Equipamento No Menu De Batalha Do RMXP

26 de fevereiro de 2012

Um script feito or XRXS que permite adicionar o comando Equipamento no menu de batalha de um jogo ou projeto do RPG Maker XP.

É de fácil instalação, bastando copiar o código abaixo acima do script Main, no seu projeto, na área de scripts do RMXP.

################################################################# 
############################ XRXS ############################### 
################################################################# 
# Script permite adicionar o comando Equipamento no menu de 
#batalha. 
################################################################# 

class Spriteset_Battle 
  attr_reader  :viewport3              
  attr_reader  :viewport4              
end 
class Scene_Battle 
  alias xrxs_bp16_update update 
  def update 
    if @interrupt_scene != nil 
      save_scene = $scene 
      @interrupt_scene.update 
      next_scene = nil 
      if $scene.is_a?(Scene_Menu) 
        next_scene = nil 
        $scene = save_scene 
        @interrupt_scene.dispose 
      elsif $scene != save_scene 
        next_scene = $scene 
        $scene = save_scene 
      end 
      if next_scene != nil 
        @interrupt_scene = next_scene 
      elsif @interrupt_scene.disposed? 
        @interrupt_scene = nil 
        @spriteset.viewport1.visible = true 
        @spriteset.viewport2.visible = true 
        @spriteset.viewport3.visible = true 
        @spriteset.viewport4.visible = true 
        @actor_command_window.visible= @actor_command_window_visible 
        @status_window.visible      = true 
        $game_temp.in_battle        = true 
      end 
      return 
    end 
    xrxs_bp16_update 
  end 
  def set_interrupt_scene(scene) 
    @interrupt_scene = scene 
    @spriteset.viewport1.visible = false 
    @spriteset.viewport2.visible = false 
    @spriteset.viewport3.visible = false 
    @spriteset.viewport4.visible = false 
    @actor_command_window_visible=@actor_command_window.visible 
    @actor_command_window.visible= false 
    @status_window.visible      = false 
  end 
  def call_menu_skill(index) 
    $game_temp.in_battle        = false    
    set_interrupt_scene(BattleInterruptScene_Skill.new(index)) 
  end 
  def call_menu_equip(index) 
    set_interrupt_scene(BattleInterruptScene_Equip.new(index)) 
  end 
end 
class Scene_Skill 
  attr_reader  :actor_index            
end 
class Scene_Equip 
  attr_reader  :actor_index            
end 
class BattleInterruptScene_Skill < Scene_Skill 
  attr_reader  :next_scene                    
  def initialize(actor_index = 0, equip_index = 0) 
    super(actor_index, equip_index) 
    @next_scene = nil 
    @actor = $game_party.actors[@actor_index] 
    @help_window = Window_Help.new 
    @status_window = Window_SkillStatus.new(@actor) 
    @skill_window = Window_Skill.new(@actor) 
    @skill_window.help_window = @help_window 
    @target_window = Window_Target.new 
    @target_window.visible = false 
    @target_window.active = false 
  end 
  def update 
    if Input.trigger?(Input::R) 
      $game_system.se_play($data_system.buzzer_se) 
      return 
    end 
    if Input.trigger?(Input::L) 
      $game_system.se_play($data_system.buzzer_se) 
      return 
    end 
    super 
  end 
  def disposed? 
    return @disposed 
  end 
  def dispose 
    @disposed = true 
    @help_window.dispose 
    @status_window.dispose 
    @skill_window.dispose 
    @target_window.dispose 
  end 
end 
class BattleInterruptScene_Equip < Scene_Equip 
  attr_reader  :next_scene                
  def initialize(actor_index = 0, equip_index = 0) 
    super(actor_index, equip_index) 
    @next_scene = nil 
    @actor = $game_party.actors[@actor_index] 
    @help_window = Window_Help.new 
    @left_window = Window_EquipLeft.new(@actor) 
    @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) 
    @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 
    @disposed = false 
    refresh 
  end 
  def update 
    if Input.trigger?(Input::R) 
      $game_system.se_play($data_system.buzzer_se) 
      return 
    end 
    if Input.trigger?(Input::L) 
      $game_system.se_play($data_system.buzzer_se) 
      return 
    end 
    super 
  end 
  def disposed? 
    return @disposed 
  end 
  def dispose 
    @disposed = true 
    @help_window.dispose 
    @left_window.dispose 
    @right_window.dispose 
    @item_window1.dispose 
    @item_window2.dispose 
    @item_window3.dispose 
    @item_window4.dispose 
    @item_window5.dispose 
  end 
end 

module XRXS_Window_Command_Add_Command 
  def add_command(command) 
    if @disabled == nil 
      @disabled = [] 
    end 
    if @commands.size != @disabled.size 
      for i in 0...@commands.size 
        @disabled[i] = false 
      end 
    end 
    @commands.push(command) 
    @disabled.push(false) 
    @item_max = @commands.size 
    self.y -= 32 
    self.height += 32 
    self.contents.dispose 
    self.contents = nil 
    self.contents = Bitmap.new(self.width - 32, @item_max * 32) 
    refresh 
    for i in 0...@commands.size 
      if @disabled[i] 
        disable_item(i) 
      end 
    end 
  end 
  def disable_item(index) 
    if @disabled == nil 
      @disabled = [] 
    end 
    @disabled[index] = true 
    draw_item(index, disabled_color) 
  end 
end 
class Window_Command < Window_Selectable 
  include XRXS_Window_Command_Add_Command 
  def disable_item(index) 
    super 
  end 
end 
class Scene_Battle 
  alias xrxs_bp16_ax_start_phase1 start_phase1 
  def start_phase1 
    @bis_equip_actor_command_index = @actor_command_window.height/32 - 1 
    s5 = $data_system.words.equip 
    @actor_command_window.add_command(s5) 
    xrxs_bp16_ax_start_phase1 
  end 
  alias xrxs_bp16_ax_update_phase3_basic_command update_phase3_basic_command 
  def update_phase3_basic_command 
    xrxs_bp16_ax_update_phase3_basic_command 
    if Input.trigger?(Input::C) 
      case @actor_command_window.index 
      when @bis_equip_actor_command_index 
        $game_system.se_play($data_system.decision_se) 
        call_menu_equip(@actor_index) 
      end 
    end 
  end 
end

Informações adicionais

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