == "a"
        end
        if item[@y][@x + 1][1] == "e"
          @y -= 1
          @y -= 1 if item[@y - 1][@x + 1][1] == "w"
        end
          @x += 1
        end
        $game_system.se_play($data_system.cursor_se)
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::LEFT)
        @x = item[@y].size if @x - 1 == -1
        if item[@y][@x - 1][1] == "r"
          @x -= 1
          @y -= 1 if item[@y - 1][@x - 1][1] == "a"
          @y -= 2 if item[@y - 2][@x - 1][1] == "a"
        end
        if item[@y][@x - 1][1] == "e"
          @y -= 1
          @y -= 1 if item[@y - 1][@x - 1][1] == "w"
        end
        @x -= 1
        $game_system.se_play($data_system.cursor_se)
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end

class Window_Grid < Window_Selectable
 
  attr_accessor :mode
  attr_reader :item_saved
 
  def initialize(actor_index)
    super(192,64,448,416)
    self.contents = Bitmap.new(width - 32, height - 32) #icone oggetti
    self.opacity = 0
    @window = Window_Base.new(x , y , width, height) #griglia bianca
    @window.contents = Bitmap.new(width - 32, height - 32)
    @window.z = self.z - 4
    @grid_color = Sprite.new    #colori oggetti
    @grid_color.bitmap = Bitmap.new(width - 32, height - 32)
    @grid_color.x = self.x + 16
    @grid_color.y = self.y + 16
    @grid_color.z = @window.z + 2
    @actor_index = actor_index
    @mode = 0
    @mini_help = Mini_Help.new
    self.set = -1
    n = self.contents.width / 32
    m = self.contents.height / 32
    @column_max = n
    draw_grid
    refresh
  end
 
  def draw_grid
    @window.contents.fill_rect(0, 0, width - 32, height - 32, Color.new(255,255,255))
    i = 0
    color = Color.new(0,0,0)
    while i < self.contents.height
      draw_line(0, i, self.contents.width, i, color)
      i += 32
    end
    i = 0
    while i < self.contents.width
      draw_line(i, 0, i, self.contents.width, color)
      i += 32
    end
  end
 
  def draw_line(sx, sy, ex, ey, color)
    rad = Math.atan2(ey-sy, ex-sx)
    dx = Math.cos(rad)
    dy = Math.sin(rad)
    while (sx - ex).abs > 1 || (sy - ey).abs > 1
      sx += dx
      sy += dy
      @window.contents.set_pixel(sx, sy, color)
    end
  end
 
  def refresh
    @item_max = 0
    item = $game_party.actors[@actor_index].item_grid
    for i in 0..item.size - 1
      for j in 0..item[i].size - 1
        if item[i][j][0]!= 0 and item[i][j][1] != "r" and item[i][j][1] != "e"
          @item_max += 1
        end
      end
    end
   
    for i in 0..item.size - 1
      for j in 0..item[i].size - 1
        draw_item(item[i][j][0], item[i][j][1], i , j)
      end
    end
  end
 
  def update_cursor_rect
    # If cursor position is less than 0
    if @x < 0
      self.cursor_rect.empty
      return
    end
    # Calculate cursor width
    case $game_party.actors[@actor_index].item_grid[@y][@x][1]
    when "i"
      cursor_width = 32
      cursor_height = 32
    when "w"
      cursor_width = 32
      cursor_height = 96
    when "a"
      cursor_width = 64
      cursor_height = 96
    else
      cursor_width = 32
      cursor_height = 32
    end
    # Calculate cursor coordinates
    x = @x * 32
    y = @y * 32
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, cursor_height)
  end
 
  def delete_item
    case $game_party.actors[@actor_index].item_grid[@y][@x][1]
    when "i"
      @grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 31, 31, Color.new(0,0,0,0))
      self.contents.fill_rect(@x*32, @y*32, 32, 32, Color.new(0,0,0,0))
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
    when "w"
      @grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 31, 95, Color.new(0,0,0,0))
      self.contents.fill_rect(@x*32, @y*32 + 4 + 32, 32, 32, Color.new(0,0,0,0))
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = ""
    when "a"
      @grid_color.bitmap.fill_rect(@x*32+1, @y*32+1, 63, 95, Color.new(0,0,0,0))
      self.contents.fill_rect(@x*32 + 18, @y*32 + 4 + 32, 32, 32, Color.new(0,0,0,0))
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = ""
      $game_party.actors[@actor_index].item_grid[@y][@x + 1][0] = 0
      $game_party.actors[@actor_index].item_grid[@y][@x + 1][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] = ""
      $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][0] = 0
      $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] = ""
    end
  end
   
  def item
    i = $game_party.actors[@actor_index].item_grid[@y][@x][0]
    case $game_party.actors[@actor_index].item_grid[@y][@x][1]
    when "i"
      return $data_items[i]
    when "w"
      return $data_weapons[i]
    when "a"
      return $data_armors[i]
    else return nil
    end
  end
 
  def item_del?
    if $game_party.actors[@actor_index].item_grid[@y][@x][0] == 0
      # Unusable
      return true
    else
      return false
    end
  end
 
  def dispose
    super
    @window.dispose
    @grid_color.dispose
    @mini_help.dispose
  end
 
  def update_help
    @mini_help.contents.font.color = (($game_party.item_can_use?(item.id) and item.is_a?(RPG::Item))? normal_color : disabled_color)
    @help_window.set_text(item == nil ? "" : item.description)
    @mini_help.set_text(item == nil ? "" : item.name)
    @mini_help.visible = false if item == nil
    @mini_help.x = self.cursor_rect.x +  self.cursor_rect.width + 192 +
    (self.contents.width - self.cursor_rect.x - self.cursor_rect.width < @mini_help.width ? -@mini_help.width : 18)
    @mini_help.y = self.cursor_rect.y + self.cursor_rect.height + 64 +
    (self.contents.height - self.cursor_rect.y - self.cursor_rect.height < @mini_help.height ? -@mini_help.height : 18)
  end
 
  def get_item
    @item_saved = [$game_party.actors[@actor_index].item_grid[@y][@x][0],
    $game_party.actors[@actor_index].item_grid[@y][@x][1], @x, @y]
  end
 
  def redraw_item(f = true)
    if f
      x = 4 + (@x * 32)
      y = @y * 32
    else
      x = 4 + (@item_saved[2] * 32)
      y = @item_saved[3] * 32
      tx = @x
      ty = @y
      @x = @item_saved[2]
      @y = @item_saved[3]
    end
    draw_item(@item_saved[0], @item_saved[1], @y , @x)
    case @item_saved[1]
    when "i"
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
    when "w"
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = "e"
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = "e"
    when "a"
      $game_party.actors[@actor_index].item_grid[@y][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y][@x][1] = @item_saved[1]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] = "r"
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] = "r"
      $game_party.actors[@actor_index].item_grid[@y][@x + 1][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y][@x + 1][1] = "r"
      $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] = "r"
      $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][0] = @item_saved[0]
      $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] = "r"
    end
    @x = tx if @x != tx and tx != nil
    @y = ty if @y != ty and ty != nil
  end
 
  def empty?
    case @item_saved[1]
    when "i"
      return true if $game_party.actors[@actor_index].item_grid[@y][@x][1] == ""
    when "w"
      if $game_party.actors[@actor_index].item_grid[@y][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] == ""
     
      return true
    end
    when "a"
      if $game_party.actors[@actor_index].item_grid[@y][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 1][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 2][@x][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y][@x + 1][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 1][@x + 1][1] == "" and
        $game_party.actors[@actor_index].item_grid[@y + 2][@x + 1][1] == ""
     
        return true
      end
    end
    return false
  end
 
  def set=(set)
    @x = set
    @y = set
    @mini_help.visible = (set == 0 ? true : false)
  end

 
  def draw_item(item_id, type, i , j)
    if type == "i" and
      $game_party.item_can_use?($data_items[item_id].id)
      opacity = 255
    else
      opacity = 128
    end
       
    if item_id != 0
      case type
      when "i"
        x = 4 + (j * 32)
        y = i * 32
        bitmap = RPG::Cache.icon($data_items[item_id].icon_name)
        @grid_color.bitmap.fill_rect(j*32+1, i*32+1, 31, 31, Color.new(0,0,200))
        self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      when "w"
        x = 4 + (j * 32)
        y = i * 32
        bitmap = RPG::Cache.icon($data_weapons[item_id].icon_name)
        @grid_color.bitmap.fill_rect(j*32+1, i*32+1, 31, 95, Color.new(200,0,0))
        self.contents.blt(x, y + 4 + 32, bitmap, Rect.new(0, 0, 24, 24), opacity)
      when "a"
        x = 4 + (j * 32)
        y = i * 32
        bitmap = RPG::Cache.icon($data_armors[item_id].icon_name)
        @grid_color.bitmap.fill_rect(j*32+1, i*32+1, 63, 95, Color.new(0,200,0))
        self.contents.blt(x + 18, y + 4 + 32, bitmap, Rect.new(0, 0, 24, 24), opacity)
      end
    end
  end
end

class Mini_Help < Window_Base
  alias old_initialize initialize
  def initialize
    super(0, 0, 180, 40)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 14
    self.back_opacity = 170
    self.z = 102
    self.visible = false
  end
 
  def set_text(text, align = 1)
    # If at least one part of text and alignment differ from last time
    if text != @text or align != @align
      # Redraw text
      self.contents.clear
      #self.contents.font.color = normal_color
      self.contents.draw_text(4, -12, self.width - 40, 32, text, align)
      #self.width = self.contents.text_size(text).width
      @text = text
      @align = align
      @actor = nil
    end
    self.visible = true
  end
end

class Game_Actor < Game_Battler
  attr_accessor :item_grid
  alias old_initialize initialize
  def initialize(actor_id)
    old_initialize(actor_id)
    @item_grid = Array.new(12)
    for i in 0..@item_grid.size - 1
      @item_grid[i] = Array.new(13)
      for k in 0..@item_grid[i].size - 1
        @item_grid[i][k] = Array.new(2)
        @item_grid[i][k][0] = 0
        @item_grid[i][k][1] = ""
      end
    end
  end

end

class Game_Party
 
  def gain_item(item_id, n)
    if item_id > 0
      for k in 1..n
        for i in 0..self.actors.size - 1
        break if set_item(item_id, "i", i) == nil
        end
      end
    end
  end
 
  def gain_weapon(weapon_id, n)
    if weapon_id > 0
      for k in 1..n
        for i in 0..self.actors.size - 1
          break if set_item(weapon_id, "w", i) == nil
        end
      end
    end
  end
 
  def gain_armor(armor_id, n)
    if armor_id > 0
      for k in 1..n
        for i in 0..self.actors.size - 1
          break if set_item(armor_id, "a", i) == nil
        end
      end
    end
  end
 
  def lose_item(item_id, n, random = true)
    if random == true
      if item_id > 0
        for k in 1..n
          del_item(item_id, "i")
        end
      end
    end
    @items[item_id] = [[item_number(item_id) + -n, 0].max, 99].min
  end
 
  def lose_weapon(weapon_id, n, random = true)
    if random == true
      if weapon_id > 0
        for k in 1..n
          del_item(weapon_id, "w")
        end
      end
    end
    @weapons[weapon_id] = [[weapon_number(weapon_id) + -n, 0].max, 99].min
  end

  def lose_armor(armor_id, n, random = true)
    if random == true
      if armor_id > 0
        for k in 1..n
          del_item(armor_id, "a")
        end
      end
    end
    @armors[armor_id] = [[armor_number(armor_id) + -n, 0].max, 99].min
  end
 
  def set_item(item_id, type, i)
      for a in 0..self.actors[i].item_grid.size - 1
        for b in 0..self.actors[i].item_grid[a].size - 1
          if self.actors[i].item_grid[a][b][0] == 0
            case type
            when "i"
              self.actors[i].item_grid[a][b][0] = item_id
              self.actors[i].item_grid[a][b][1] = type
              @items[item_id] = [[item_number(item_id) + 1, 0].max, 99].min
              return
            when "w"
              if a < self.actors[i].item_grid.size - 2
              if self.actors[i].item_grid[a + 1][b][0] == 0 and
                self.actors[i].item_grid[a + 2][b][0] == 0

                self.actors[i].item_grid[a][b][0] = item_id
                self.actors[i].item_grid[a][b][1] = type
                self.actors[i].item_grid[a + 1][b][0] = item_id
                self.actors[i].item_grid[a + 1][b][1] = "e"
                self.actors[i].item_grid[a + 2][b][0] = item_id
                self.actors[i].item_grid[a + 2][b][1] = "e"
                @weapons[item_id] = [[weapon_number(item_id) + 1, 0].max, 99].min
                return
              end
              end
            when "a"
              if b < self.actors[i].item_grid[a].size - 1 and a < self.actors[i].item_grid.size - 2
              if self.actors[i].item_grid[a + 1][b][0] == 0 and self.actors[i].item_grid[a + 2][b][0] == 0 and
                self.actors[i].item_grid[a][b + 1][0] == 0 and
                self.actors[i].item_grid[a + 1][b + 1][0] == 0 and self.actors[i].item_grid[a + 2][b + 1][0] == 0
               
                self.actors[i].item_grid[a][b][0] = item_id
                self.actors[i].item_grid[a][b][1] = type
                self.actors[i].item_grid[a + 1][b][0] = item_id
                self.actors[i].item_grid[a + 1][b][1] = "r"
                self.actors[i].item_grid[a + 2][b][0] = item_id
                self.actors[i].item_grid[a + 2][b][1] = "r"
                self.actors[i].item_grid[a][b + 1][0] = item_id
                self.actors[i].item_grid[a][b + 1][1] = "r"
                self.actors[i].item_grid[a + 1][b + 1][0] = item_id
                self.actors[i].item_grid[a + 1][b + 1][1] = "r"
                self.actors[i].item_grid[a + 2][b + 1][0] = item_id
                self.actors[i].item_grid[a + 2][b + 1][1] = "r"
                @armors[item_id] = [[armor_number(item_id) + 1, 0].max, 99].min
                return
              end
              end
            end
          end
        end
      end
  end
 
  def del_item(item_id, type)
    for i in 0..self.actors.size - 1
      for a in 0..self.actors[i].item_grid.size - 1
        for b in 0..self.actors[i].item_grid[a].size - 1
          if self.actors[i].item_grid[a][b][0] == item_id and
            self.actors[i].item_grid[a][b][1] == type
           
            case type
            when "i"
              self.actors[i].item_grid[a][b][0] = 0
              self.actors[i].item_grid[a][b][1] = ""
              return
            when "w"
                self.actors[i].item_grid[a][b][0] = 0
                self.actors[i].item_grid[a][b][1] = ""
                self.actors[i].item_grid[a + 1][b][0] = 0
                self.actors[i].item_grid[a + 1][b][1] = ""
                self.actors[i].item_grid[a + 2][b][0] = 0
                self.actors[i].item_grid[a + 2][b][1] = ""
                return
            when "a"
                self.actors[i].item_grid[a][b][0] = 0
                self.actors[i].item_grid[a][b][1] = ""
                self.actors[i].item_grid[a + 1][b][0] = 0
                self.actors[i].item_grid[a + 1][b][1] = ""
                self.actors[i].item_grid[a + 2][b][0] = 0
                self.actors[i].item_grid[a + 2][b][1] = ""
                self.actors[i].item_grid[a][b + 1][0] = 0
                self.actors[i].item_grid[a][b + 1][1] = ""
                self.actors[i].item_grid[a + 1][b + 1][0] = 0
                self.actors[i].item_grid[a + 1][b + 1][1] = ""
                self.actors[i].item_grid[a + 2][b + 1][0] = 0
                self.actors[i].item_grid[a + 2][b + 1][1] = ""
                return
            end
          end
        end
      end
    end
  end
end


class Cursor_Icon < RPG::Sprite
  def initialize
    super
    @color = Color.new(255,255,0,150)
    @rect = Rect.new(0, 0, 24, 24)
  end
 
  def refresh(bitmap, item)
    case item
    when "i"
      x = 4
      y = 4
      width = 32
      height = 32
    when "w"
      x = 4
      y = 36
      width = 32
      height = 96
    when "a"
      x = 22
      y = 36
      width = 64
      height = 96
    end
    if self.bitmap == nil or (self.bitmap.width != width or self.bitmap.height != height)
      self.bitmap = Bitmap.new(width, height)
    else
      self.bitmap.clear
    end
    self.bitmap.fill_rect(0,0,width,height, @color)
    self.bitmap.blt(x, y , bitmap, @rect)
    self.z = 9999
  end
end

class Window_Base
  def draw_actor_picture(actor, x, y)
    bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end

class Scene_Menu
    def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new(@status_window.index)
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

Créditos
Criado por DarkSchneider
Adaptado por Raphael Nunes
Postagem e melhoras na formatação do tópico por Douglanilo
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The World of EverGrand :: Programação em Linguagens :: Ruby Game Scripting System :: Scripts :: RPG Maker XP-