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Edisonortiz15

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Muchas gracias Youkai Quedo Excelente Ópalo Contento

Natalie

avatar
¡Hola Youkai! Ópalo Contento

Verás, a mi me gustaría pedirte unas modificaciones del menú MOG, sería de cuatro scripts, el Scene File, Scene Menu, Scene Equip y Scene Status, así que cuando puedas me avisas y te especifico más detalles y pongo los scripts y esas cosas xD

¡Saludos y gracias! Ópalo Guiño

youkai

avatar
Naty, dime que necesitas que haga... Mientras no sean adaptaciones de un maker a otro, no hay lio.
Saludos,
¥oukai

Esto va para todos:
Por favor, para la proxima hagan su pedido completo, con los detalles y especificaciones. Asi puedo evaluar bien el pedido y evitarme problemas con los admins ^^"

Natalie

avatar
Vale, ¡muchas gracias por ayudarme! Ópalo Contento

Pues verás, los cambios son en el mismo script, ninguna adaptación del maker a otro, es más, te subo las imágenes para que te hagas una idea (son imágenes que yo he hecho para vieras como lo quería, así es como se supone que debería quedarse):

- Script MOG Scene Menu: quitar la opción guardar, pero sin sustituirla, se quedarían 5 opciones (objetos, habilidad, equipo, estado y salir). Claro, la flechita también hay que cambiarla, no puede señalar seis opciones porque no las hay, por lo que habría que cambiar eso también, pero verás, no me hace falta que este cuadrado perfectamente, con que más o menos indique el apartado me conformo xD
Script:
Spoiler:

#_______________________________________________________________________________
# MOG Scene Menu Itigo V1.2
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MNTT = 20
#Transition Type (Name)
MNTP = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_itigo"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def nada
face = RPG::Cache.picture("")
end
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_Tx")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
end
def draw_mexp2(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
exp_tx = RPG::Cache.picture("Exp_tx")
cw = exp_tx.width
ch = exp_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
lv_tx = RPG::Cache.picture("LV_tx")
cw = lv_tx.width
ch = lv_tx.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
end
def draw_actor_state2(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,2)
end
end
######################
# Window_MenuStatus2 #
######################
class Window_MenuStatus2 < Window_Selectable
def initialize
super(0, 0, 415, 280)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.opacity = 0
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 20
y = i * 62
actor = $game_party.actors[i]
self.contents.font.name = "High Tower Text"
if $mogscript["TP_System"] == true
draw_actor_tp(actor ,x + 285, y - 5,4)
draw_actor_state2(actor ,x + 190, y - 5)
else
draw_actor_state2(actor ,x + 220, y - 5)
end
drw_face(actor,x,y + 50)
draw_maphp3(actor,x + 40, y - 5)
draw_mapsp3(actor,x + 40, y + 20 )
draw_mexp2(actor,x + 140, y + 15 )
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
end
end
end
################
# Window_Gold2 #
################
class Window_Gold2 < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
####################
# Window_PlayTime2 #
####################
class Window_PlayTime2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#################
# Window_Steps2 #
#################
class Window_Steps2 < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end
##############
# Scene_Menu #
##############
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.visible = false
@command_window.x = -640
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Mn_lay")
@mnlay.z = 10
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("Mn_back")
@mnback.blend_type = 0
@mnback.z = 5
@mnback2 = Plane.new
@mnback2.bitmap = RPG::Cache.picture("Mn_back")
@mnback2.blend_type = 0
@mnback2.z = 5
@mnback2.opacity = 60
@mnsel = Sprite.new
@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
@mnsel.z = 20
@mnsel.x = 0
@mnsel.y = 110
@mnop = 150
if $game_system.save_disabled
@command_window.disable_item(4)
end
@playtime_window = Window_PlayTime2.new
@playtime_window.x = 30
@playtime_window.y = 375
@playtime_window.opacity = 0
@playtime_window.z = 15
@steps_window = Window_Steps2.new
@steps_window.x = 230
@steps_window.y = 375
@steps_window.opacity = 0
@steps_window.z = 15
@gold_window = Window_Gold2.new
@gold_window.x = 455
@gold_window.y = 405
@gold_window.opacity = 0
@gold_window.z = 15
@status_window = Window_MenuStatus2.new
@status_window.x = 195
@status_window.y = 110
@status_window.opacity = 0
@status_window.z = 15
Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@mnlay.dispose
@mnback.dispose
@mnback2.dispose
@mnsel.dispose
Graphics.update
end
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
@mnback.oy += 1
@mnback.ox += 1
@mnback2.oy += 1
@mnback2.ox -= 1
@mnop += 5
if @command_window.active == true
@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
else
@mnsel.bitmap = RPG::Cache.picture("Mn_Sel_off")
@mnsel.zoom_x = 1
@mnsel.opacity = 255
end
if @mnop >= 255
@mnop = 120
end
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
def update_command
if @mnsel.zoom_x <= 1.6
@mnsel.zoom_x += 0.03
@mnsel.opacity -= 10
elsif @mnsel.zoom_x > 1.6
@mnsel.zoom_x = 1.0
@mnsel.opacity = 255
end
case @command_window.index
when 0
@mnsel.x = 0
@mnsel.y = 110
when 1
@mnsel.x = 25
@mnsel.y = 155
when 2
@mnsel.x = 40
@mnsel.y = 197
when 3
@mnsel.x = 45
@mnsel.y = 242
when 4
@mnsel.x = 25
@mnsel.y = 285
when 5
@mnsel.x = 0
@mnsel.y = 325
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

Imágenes:
Spoiler:

- Script MOG Scene Equip: que se vea la imagen completa, que no se corte por los lados. También que no aparezca ni el nombre ni el nivel.
Script:
Spoiler:

#_______________________________________________________________________________
# MOG Scene Equip Asuka V1.5
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MSEQPT= 20
#Transition Type.
MSEQPTT= "004-Blind04"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_asuka"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def nada2(actor)
face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
end
def draw_heroface2(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc4") rescue nada2(actor)
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x + 40 , y - ch - 240, face, src_rect)
else
self.contents.blt(x , y - ch, face, src_rect)
end
end
def drw_eqpup(x,y,type)
case type
when 0
est = RPG::Cache.icon("ST_EQU")
when 1
est = RPG::Cache.icon("ST_UP")
when 2
est = RPG::Cache.icon("ST_DOWN")
end
cw = est.width
ch = est.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, est, src_rect)
end
def drw_equist(x,y)
equist = RPG::Cache.picture("Equip_St")
cw = equist.width
ch = equist.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, equist, src_rect)
end
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, back, src_rect)
meter = RPG::Cache.picture("STBAR.png")
case type
when 0
parameter_value = actor.atk
cw = meter.width * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
end
def nada
face = RPG::Cache.picture("")
end
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
end
####################
# Window_EquipLeft #
####################
class Window_EquipLeft < Window_Base
def initialize(actor)
super(0, 64, 272, 446)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "High Tower Text"
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_heroface2(@actor, 20, 460)
drw_equist(0,390)
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter2(@actor, 10, 164 , 0)
draw_actor_parameter2(@actor, 10, 196 , 1)
draw_actor_parameter2(@actor, 10, 228 , 2)
draw_actor_parameter2(@actor, 10, 260 , 3)
draw_actor_parameter2(@actor, 10, 292 , 4)
draw_actor_parameter2(@actor, 10, 324 , 5)
draw_actor_parameter2(@actor, 10, 356 , 6)
if @new_atk != nil
self.contents.font.color = system_color
if @new_atk < @actor.atk
drw_eqpup(170,190,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_atk > @actor.atk
drw_eqpup(170,190,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,190,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
if @new_pdef < @actor.pdef
drw_eqpup(170,226,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_pdef > @actor.pdef
drw_eqpup(170,226,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,226,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
if @new_mdef < @actor.mdef
drw_eqpup(170,258,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_mdef > @actor.mdef
drw_eqpup(170,258,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,258,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
if @new_str < @actor.str
drw_eqpup(170,290,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_str > @actor.str
drw_eqpup(170,290,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,290,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
if @new_dex < @actor.dex
drw_eqpup(170,322,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_dex > @actor.dex
drw_eqpup(170,322,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,322,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
if @new_agi < @actor.agi
drw_eqpup(170,354,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_agi > @actor.agi
drw_eqpup(170,354,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,354,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
if @new_int < @actor.int
drw_eqpup(170,386,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_int > @actor.int
drw_eqpup(170,386,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,386,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2)
end
end
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
new_agi, new_int)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
@new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or
@new_int != new_int
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
refresh
end
end
end
#####################
# Window_EquipRight #
#####################
class Window_EquipRight < Window_Selectable
def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "High Tower Text"
@actor = actor
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
####################
# Window_EquipItem #
####################
class Window_EquipItem < Window_Selectable
def initialize(actor, equip_type)
super(272, 256, 368, 224)
self.opacity = 0
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
@data.push(nil)
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
def draw_item(index)
self.contents.font.name = "High Tower Text"
item = @data[index]
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
###############
# Scene_Equip #
###############
class Scene_Equip
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
def main
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("MN_BK")
@mnback.z = 1
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Equip_Lay")
@mnlay.z = 2
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@help_window.opacity = 0
@help_window.x = -300
@help_window.contents_opacity = 0
@left_window = Window_EquipLeft.new(@actor)
@left_window.x = -300
@left_window.contents_opacity = 0
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
@item_window1.x = 640
@item_window2.x = 640
@item_window3.x = 640
@item_window4.x = 640
@item_window5.x = 640
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@right_window.index = @equip_index
@right_window.x = 640
refresh
Graphics.transition(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..20
@left_window.x -= 15
@left_window.contents_opacity -= 10
@item_window.x += 20
@item_window.contents_opacity -= 15
@right_window.x += 20
@right_window.contents_opacity -= 15
Graphics.update
end
Graphics.freeze
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@mnback.dispose
@mnlay.dispose
end
def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
new_dex,new_agi,new_int)
end
end
def update
if @right_window.x > 272
@right_window.x -= 25
elsif @right_window.x <= 272
@right_window.x = 272
end
if @item_window.x > 272
@item_window.x -= 25
elsif @item_window.x <= 272
@item_window.x = 272
end
if @item_window.active == false
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@item_window.x = 640
end
end
if @left_window.x < 0
@left_window.x += 15
@left_window.contents_opacity += 10
elsif @left_window.x >= 0
@left_window.x = 0
@left_window.contents_opacity = 255
end
if @help_window.x < 0
@help_window.x += 20
@help_window.contents_opacity += 10
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
@mnback.ox += 1
@left_window.update
@right_window.update
@item_window.update
if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or
Input.trigger?(Input::R) or Input.press?(Input.dir4)
@help_window.x = -300
@help_window.contents_opacity = 0
refresh
end
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
def update_right
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(2)
return
end
if Input.trigger?(Input::C)
if @actor.equip_fix?(@right_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@right_window.active = false
@item_window.active = true
@item_window.index = 0
refresh
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
refresh
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
refresh
return
end
end
end

Imágenes:
Spoiler:

- Script MOG Scene Status: eliminarlo todo para solo dejar una imagen en la que se ve el personaje y su información al lado, claro, pero tiene que variar según el personaje.
Script:
Spoiler:

#_______________________________________________________________________________
# MOG Scene Status Eva V1.2
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MST_TT = 10
#Transition Type(Name).
MST_TTT = "004-Blind04"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_eva"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def nada2(actor)
face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
end
def draw_heroface4(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x + 45 , y - ch - 150, face, src_rect)
else
self.contents.blt(x , y - ch, face, src_rect)
end
end
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, back, src_rect)
meter = RPG::Cache.picture("STBAR.png")
case type
when 0
parameter_value = actor.atk
cw = meter.width * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
end
def draw_maphp5(actor, x, y)
back = RPG::Cache.picture("BAR")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar2")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
end
def draw_mapsp5(actor, x, y)
back = RPG::Cache.picture("BAR")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar2")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
end
def draw_mexp5(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 51, y , 84, 32, actor.next_rest_exp_s.to_s, 1)
self.contents.font.color = Color.new(55,255,55,255)
self.contents.draw_text(x + 52, y + 1, 84, 32, actor.next_rest_exp_s.to_s, 1)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 45, y + 7, 84, 32, "N",0)
self.contents.font.color = Color.new(55,255,155,255)
self.contents.draw_text(x + 44, y + 8, 84, 32, "N",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 10, y + 5, 30, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 11, y + 6, 30, 32, actor.level.to_s, 1)
end
end
##################
# Window_Status2 #
##################
class Window_Status < Window_Base
def initialize(actor)
super(0, 0, 660, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "High Tower Text"
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 510, -5 )
draw_mexp5(@actor,310,130)
draw_actor_state(@actor, 450, 20)
draw_maphp5(@actor, 275, 165)
draw_mapsp5(@actor, 430, 165)
draw_actor_parameter2(@actor, 280, 108, 0)
draw_actor_parameter2(@actor, 460, 137, 1)
draw_actor_parameter2(@actor, 460, 108, 2)
draw_actor_parameter2(@actor, 280, 53, 3)
draw_actor_parameter2(@actor, 460, 53, 4)
draw_actor_parameter2(@actor, 280, 80, 5)
draw_actor_parameter2(@actor, 460, 80, 6)
self.contents.font.color = system_color
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 228)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 258)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 288)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 318)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 348)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
###############
# Window_Face #
###############
class Window_Face < Window_Base
def initialize(actor)
super(0, -20, 300, 520)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_heroface4(@actor,10,485)
end
end
################
# Scene_Status #
################
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status.new(@actor)
@status_face = Window_Face.new(@actor)
@status_face.z = 20
@status_face.x = -300
@status_face.contents_opacity = 0
@mst_lay = Sprite.new
@mst_lay.bitmap = RPG::Cache.picture("MST_Lay")
@mst_lay.z = 100
@mst_back1 = Plane.new
@mst_back1.bitmap = RPG::Cache.picture("MN_BK")
@mst_back1.z = 10
Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_face.x -= 20
@status_face.contents_opacity -= 15
Graphics.update
end
Graphics.freeze
@mst_lay.dispose
@mst_back1.dispose
@status_face.dispose
@status_window.dispose
end
def update
@mst_back1.ox += 1
@mst_back1.oy += 1
if @status_face.x < 0
@status_face.x += 20
@status_face.contents_opacity += 15
elsif @status_face.x >= 0
@status_face.x = 0
@status_face.contents_opacity = 255
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(3)
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
end
end

Imágenes:
Spoiler:
Esta sería la imagen de ese personaje (el cuadro rojo es para escribir su biografía), ocuparía toda la pantalla, no sé si me explico, te pongo otra imagen de como quedaría:
Spoiler:

- Script MOG Scene File: que en lugar de los charas salgan las faces de los personajes, como hace con el miembro 1. La posición del nivel también se cambiaría, que estaría al lado del nombre, bueno en todos los personajes debería salir el nombre y el nivel. Si pudieras poner el nombre de la imagen como "nombre del personaje"_Fc5 (creo que es así, porque en la carpeta pictures tengo Aria_Fc, AriaFc2, etc y es cada imagen para una cosa) pues me vendría muy bien, porque el tamaño del face es demasiado grande (106x106) y tengo que poner otras para que quepan mejor (96x96).
Script:
Spoiler:

#_______________________________________________________________________________
# MOG Scene File Ayumi V1.2
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MSVT = 30
#Transition Type.
MSVTT = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_ayumi"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def drw_win_file(x,y)
dwf = RPG::Cache.picture("Win_File")
cw = dwf.width
ch = dwf.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, dwf, src_rect)
end
def nada
face = RPG::Cache.picture("")
end
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def draw_actor_level6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 16, y, 24, 32, actor.level.to_s, 2)
end
def draw_actor_name6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name,1)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 100, 32, actor.name,1)
end
end
############
# Game_Map #
############
class Game_Map
def map_name
@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil
return @mapinfo[@map_id].name
end
end
###################
# Window_SaveFile #
###################
class Window_SaveFile < Window_Base
attr_reader :filename
attr_reader :selected
def initialize(file_index, filename)
super(0, 64 + file_index * 138, 640, 240)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@game_self_switches = Marshal.load(file)
@game_screen = Marshal.load(file)
@game_actors = Marshal.load(file)
@game_party = Marshal.load(file)
@game_troop = Marshal.load(file)
@game_map = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
@wiref = 0
refresh
@selected = false
end
def refresh
self.contents.clear
self.contents.font.name = "High Tower Text"
drw_win_file(0,190)
name = "#{@file_index + 1}"
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(161, 41, 600, 32, name)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(160, 40, 600, 32, name)
@name_width = contents.text_size(name).width
if @file_exist
for i in 0...@characters.size
bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(cw * @wiref + 1 , 0, cw, ch)
x = 300 - @characters.size + i * 64 - cw / 4
self.contents.blt(x - 10, 150 - ch, bitmap, src_rect)
x = 116
actors = @game_party.actors
for i in 0...[actors.size, 4].min
x = i * 60
actor = actors[i]
self.contents.font.size = 20
draw_actor_level6(actor, x + 280, 140)
actor = actors[0]
draw_heroface3(actor,160,180)
draw_actor_name6(actor, 160, 155)
self.contents.font.size = 22
end
end
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(5, 41, 450, 32, time_string, 2)
self.contents.draw_text(41 , 141, 120 , 32, @game_map.map_name.to_s)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(40 , 140, 120 , 32, @game_map.map_name.to_s)
self.contents.draw_text(4, 40, 450, 32, time_string, 2)
end
end
def selected=(selected)
@selected = selected
end
end
##############
# Scene_File #
##############
class Scene_File
def initialize(help_text)
@help_text = help_text
end
def main
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("MN_BK")
@mnback.z = 1
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Lay_File.PNG")
@mnlay.z = 2
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@help_window.opacity = 0
@savefile_windows = []
for i in 0..2
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@savefile_windows[0]
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
@savefile_windows[0].y = 40
@savefile_windows[1].y= 140
@savefile_windows[2].y= 240
@win_move_time = 0
@win_move = 0
@win_dire = 0
@win_opac = 255
@win1_y = 0
@win2_y = 0
@win3_y = 0
Graphics.transition(MOG::MSVT, "Graphics/Transitions/" + MOG::MSVTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..50
@mnback.ox += 1
@savefile_windows[0].x += 10
@savefile_windows[1].x -= 10
@savefile_windows[2].x += 10
for i in @savefile_windows
i.contents_opacity -= 5
end
Graphics.update
end
Graphics.freeze
@help_window.dispose
@mnback.dispose
@mnlay.dispose
for i in @savefile_windows
i.dispose
end
end
def update
@mnback.ox += 1
@win_opac += 3
@win_move_time += 1
if @win_opac > 254
@win_opac = 150
end
if @win_move_time > 60
@win_dire += 1
@win_move_time = 0
end
if @win_dire > 1
@win_dire = 0
end
if @win_dire == 0
@win_move += 1
else
@win_move -= 1
end
if @file_index == 0
@savefile_windows[0].z = 2
@savefile_windows[1].z = 1
@savefile_windows[2].z = 0
@savefile_windows[0].x = @win_move
@savefile_windows[1].x = 0
@savefile_windows[1].x= 0
@savefile_windows[2].x = 0
@savefile_windows[0].contents_opacity = @win_opac
@savefile_windows[1].contents_opacity = 130
@savefile_windows[2].contents_opacity = 130
elsif @file_index == 1
@savefile_windows[0].z = 1
@savefile_windows[1].z = 2
@savefile_windows[2].z = 1
@savefile_windows[0].x = 0
@savefile_windows[1].x = @win_move
@savefile_windows[2].x = 0
@savefile_windows[0].contents_opacity = 130
@savefile_windows[1].contents_opacity = @win_opac
@savefile_windows[2].contents_opacity = 130
else
@savefile_windows[0].z = 0
@savefile_windows[1].z = 1
@savefile_windows[2].z = 2
@savefile_windows[0].x = 0
@savefile_windows[1].x = 0
@savefile_windows[2].x = @win_move
@savefile_windows[0].contents_opacity = 130
@savefile_windows[1].contents_opacity = 130
@savefile_windows[2].contents_opacity = @win_opac
end
@help_window.update
for i in @savefile_windows
i.update
end
if Input.trigger?(Input::C)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
on_cancel
return
end
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @file_index < 3
$game_system.se_play($data_system.cursor_se)
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1) % 3
@savefile_windows[@file_index].selected = true
return
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @file_index > 0
$game_system.se_play($data_system.cursor_se)
@savefile_windows[@file_index].selected = false
@file_index = (@file_index - 1) % 3
@savefile_windows[@file_index].selected = true
return
end
end
end
def make_filename(file_index)
return "Save#{file_index + 1}.rxdata"
end
end

Imagen actual:
Spoiler:

Imagen de como quedaría:
Spoiler:

Pues eso es todo, ya sé que son bastantes cosillas así que tómate el tiempo que necesites, no tengo prisa ninguna ^^
Yo creo que lo he especificado todo bien, pero si hay algo que no está claro me lo dices y me intento explicar mejor!

Saludos y muchísimas gracias!! Ópalo Contento

Edisonortiz15

avatar
HOLA! Youkai "DE NUEVO?!" Si Soy Yo Jeje Esque Queria Saber Si Cuando acabes el de natalie_cuxi Quisieras O Podrias Hacerme 2 Favores:

1:Me seria de Utilidad Un Script Que Me Permita Utilizar Los Charas Del XP De esta Forma "Si Es Posible Claro" :

Spoiler:

Para No Tener un Reguero de Charas En El PC xDD

2:Me Preguntaba Si ME Podrías Ayudar Con Este Script.. Es decir modificar Este Script y Hacerlo Compatible con el XAS?

Código:
#==============================================================================
# Listra Smooth Scroller Module (RMXP)
# Autor: Bunga Tepi Jalan
# Versión 1.0
# Traducción (en fase): D.A.C.
#==============================================================================
# Propiedad de Bunga Tepi Jalan.
#  * No te olvides de los créditos en caso de usar este script.
#  * Eres libre de compartir - copiar, distribuir y comunicar públicamente la obra.
#  * Eres libre de reescribir - para adaptar el trabajo.
#  * Se prohíbe el uso de este script para fines comerciales.
#==============================================================================
# Información:
#  Este script hace que el desplazamiento del mapa sea más suave.
# Si encuentras algún problema o tienes alguna sugerencia, mándame un e-mail a 'listra92@gmail.com', o postea en
# cualquiera de las siguientes direcciones:
#  - http://bungatepijalan.wordpress.com
#  - http://www.rpgmakerid.com
#  - http://prodig.forumotion.net
#  - http://vixep.forumsrpg.net
#==============================================================================

module LSSM
  #--------------------------------------------------------------------------
  # * Listra Smooth Scroller Module Configuration
  #--------------------------------------------------------------------------
 
  # Config 1 -- Factor de desplazamiento suave: cuánto más alto sea el valor, más lento es el desplazamiento.
  SMOOTH = 16.0
  # Config 2 -- Desplazamiento del borde del mapeado horizontal y vertical personalizado
  # No exceder CENTER_X y CENTER_Y.
  HBOR = 320 * 4
  VBOR = 240 * 4
  # Config 3 -- ¿Usar HBOR & VBOR?
  USECUSTOMBOR = false
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Invariables (changed)
  #--------------------------------------------------------------------------
  CENTER_X = 320 * 4  # Center screen x-coordinate * 4
  CENTER_Y = 240 * 4  # Center screen y-coordinate * 4
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
          @move_route_forcing or $game_temp.message_window_showing
      # Move player in the direction the directional button is being pressed
      case Input.dir4
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
    end
    # Remember coordinates in local variables
    last_real_x = @real_x
    last_real_y = @real_y
    super
    # Player position as the real target coordinate (times 4)
    # Disable this if you want to use another position at certain event
    target_x = @real_x
    target_y = @real_y
    # Horizontal & vertical scroll border
    if LSSM::USECUSTOMBOR
      hbor = LSSM::HBOR
      vbor = LSSM::VBOR
    else
      hbor = CENTER_X
      vbor = CENTER_Y
    end
    # If character is positioned lower than the center of the screen
    if target_y - $game_map.display_y > 15*128 - vbor
      # Scroll map down
      if target_y > $game_map.height*128 - vbor
        $game_map.scroll_down((($game_map.height - 15)*128 - $game_map.display_y)/LSSM::SMOOTH)
      else
        $game_map.scroll_down((target_y - $game_map.display_y - 15*128 + vbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more left on-screen than center
    if target_x - $game_map.display_x < hbor
      # Scroll map left
      if target_x < hbor
        $game_map.scroll_left($game_map.display_x/LSSM::SMOOTH)
      else
        $game_map.scroll_left(($game_map.display_x + hbor - target_x)/LSSM::SMOOTH)
      end
    end
    # If character is positioned more right on-screen than center
    if target_x - $game_map.display_x > 20*128 - hbor
      # Scroll map right
      if target_x > $game_map.width*128 - hbor
        $game_map.scroll_right((($game_map.width - 20)*128 - $game_map.display_x)/LSSM::SMOOTH)
      else
        $game_map.scroll_right((target_x - $game_map.display_x - 20*128 + hbor)/LSSM::SMOOTH)
      end
    end
    # If character is positioned higher than the center of the screen
    if target_y - $game_map.display_y < vbor
      # Scroll map up
      if target_y < vbor
        $game_map.scroll_up($game_map.display_y/LSSM::SMOOTH)
      else
        $game_map.scroll_up(($game_map.display_y + vbor - target_y)/LSSM::SMOOTH)
      end
    end
    # If not moving
    unless moving?
      # If player was moving last time
      if last_moving
        # Event determinant is via touch of same position event
        result = check_event_trigger_here([1,2])
        # If event which started does not exist
        if result == false
          # Disregard if debug mode is ON and ctrl key was pressed
          unless $DEBUG and Input.press?(Input::CTRL)
            # Encounter countdown
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Same position and front event determinant
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
end

youkai

avatar
Buenas madrugadas! (?) xD
Naty, perodoname por haberme demorado tanto con tus 4 pedidos. Los tenia listos desde hoy en la mañana pero jamas y nunca tener tiempo para ponerlos aqui xD

- Script MOG Scene Menu:
Código:
#_______________________________________________________________________________
# MOG Main Menu V2.0         
#_______________________________________________________________________________
# By Moghunter 
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
  #Tipo de fundo.
  # 0 = Imagens em movimento.
  # 1 = Mapa de fundo.
  MENU_BACKGROUND = 0
  #Transition Time.
  MNTT = 10
  #Transition Type (Name)
  MNTP = "006-Stripe02"
  #Velocidade do cursor
  CURSOR_SPEED = 15
end

#===============================================================================
# Game_Actor
#===============================================================================
class Game_Actor < Game_Battler

#--------------------------------------------------------------------------
# Now Exp
#--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
#--------------------------------------------------------------------------
# Next Exp
#--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#===============================================================================
# Game_Map
#===============================================================================
class Game_Map
 attr_reader  :map_id 

#--------------------------------------------------------------------------
# Mpname
#--------------------------------------------------------------------------
  def mpname
    $mpname = load_data("Data/MapInfos.rxdata")
    $mpname[@map_id].name
  end
end

#===============================================================================
# Window Base
#===============================================================================

class Window_Base < Window 
#--------------------------------------------------------------------------
# Nada
#--------------------------------------------------------------------------
def nada
  face = RPG::Cache.picture("")
end
#--------------------------------------------------------------------------
# Drw_Face
#--------------------------------------------------------------------------
def drw_face(actor,x,y)
  face = RPG::Cache.picture(actor.name + "_fc") rescue nada
  cw = face.width
  ch = face.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x , y - ch, face, src_rect)   
end 
#--------------------------------------------------------------------------
# Draw Maphp3
#--------------------------------------------------------------------------
def draw_maphp3(actor, x, y)
  back = RPG::Cache.picture("BAR0")   
  cw = back.width 
  ch = back.height
  src_rect = Rect.new(0, 0, cw, ch)   
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("HP_Bar")   
  cw = meter.width  * actor.hp / actor.maxhp
  ch = meter.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("HP_Tx")   
  cw = text.width 
  ch = text.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)   
end 
#--------------------------------------------------------------------------
# Draw Mapsp3
#--------------------------------------------------------------------------
def draw_mapsp3(actor, x, y)
  back = RPG::Cache.picture("BAR0")   
  cw = back.width 
  ch = back.height
  src_rect = Rect.new(0, 0, cw, ch)   
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("SP_Bar")   
  cw = meter.width  * actor.sp / actor.maxsp
  ch = meter.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("SP_Tx")   
  cw = text.width 
  ch = text.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)   
end 
#--------------------------------------------------------------------------
# draw_mexp2
#--------------------------------------------------------------------------
def draw_mexp2(actor, x, y)
  bitmap2 = RPG::Cache.picture("Exp_Back")
  cw = bitmap2.width
  ch = bitmap2.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
  if actor.next_exp != 0
  rate = actor.now_exp.to_f / actor.next_exp
  else
  rate = 1
  end
  bitmap = RPG::Cache.picture("Exp_Meter")
  if actor.level < 99
  cw = bitmap.width * rate
  else
  cw = bitmap.width
  end 
  ch = bitmap.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
  exp_tx = RPG::Cache.picture("Exp_tx")
  cw = exp_tx.width
  ch = exp_tx.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)
  lv_tx = RPG::Cache.picture("LV_tx")
  cw = lv_tx.width
  ch = lv_tx.height
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)
end
#--------------------------------------------------------------------------
# draw_actor_state2
#--------------------------------------------------------------------------
def draw_actor_state2(actor, x, y, width = 80)
  text = make_battler_state_text(actor, width, true)
  self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
  self.contents.draw_text(x, y, width, 32, text,2)
end 
end

#===============================================================================
# Window MenuStatus2
#===============================================================================
class Window_MenuStatus2 < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 415, 280)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
  self.active = false
  self.index = -1
  end
  def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
  x = 20
  y = i * 62
  actor = $game_party.actors[i]
  self.contents.font.name = "Georgia"
  if $mog_rgss_TP_System != nil
    draw_actor_tp(actor ,x + 285, y - 5,4) 
    draw_actor_state2(actor ,x + 190, y - 5)
  else 
    draw_actor_state2(actor ,x + 220, y - 5)
  end
  drw_face(actor,x,y + 50)
  draw_maphp3(actor,x + 40, y - 5)
  draw_mapsp3(actor,x + 40, y + 20 )
  draw_mexp2(actor,x + 140, y + 15 )
  end
end
#--------------------------------------------------------------------------
# Update_cursor_rect
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0
    self.cursor_rect.empty
  else
    self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
  end
end
end

#===============================================================================
# Window_Gold 2
#===============================================================================
class Window_Gold2 < Window_Base 
#--------------------------------------------------------------------------
# Initiazlize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 160, 64)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  cx = contents.text_size($data_system.words.gold).width
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
  self.contents.font.color = system_color
  self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end

#===============================================================================
# Window_PlayTime 2
#===============================================================================
class Window_PlayTime2 < Window_Base
#--------------------------------------------------------------------------
# Initiazlize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  @total_sec = Graphics.frame_count / Graphics.frame_rate
  hour = @total_sec / 60 / 60
  min = @total_sec / 60 % 60
  sec = @total_sec % 60
  text = sprintf("%02d:%02d:%02d", hour, min, sec)
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
  super
  if Graphics.frame_count / Graphics.frame_rate != @total_sec
    refresh
  end
end
end

#===============================================================================
# Window_Steps2
#===============================================================================
class Window_Steps2 < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
end
end

#===============================================================================
# Window_Map_Name
#===============================================================================
class Window_Map_Name < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 160, 96)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.windowskin = RPG::Cache.windowskin("")
  self.opacity = 0
  self.z = 15
  refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 1)
end
end

#===============================================================================
# Scene Menu
#===============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
  @menu_index = menu_index
end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
  s1 = ""
  s2 = ""
  s3 = ""
  s4 = ""
  s5 = ""
  @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
  @command_window.index = @menu_index
  if $game_party.actors.size == 0
    @command_window.disable_item(0)
    @command_window.disable_item(1)
    @command_window.disable_item(2)
    @command_window.disable_item(3)
  end
  @command_window.visible = false
  @command_window.x = -640
  @mnlay = Sprite.new
  @mnlay.bitmap = RPG::Cache.picture("Mn_lay")
  @mnlay.z = 10
  @mnlay.opacity = 0
  @mnlay.x = -100
  if MOG::MENU_BACKGROUND == 0
    @mnback = Plane.new
    @mnback.bitmap = RPG::Cache.picture("Mn_back")
    @mnback.blend_type = 0
    @mnback.z = 5
    @mnback2 = Plane.new
    @mnback2.bitmap = RPG::Cache.picture("Mn_back")
    @mnback2.blend_type = 0
    @mnback2.z = 5
    @mnback2.opacity = 60
  else
    @spriteset = Spriteset_Map.new
  end
  @cursor_x = -100
  @cursor_y = 110
  @mnsel = Sprite.new
  @mnsel.bitmap = RPG::Cache.picture("Mn_Sel")
  @mnsel.z = 20
  @mnsel.x = @cursor_x
  @mnsel.y = @cursor_y
  @mnop = 150
  if $game_system.save_disabled
    @command_window.disable_item(4)
  end
  @playtime_window = Window_PlayTime2.new
  @playtime_window.x = 30
  @playtime_window.y = 375
  @playtime_window.contents_opacity = 0
  @mapname_window = Window_Map_Name.new
  @mapname_window.x = 425
  @mapname_window.y = 25
  @mapname_window.contents_opacity = 0
  @steps_window = Window_Steps2.new
  @steps_window.x = 230
  @steps_window.y = 375
  @steps_window.contents_opacity = 0
  @gold_window = Window_Gold2.new
  @gold_window.x = 455
  @gold_window.y = 405
  @gold_window.contents_opacity = 0
  @status_window = Window_MenuStatus2.new
  @status_window.x = 295
  @status_window.y = 110
  @status_window.contents_opacity = 0 
  if MOG::MENU_BACKGROUND == 0
    Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)
  else
    Graphics.transition 
  end
  loop do
  Graphics.update
  Input.update
  update
  if $scene != self
    break
  end
  end
  for i in 0..10 
    if MOG::MENU_BACKGROUND == 0
      @mnback.oy += 1
      @mnback.ox += 1
      @mnback2.oy += 1
      @mnback2.ox -= 1
    end
    @status_window.x += 20
    @status_window.contents_opacity -= 25
    @mnsel.opacity -= 25
    @mnsel.zoom_x += 0.03
    @mnlay.x -= 10
    @mnlay.opacity -= 25
    @mapname_window.x += 5
    @mapname_window.contents_opacity -= 20
    @steps_window.contents_opacity -= 25
    @gold_window.contents_opacity -= 25
    @playtime_window.contents_opacity -= 25
    Graphics.update 
  end
  Graphics.freeze
  @command_window.dispose
  @playtime_window.dispose
  @steps_window.dispose
  @gold_window.dispose   
  @status_window.dispose
  @mnlay.dispose
  if MOG::MENU_BACKGROUND == 0
    @mnback.dispose
    @mnback2.dispose
  else
    @spriteset.dispose
  end
  @mnsel.dispose
  @mapname_window.dispose
  Graphics.update
end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update 
  cursor_update
  cursor_animation_update
  windows_slide_update
  @playtime_window.update
  if @command_window.active
    @command_window.update
    update_command
    return
  end
  if @status_window.active
    @status_window.update
    update_status
    return
  end
end

#--------------------------------------------------------------------------
# Windows_slide_update
#--------------------------------------------------------------------------
def windows_slide_update
  if MOG::MENU_BACKGROUND == 0
    @mnback.oy += 1
    @mnback.ox += 1
    @mnback2.oy += 1
    @mnback2.ox -= 1
  end
  @mapname_window.contents_opacity += 15
  @playtime_window.contents_opacity += 15
  @gold_window.contents_opacity += 15
  @playtime_window.contents_opacity += 15
  @steps_window.contents_opacity += 15
  if @status_window.x > 195
    @status_window.x -= 10
    @status_window.contents_opacity += 10
  elsif @status_window.x <= 195
    @status_window.x = 195
    @status_window.contents_opacity = 255
  end
end 
#--------------------------------------------------------------------------
# Cursor_update
#--------------------------------------------------------------------------
def cursor_update
 if @mnsel.x > @cursor_x
    @mnsel.x -= MOG::CURSOR_SPEED
    if @mnsel.x <= @cursor_x 
      @mnsel.x = @cursor_x     
    end
 elsif @mnsel.x < @cursor_x 
    @mnsel.x += MOG::CURSOR_SPEED 
    if @mnsel.x >= @cursor_x 
      @mnsel.x = @cursor_x   
    end
 end
 if @mnsel.y > @cursor_y
    @mnsel.y -= MOG::CURSOR_SPEED
    if @mnsel.y <= @cursor_y 
      @mnsel.y = @cursor_y
    end
 elsif @mnsel.y < @cursor_y 
    @mnsel.y += MOG::CURSOR_SPEED 
    if @mnsel.y >= @cursor_y 
      @mnsel.y = @cursor_y   
    end
 end 
end 
#--------------------------------------------------------------------------
# Cursor_Animation
#--------------------------------------------------------------------------
def cursor_animation_update
  if @mnsel.zoom_x <= 1.6
    @mnsel.zoom_x += 0.03
    @mnsel.opacity -= 10
  elsif @mnsel.zoom_x > 1.6
    @mnsel.zoom_x = 1.0
    @mnsel.opacity = 255
  end   
  if @mnlay.x < 0
    @mnlay.opacity += 25
    @mnlay.x += 10
  elsif @mnlay.x >= 0 
    @mnlay.opacity = 255
    @mnlay.x = 0
  end 
    @mnop += 5
    @mnop = 120 if @mnop >= 255
end

#--------------------------------------------------------------------------
# Update Command
#--------------------------------------------------------------------------
def update_command
  cursor_position_update
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
    return
  end
  if Input.trigger?(Input::C)
    if $game_party.actors.size == 0 and @command_window.index < 4
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    case @command_window.index
    when 0
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_Item.new
    when 1
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 2
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 3
      $game_system.se_play($data_system.decision_se)
      @command_window.active = false
      @status_window.active = true
      @status_window.index = 0
    when 4
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
    end
  return
  end
end
#--------------------------------------------------------------------------
# cursor_position_update
#--------------------------------------------------------------------------
def cursor_position_update
    case @command_window.index
    when 0 
      @cursor_x = 0
      @cursor_y = 110
    when 1
      @cursor_x = 25
      @cursor_y = 155
    when 2
      @cursor_x = 40
      @cursor_y = 197
    when 3
      @cursor_x = 45
      @cursor_y = 242
    when 4
      @cursor_x = 25
      @cursor_y = 285
  end   
end 
#--------------------------------------------------------------------------
# Cursor_st_postion_update
#--------------------------------------------------------------------------
def cursor_st_postion_update
  case @status_window.index
    when 0 
      @cursor_x = 180
      @cursor_y = 130
    when 1
      @cursor_x = 180
      @cursor_y = 195
    when 2
      @cursor_x = 180
      @cursor_y = 255
    when 3
      @cursor_x = 180
      @cursor_y = 320
    end 
end   
#--------------------------------------------------------------------------
# Update Status
#--------------------------------------------------------------------------
def update_status 
  cursor_st_postion_update
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
    return
  end
  if Input.trigger?(Input::C)
    case @command_window.index
      when 1
      if $game_party.actors[@status_window.index].restriction >= 2
        $game_system.se_play($data_system.buzzer_se)
        return
      end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
    end
  return
  end
end
end

$mog_rgss_Main_Menu = true

- Script MOG Scene Equip:
Código:
#_______________________________________________________________________________
# MOG_Scene_Equip V1.7         
#_______________________________________________________________________________
# By Moghunter   
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
  #Transition Time. 
  MSEQPT= 10
  #Transition Type.
  MSEQPTT= "004-Blind04"
  # Set Maximum (STR,DEX,AGL,INT)
  MST_ST = 999
  # Set Maximum (ATK,PDEF,MDEF)
  MST_STE = 999
end

#===============================================================================
# Window_Base
#===============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# nada2
#-------------------------------------------------------------------------- 
  def nada2(actor)
    face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  end 
#--------------------------------------------------------------------------
# draw_heroface2
#-------------------------------------------------------------------------- 
  def draw_heroface2(actor,x,y)
    face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)
    cw = face.width
    ch = face.height
    src_rect = Rect.new(0, 0, cw, ch)
    if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
      self.contents.blt(x + 40, y - ch - 240, face, src_rect)
    else 
      self.contents.blt(x, y - ch, face, src_rect)
    end
  end   
#--------------------------------------------------------------------------
# drw_eqpup
#--------------------------------------------------------------------------
  def drw_eqpup(x,y,type)
    case type
      when 0
      est = RPG::Cache.icon("ST_EQU")
      when 1
      est = RPG::Cache.icon("ST_UP")
      when 2
      est = RPG::Cache.icon("ST_DOWN") 
    end 
    cw = est.width
    ch = est.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x , y - ch, est, src_rect)   
  end 
#--------------------------------------------------------------------------
# drw_equist
#--------------------------------------------------------------------------
  def drw_equist(x,y)
    equist = RPG::Cache.picture("Equip_St")
    cw = equist.width
    ch = equist.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x , y - ch, equist, src_rect)   
  end 
#--------------------------------------------------------------------------
# draw_actor_parameter2
#--------------------------------------------------------------------------
  def draw_actor_parameter2(actor, x, y, type)
    back = RPG::Cache.picture("STBAR_Back")   
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 50 , y - ch + 20, back, src_rect) 
    meter = RPG::Cache.picture("STBAR.png")   
    case type
      when 0
      parameter_value = actor.atk
      cw = meter.width  * actor.atk / MOG::MST_STE
      when 1
      parameter_value = actor.pdef
      cw = meter.width  * actor.pdef / MOG::MST_STE
      when 2
      parameter_value = actor.mdef
      cw = meter.width  * actor.mdef / MOG::MST_STE
      when 3
      parameter_value = actor.str
      cw = meter.width  * actor.str / MOG::MST_ST
      when 4
      parameter_value = actor.dex
      cw = meter.width  * actor.dex / MOG::MST_ST
      when 5
      parameter_value = actor.agi
      cw = meter.width  * actor.agi / MOG::MST_ST
      when 6
      parameter_value = actor.int
      cw = meter.width  * actor.int / MOG::MST_ST
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
  end
#--------------------------------------------------------------------------
# draw_actor_parameter2
#--------------------------------------------------------------------------
  def nada
    face = RPG::Cache.picture("")
  end 
#--------------------------------------------------------------------------
# draw_heroface3
#--------------------------------------------------------------------------
  def draw_heroface3(actor,x,y)
    face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
    cw = face.width
    ch = face.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x , y - ch, face, src_rect)   
  end 
end

#===============================================================================
# Window_EquipLeft
#===============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# Initialize
#-------------------------------------------------------------------------- 
  def initialize(actor)
    super(0, 64, 272, 446)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    self.contents.font.name = "Georgia"   
    @actor = actor
    refresh
  end
#--------------------------------------------------------------------------
# Refresh
#-------------------------------------------------------------------------- 
  def refresh
    self.contents.clear
    drw_equist(0,390)   
    draw_actor_parameter2(@actor, 10, 164 , 0)
    draw_actor_parameter2(@actor, 10, 196 , 1)
    draw_actor_parameter2(@actor, 10, 228 , 2)
    draw_actor_parameter2(@actor, 10, 260 , 3)
    draw_actor_parameter2(@actor, 10, 292 , 4)
    draw_actor_parameter2(@actor, 10, 324 , 5)
    draw_actor_parameter2(@actor, 10, 356 , 6)       
    if @new_atk != nil
      self.contents.font.color = system_color
      if @new_atk < @actor.atk
      drw_eqpup(170,190,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_atk > @actor.atk
      drw_eqpup(170,190,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,190,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end     
      self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      if @new_pdef < @actor.pdef
      drw_eqpup(170,226,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_pdef > @actor.pdef
      drw_eqpup(170,226,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,226,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end 
      self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      if @new_mdef < @actor.mdef
      drw_eqpup(170,258,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_mdef > @actor.mdef
      drw_eqpup(170,258,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,258,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_str  != nil
      if @new_str < @actor.str
      drw_eqpup(170,290,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_str > @actor.str
      drw_eqpup(170,290,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,290,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex  != nil
      if @new_dex < @actor.dex
      drw_eqpup(170,322,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_dex > @actor.dex
      drw_eqpup(170,322,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,322,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi  != nil
      if @new_agi < @actor.agi
      drw_eqpup(170,354,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_agi > @actor.agi
      drw_eqpup(170,354,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,354,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int  != nil
      if @new_int < @actor.int
      drw_eqpup(170,386,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_int > @actor.int
      drw_eqpup(170,386,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,386,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2)
    end
  end
 
#--------------------------------------------------------------------------
# Set_new_parameters
#-------------------------------------------------------------------------- 
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
    new_agi, new_int)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
      @new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or
      @new_int != new_int     
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end

#===============================================================================
# Window_EquipRight
#===============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------   
  def initialize(actor)
    super(272, 64, 368, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    self.contents.font.name = "Georgia"       
    @actor = actor
    refresh
    self.index = 0
  end
#--------------------------------------------------------------------------
# Item
#--------------------------------------------------------------------------   
  def item
    return @data[self.index]
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------   
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[1], 92, 32 * 1)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
  end
#--------------------------------------------------------------------------
# Update_Help
#--------------------------------------------------------------------------   
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#===============================================================================
# Window_EquipItem
#===============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------     
  def initialize(actor, equip_type)
    super(272, 256, 368, 224)
    self.opacity = 0
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
#--------------------------------------------------------------------------
# Item
#--------------------------------------------------------------------------     
  def item
    return @data[self.index]
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------     
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
#--------------------------------------------------------------------------
# Draw_Item
#--------------------------------------------------------------------------     
  def draw_item(index)
    self.contents.font.name = "Georgia"       
    item = @data[index]
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
#--------------------------------------------------------------------------
# Update Help
#--------------------------------------------------------------------------     
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#===============================================================================
# Scene_Equip
#===============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------       
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------       
  def main
    @mnback = Plane.new
    @mnback.bitmap = RPG::Cache.picture("MN_BK")
    @mnback.z = 1
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture("Equip_Lay")
    @mnlay.z = 2
    @actor = $game_party.actors[@actor_index]
    @actor_pic = Sprite.new
    bitmap = RPG::Cache.picture(@actor.name + "_fc2")
    @actor_pic.bitmap = bitmap
    @actor_pic.oy = 0
    @actor_pic.x = 20
    @actor_pic.y = 460 - bitmap.height
    @actor_pic.z = 1
    @help_window = Window_Help.new
    @help_window.opacity = 0
    @help_window.x = -300
    @help_window.contents_opacity = 0
    @left_window = Window_EquipLeft.new(@actor)
    @left_window.x = -300
    @left_window.contents_opacity = 0
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @item_window1.x = 640
    @item_window2.x = 640
    @item_window3.x = 640
    @item_window4.x = 640
    @item_window5.x = 640   
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    @right_window.index = @equip_index
    @right_window.x = 640
    refresh
    Graphics.transition(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT)
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10
      @left_window.x -= 25
      @left_window.contents_opacity -= 15
      @item_window.x += 30
      @item_window.contents_opacity -= 20
      @right_window.x += 30
      @right_window.contents_opacity -= 20
      Graphics.update 
    end 
    Graphics.freeze
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
    @actor_pic.dispose
    @mnback.dispose
    @mnlay.dispose
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------       
  def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int   
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
      new_dex,new_agi,new_int)     
    end
  end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------       
  def update
    if @right_window.x > 272
      @right_window.x -= 30
    elsif @right_window.x <= 272
      @right_window.x = 272
    end 
    if @item_window.x > 272
      @item_window.x -= 30
    elsif @item_window.x <= 272
        @item_window.x = 272
    end
    if @item_window.active == false 
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
    @item_window.x = 640 
    end 
    end
    if @left_window.x < 0
    @left_window.x += 25
    @left_window.contents_opacity += 15
    elsif @left_window.x >= 0
    @left_window.x = 0
    @left_window.contents_opacity = 255
    end
    if @help_window.x < 0
    @help_window.x  += 25
    @help_window.contents_opacity += 15
    elsif @help_window.x >= 0
    @help_window.x = 0
    @help_window.contents_opacity = 255
  end   
    @mnback.ox += 1   
    @left_window.update
    @right_window.update
    @item_window.update
    if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
    Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or
    Input.trigger?(Input::R) or Input.press?(Input.dir4)
    @help_window.x = -300
    @help_window.contents_opacity = 0
    refresh
    end   
    if @right_window.active
      update_right
      return
    end
    if @item_window.active
      update_item
      return
    end
  end
#--------------------------------------------------------------------------
# Update Right
#--------------------------------------------------------------------------       
  def update_right
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::C)
      if @actor.equip_fix?(@right_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      refresh     
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
#--------------------------------------------------------------------------
# Update Item
#--------------------------------------------------------------------------       
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      refresh
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.equip_se)
      item = @item_window.item
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @right_window.refresh
      @item_window.refresh
      refresh     
      return
    end
  end
end


$mog_rgss_Scene_Equip = true
Continuo en el otro post porque no me cabe todo en uno xDDD

youkai

avatar
- Script MOG Scene Status:
Código:
#_______________________________________________________________________________
# MOG_Scene_Status V1.6         
#_______________________________________________________________________________
# By Moghunter 
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
  #Transition Time. 
  MST_TT = 10
  #Transition Type(Name). 
  MST_TTT = "004-Blind04"
  # Set Maximum (STR,DEX,AGL,INT)
  MST_ST = 999
  # Set Maximum (ATK,PDEF,MDEF)
  MST_STE = 999
end

module Youkai
  # Caracter que marcara el inicio de una nueva linea en la biografia.
  # Por defecto es "|", sin comillas.
  # Ej:
  # "Fornido guerrero| siempre listo para cualquier enfrentamiento."
  # A la hora de mostrar el texto quedaria:
  # "Fornido guerrero
  # siempre listo para cualquier enfrentamiento."
  #
  # Como ves, lo que hace es marcar el lugar en el cual se saltara a la proxima
  # linea
  Caracter = /\|/
  # Posicion X del bloque de la biografia. Se toma como referencia el punto supe-
  # rior derecho
  Descr_X = 300
  # Posicion Y del bloque de la biografia. Se toma como referencia el punto supe-
  # rior derecho
  Descr_Y = 100
  # Ancho del bloque de escritura de la biografia
  Descr_W = 256
  # Altura de cada linea del bloque de escritura.
  Descr_H = 24
  # Biografia de cada personaje. Como referencia se usa el ID del personaje en la
  # Base de Datos. Todo el texto debe ir obligatoriamente entre comillas tal y como
  # muestro en los ejemplos. Separar cada biografia por coma.
  # Sintaxis:
  # ID del personaje *=>* "(Descripcion)"
  # Lo marcado entre asteriscos(*) es inviolable.
  Descr = { # NO TOCAR ESTA LINEA!!
  1 => "Fornido guerrero siempre listo para cualquier enfrentamiento. Posee nervios
  de acero y una valentia pulida por las incontables batallas libradas",
  2 => "Y este es el otro personaje que lo acompaña. Si tuviera ganas de escribir
  me dedicara a ello, pero como ves...nada, otro dia lo hago mejor...",
  } # NO TOCAR ESTA LINEA!!
end

#===============================================================================
# Game_Actor
#===============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# Now_Exp
#-------------------------------------------------------------------------- 
  def now_exp
    return @exp - @exp_list[@level]
  end
#--------------------------------------------------------------------------
# Next Exp
#-------------------------------------------------------------------------- 
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#===============================================================================
# Window_Base
#===============================================================================
class Window_Base < Window 
#--------------------------------------------------------------------------
# Nada2
#--------------------------------------------------------------------------   
  def nada2(actor)
    face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
  end   
#--------------------------------------------------------------------------
# Draw_heroface4
#-------------------------------------------------------------------------- 
  def draw_heroface4(actor,x,y)
    face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)
    cw = face.width
    ch = face.height
    src_rect = Rect.new(0, 0, cw, ch)
    if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
      self.contents.blt(x + 45 , y - ch - 150, face, src_rect)   
    else 
      self.contents.blt(x , y - ch, face, src_rect)   
    end
  end 
#--------------------------------------------------------------------------
# Draw_Actor_Parameter2
#-------------------------------------------------------------------------- 
  def draw_actor_parameter2(actor, x, y, type)
    back = RPG::Cache.picture("STBAR_Back")   
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 50 , y - ch + 20, back, src_rect) 
    meter = RPG::Cache.picture("STBAR.png")   
    case type
      when 0
        parameter_value = actor.atk
        cw = meter.width  * actor.atk / MOG::MST_STE
      when 1
        parameter_value = actor.pdef
        cw = meter.width  * actor.pdef / MOG::MST_STE
      when 2
        parameter_value = actor.mdef
        cw = meter.width  * actor.mdef / MOG::MST_STE
      when 3
        parameter_value = actor.str
        cw = meter.width  * actor.str / MOG::MST_ST
      when 4
        parameter_value = actor.dex
        cw = meter.width  * actor.dex / MOG::MST_ST
      when 5
        parameter_value = actor.agi
        cw = meter.width  * actor.agi / MOG::MST_ST
      when 6
        parameter_value = actor.int
        cw = meter.width  * actor.int / MOG::MST_ST
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
  end
#--------------------------------------------------------------------------
# Draw_Maphp5
#-------------------------------------------------------------------------- 
  def draw_maphp5(actor, x, y)
    back = RPG::Cache.picture("BAR")   
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 65, y - ch + 30, back, src_rect)
    meter = RPG::Cache.picture("HP_Bar2")   
    cw = meter.width  * actor.hp / actor.maxhp
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
    self.contents.font.color = Color.new(0,0,0,255)
    self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1) 
    self.contents.font.color = Color.new(250,255,255,255)
    self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1) 
  end 
#--------------------------------------------------------------------------
# Draw_Maphs5
#-------------------------------------------------------------------------- 
  def draw_mapsp5(actor, x, y)
    back = RPG::Cache.picture("BAR")   
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
    meter = RPG::Cache.picture("SP_Bar2")   
    cw = meter.width  * actor.sp / actor.maxsp
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
    self.contents.font.color = Color.new(0,0,0,255)
    self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1) 
    self.contents.font.color = Color.new(250,255,255,255)
    self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1) 
  end
#--------------------------------------------------------------------------
# Draw_Mexp5
#-------------------------------------------------------------------------- 
  def draw_mexp5(actor, x, y)
    bitmap2 = RPG::Cache.picture("Exp_Back")
    cw = bitmap2.width
    ch = bitmap2.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    bitmap = RPG::Cache.picture("Exp_Meter")
    if actor.level < 99
      cw = bitmap.width * rate
    else
      cw = bitmap.width
    end 
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
    self.contents.font.color = Color.new(0,0,0,255)
    self.contents.draw_text(x + 51, y , 84, 32, actor.next_rest_exp_s.to_s, 1)   
    self.contents.font.color = Color.new(55,255,55,255)
    self.contents.draw_text(x + 52, y + 1, 84, 32, actor.next_rest_exp_s.to_s, 1)   
    self.contents.font.color = Color.new(0,0,0,255)
    self.contents.draw_text(x + 45, y + 7, 84, 32, "N",0)
    self.contents.font.color = Color.new(55,255,155,255)   
    self.contents.draw_text(x + 44, y + 8, 84, 32, "N",0)
    self.contents.font.color = Color.new(0,0,0,255)
    self.contents.draw_text(x + 10, y + 5, 30, 32, actor.level.to_s, 1)
    self.contents.font.color = Color.new(255,255,255,255)   
    self.contents.draw_text(x + 11, y + 6, 30, 32, actor.level.to_s, 1)   
  end
 
  def draw_text_lines(x, y, text, lwidth = 256, lheight = 32)
    text.gsub!(/\n/) { " " }
    wrd_array = text.split(" ")
    xo = x
    total_width = 0
    wrd_array.each{|word|
    w = self.contents.text_size(word).width
    total_width += w + self.contents.text_size(" ").width
    if total_width > lwidth
      total_width = 0
      total_width += w + self.contents.text_size(" ").width
      x = xo
      y += lheight
    end
    next_line = (word[Youkai::Caracter])
    word.sub!(Youkai::Caracter) {""} if next_line
    self.contents.draw_text(x, y, lwidth, lheight, word)
    x += w + self.contents.text_size(" ").width
    if next_line
      y += lheight
      x = xo
      total_width = 0
      total_width += w + self.contents.text_size(" ").width
    end
    }
  end
end

#===============================================================================
# Window_Status
#===============================================================================
class Window_Status < Window_Base
  include Youkai
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------   
  def initialize(actor)
    super(0, 0, 660, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    self.opacity = 0
    refresh
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------     
  def refresh
    self.contents.clear
    self.contents.font.name = "Georgia"
    self.contents.font.color = system_color
    draw_text_lines(Descr_X, Descr_Y, Descr[@actor.id], Descr_W, Descr_H)
  end
#--------------------------------------------------------------------------
# Dummy
#--------------------------------------------------------------------------     
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  end
end

#===============================================================================
# Window_Face
#===============================================================================
class Window_Face < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------       
def initialize(actor)
  super(0, -20, 300, 520)
  self.contents = Bitmap.new(width - 32, height - 32)
  @actor = actor
  self.opacity = 0
  refresh
end
#--------------------------------------------------------------------------
# Refreh
#--------------------------------------------------------------------------     
def refresh
  self.contents.clear
  draw_heroface4(@actor,10,485)       
end
end

#===============================================================================
# Scene Status
#===============================================================================
class Scene_Status
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------       
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------     
  def main
    @actor = $game_party.actors[@actor_index]
    @status_window = Window_Status.new(@actor)
    @status_window.z = 20
    @status_face = Window_Face.new(@actor)
    @status_face.z = 20
    @status_face.x = -300
    @status_face.contents_opacity = 0
    @mst_lay = Sprite.new
    @mst_lay.bitmap = RPG::Cache.picture("MST_Lay")
    @mst_back1 = Plane.new
    @mst_back1.bitmap = RPG::Cache.picture("MN_BK")
    @mst_back1.z = -10
    Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT)
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10
      @status_face.x -= 25 
      @status_face.contents_opacity -= 20
      Graphics.update
    end 
    Graphics.freeze
    @mst_back1.dispose
    @mst_lay.dispose
    @status_face.dispose
    @status_window.dispose
  end
 
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------     
  def update
    @mst_back1.ox += 1
    @mst_back1.oy += 1
    if @status_face.x < 0
      @status_face.x += 20
      @status_face.contents_opacity += 15
    elsif @status_face.x >= 0 
      @status_face.x = 0 
      @status_face.contents_opacity = 255
    end 
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(3)
      return
    end
    if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
  end
end


$mog_rgss_Scene_Status = true

- Script MOG Scene File:
Código:
#_______________________________________________________________________________
# MOG Scene File Ayumi V1.2
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MSVT = 30
#Transition Type.
MSVTT = "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_ayumi"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def drw_win_file(x,y)
dwf = RPG::Cache.picture("Win_File") rescue Bitmap.new(1,1)
cw = dwf.width
ch = dwf.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, dwf, src_rect)
end
def nada
face = RPG::Cache.picture("")
end
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_Fc3") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
def draw_actor_level6(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 16, y, 24, 32, actor.level.to_s, 2)
end
def draw_actor_name6(actor, x, y, align = 1)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name,align)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 100, 32, actor.name,align)
end
end
############
# Game_Map #
############
class Game_Map
def map_name
@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil
return @mapinfo[@map_id].name
end
end
###################
# Window_SaveFile #
###################
class Window_SaveFile < Window_Base
attr_reader :filename
attr_reader :selected
def initialize(file_index, filename)
super(0, 64 + file_index * 138, 640, 240)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@game_system = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@game_self_switches = Marshal.load(file)
@game_screen = Marshal.load(file)
@game_actors = Marshal.load(file)
@game_party = Marshal.load(file)
@game_troop = Marshal.load(file)
@game_map = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
file.close
end
@wiref = 0
refresh
@selected = false
end
  def refresh
    self.contents.clear
    self.contents.font.name = "High Tower Text"
    drw_win_file(0,190)
    name = "#{@file_index + 1}"
    self.contents.font.color = Color.new(0,0,0,255)
    self.contents.draw_text(161, 41, 600, 32, name)
    self.contents.font.color = Color.new(255,255,255,255)
    self.contents.draw_text(160, 40, 600, 32, name)
    @name_width = contents.text_size(name).width
    if @file_exist
      actors = @game_party.actors
      for i in 0...actors.size
        x = i * 98
        actor = actors[i]
        self.contents.font.size = 20
        draw_heroface3(actor, x + 160,180)
        draw_actor_name6(actor, x + 150, 72, 2)
        draw_actor_level6(actor, x + 168, 155)
        self.contents.font.size = 22
      end
      hour = @total_sec / 60 / 60
      min = @total_sec / 60 % 60
      sec = @total_sec % 60
      time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
      self.contents.font.color = Color.new(0,0,0,255)
      self.contents.draw_text(5, 41, 450, 32, time_string, 2)
      self.contents.draw_text(41 , 141, 120 , 32, @game_map.map_name.to_s)
      self.contents.font.color = Color.new(255,255,255,255)
      self.contents.draw_text(40 , 140, 120 , 32, @game_map.map_name.to_s)
      self.contents.draw_text(4, 40, 450, 32, time_string, 2)
    end
  end
  def selected=(selected)
    @selected = selected
  end
end
##############
# Scene_File #
##############
class Scene_File
def initialize(help_text)
@help_text = help_text
end
def main
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("MN_BK") rescue Bitmap.new(1,1)
@mnback.z = 1
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Lay_File.PNG") rescue Bitmap.new(1,1)
@mnlay.z = 2
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@help_window.opacity = 0
@savefile_windows = []
for i in 0..2
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@savefile_windows[0]
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
@savefile_windows[0].y = 40
@savefile_windows[1].y= 140
@savefile_windows[2].y= 240
@win_move_time = 0
@win_move = 0
@win_dire = 0
@win_opac = 255
@win1_y = 0
@win2_y = 0
@win3_y = 0
Graphics.transition(MOG::MSVT, "Graphics/Transitions/" + MOG::MSVTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..50
@mnback.ox += 1
@savefile_windows[0].x += 10
@savefile_windows[1].x -= 10
@savefile_windows[2].x += 10
for i in @savefile_windows
i.contents_opacity -= 5
end
Graphics.update
end
Graphics.freeze
@help_window.dispose
@mnback.dispose
@mnlay.dispose
for i in @savefile_windows
i.dispose
end
end
def update
@mnback.ox += 1
@win_opac += 3
@win_move_time += 1
if @win_opac > 254
@win_opac = 150
end
if @win_move_time > 60
@win_dire += 1
@win_move_time = 0
end
if @win_dire > 1
@win_dire = 0
end
if @win_dire == 0
@win_move += 1
else
@win_move -= 1
end
if @file_index == 0
@savefile_windows[0].z = 2
@savefile_windows[1].z = 1
@savefile_windows[2].z = 0
@savefile_windows[0].x = @win_move
@savefile_windows[1].x = 0
@savefile_windows[1].x= 0
@savefile_windows[2].x = 0
@savefile_windows[0].contents_opacity = @win_opac
@savefile_windows[1].contents_opacity = 130
@savefile_windows[2].contents_opacity = 130
elsif @file_index == 1
@savefile_windows[0].z = 1
@savefile_windows[1].z = 2
@savefile_windows[2].z = 1
@savefile_windows[0].x = 0
@savefile_windows[1].x = @win_move
@savefile_windows[2].x = 0
@savefile_windows[0].contents_opacity = 130
@savefile_windows[1].contents_opacity = @win_opac
@savefile_windows[2].contents_opacity = 130
else
@savefile_windows[0].z = 0
@savefile_windows[1].z = 1
@savefile_windows[2].z = 2
@savefile_windows[0].x = 0
@savefile_windows[1].x = 0
@savefile_windows[2].x = @win_move
@savefile_windows[0].contents_opacity = 130
@savefile_windows[1].contents_opacity = 130
@savefile_windows[2].contents_opacity = @win_opac
end
@help_window.update
for i in @savefile_windows
i.update
end
if Input.trigger?(Input::C)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
on_cancel
return
end
if Input.repeat?(Input::DOWN)
if Input.trigger?(Input::DOWN) or @file_index < 3
$game_system.se_play($data_system.cursor_se)
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1) % 3
@savefile_windows[@file_index].selected = true
return
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @file_index > 0
$game_system.se_play($data_system.cursor_se)
@savefile_windows[@file_index].selected = false
@file_index = (@file_index - 1) % 3
@savefile_windows[@file_index].selected = true
return
end
end
end
def make_filename(file_index)
return "Save#{file_index + 1}.rxdata"
end
end
Ahi esta todo, creo. En caso de que exista cualquier duda o problema con el script, me lo notificas por MP...

Edison, ahora comienzo con lo tuyo. Primero debo terminar el trabajo pendiente con leda y luego paso a resolver tu problema xD

Saludos,
¥oukai

Edisonortiz15

avatar
Amigoo Por favor Ayúdame Llevas Mucho Sin Hacerlo xP Me Seria de Gran Utilidad

youkai

avatar
Edison realmente te pido disculpas por esto Ópalo Triste Ando demasiado metido en las cosas de mi proyecto y eso y con el tiempo se fue diluyendo en mi mente xd
Para tu primer pedido, aqui tienes la respuesta:
Código:
#==============================================================================
# ** Sprite_Character
#------------------------------------------------------------------------------
#  This sprite is used to display the character.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Character < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :character                # character
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    viewport  : viewport
  #    character : character (Game_Character)
  #--------------------------------------------------------------------------
  def initialize(viewport, character = nil)
    super(viewport)
    @character = character
    update
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If tile ID, file name, or hue are different from current ones
    if @tile_id != @character.tile_id or
      @character_name != @character.character_name or
      @character_hue != @character.character_hue
      # Remember tile ID, file name, and hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      # If tile ID value is valid
      if @tile_id >= 384
        self.bitmap = RPG::Cache.tile($game_map.tileset_name,
          @tile_id, @character.character_hue)
        self.src_rect.set(0, 0, 32, 32)
        self.ox = 16
        self.oy = 32
      # If tile ID value is invalid
      else
        if @character.character_name.include?('$')
          self.bitmap = RPG::Cache.character(@character.character_name,
            @character.character_hue)
          @cw = bitmap.width / 16
          @ch = bitmap.height / 8
        else
          self.bitmap = RPG::Cache.character(@character.character_name,
            @character.character_hue)
          @cw = bitmap.width / 4
          @ch = bitmap.height / 4
        end
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
    # Set visible situation
    self.visible = (not @character.transparent)
    # If graphic is character
    if @tile_id == 0
      # Set rectangular transfer
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    # Set sprite coordinates
    self.x = @character.screen_x
    self.y = @character.screen_y
    self.z = @character.screen_z(@ch)
    # Set opacity level, blend method, and bush depth
    self.opacity = @character.opacity
    self.blend_type = @character.blend_type
    self.bush_depth = @character.bush_depth
    # Animation
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end
Agrega ese codigo sobre Main y listo.

Para el segundo voy a necesitar un poco de tu ayuda... Necesito que busques dentro del XAS una linea que diga:
Código:
class Game_Player < Game_Character
Despues que encuentres esa, busca la inmediata proxima que diga:
Código:
def update
Como yo creo que MOG sabe programar lindo(?) pasame desde esa linea(def update) hasta la proxima linea que diga "end"(sin comillas) que este a la misma distancia del margen que el def update. Ejemplo:
Código:
  def update
      asdfasdfasdf
    asdfasdfasdf
      asdfasdfasdf
  end
Como ves, el update y el end tienen la misma separacion del margen xD Si te lias mucho con eso, entonces simplemente pasame la pagina en la que encuentres class Game_Player < Game_Character y yo me encargo del resto Ópalo Guiño
Saludos,
¥oukai

Ledai

avatar
No se si estarás disponible o no; pero bueno, yo lo intento XD

Un pedido tonto... podrías pasarme el script que hace un montón de tiempo te pedí; configurando un nuevo estilo gráfico de batalla y que ya me hiciste?? necesito que me lo reenvíes, es que se me ha perdido el proyecto que lo guardaba y todo lo que eso conlleva...

Solo si lo tienes mandamelo por MP, si no; pues nada...^_^

Por cierto cuantos pagos por el taller de debemos?? @~@




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