Maker Palace
Si quiere un completo acceso al contenido del foro. Registrate

Maker Palace

¡El Reino del RpgMaker y del Ocio!
 
ÍndiceBuscarGrupos de UsuariosScriptsRecursosTutorialesJuegos creados por los PalacersPalaceWikiFAQRegistrarseConectarse
Conectarse
Nombre de Usuario:
Contraseña:
Entrar automáticamente en cada visita: 
:: Recuperar mi contraseña
Temas similares
  • » ● Armas Contundentes ●
  • » Armas y debilidades
  • » Skin para las armas de cod 4
  • » Armas&Armaduras de Kamus
  • » NUEVAS ARMAS EN LA HERRERIA
  • » Hombres de armas y mercenarios
  • » Armas legendaria y perladas.
  • » LCN - Traficantes de armas - Mafia
  • » Comandos Nuevas Armas y Armaduras.
  • » Lista de Armas (Precio base)
  • Buscar
     
     

    Resultados por:
     
    Rechercher Búsqueda avanzada
    Últimos temas
    » [AYUDA] tengo un problema con mi script
    por Shooter Hoy a las 5:21 am

    » Buenas fuentes para aprender Ruby
    por SagahonArturo Ayer a las 7:00 pm

    » Los trailers mas memorables
    por Shooter Ayer a las 3:32 pm

    » Capcom cancela evento de Resident Evil: Revelations HD
    por Shooter Ayer a las 2:19 pm

    » nueva beta de dross el rompe muelas
    por Poiron15 Ayer a las 1:44 pm

    » Infinity - Terrains
    por Shooter Mar Mayo 21, 2013 3:08 pm

    » Zekirom : La Leyenda !Descargalo completo ya¡(RMXP)
    por Mur-mai-der Mar Mayo 21, 2013 2:40 pm

    Recomendados
    RPG en RPG Maker
    La importancia de un Backup
    Que requiere un sistema de Batalla para ser exitoso
    9 Minutos de Juegos por fans
    Neoland
    Indice de Scripts Locales XP
    Falcao Pearl ABS Liquid
    ¿Quién está en línea?
    En total hay 40 usuarios en línea: 0 Registrados, 0 Ocultos y 40 Invitados :: 1 Motor de búsqueda

    Ninguno

    La mayor cantidad de usuarios en línea fue 179 el Mar Ago 30, 2011 1:06 pm.
    MiniChat
    Mejores posteadores
    Shooter (2937)
     
    DaviX (2724)
     
    Frikilangelo (2429)
     
    Falcao (1768)
     
    kyonides-arkanthos (1443)
     
    SagahonArturo (1440)
     
    555goku5551 (1434)
     
    Webmaster24 (1353)
     
    Ares (1336)
     
    xDarkLinkx (1309)
     
    Afiliados
    Crear foro Mundo Maker Foro de anime y RM2k3/XP/VX Computer mix
    Flag Counter
    free counters
    Visitas

    Compartir | .
     

     Scripts Armas x2!

    Ver el tema anterior Ver el tema siguiente Ir abajo 
    AutorMensaje
    pulgaindus
    Escudero Experimentado
    Escudero Experimentado


    Cantidad de envíos: 68
    Miembro desde: 11/11/2009
    Edad: 19
    Localización: Argentina!
    Sexo: Masculino


    MensajeTema: Scripts Armas x2!   Jue Nov 12, 2009 3:40 pm

    Este script, como dice el ti*tulo, es para poder equipar dos armas y atacar al* mismo dos veces. Es sencillo y eficaz ya que solo tienen que poner el script y todo listo.

    Citación:
    #=================================
    # class Game_Actor mod's... -Midge-
    #=================================
    # This is where the meat of the script takes place...
    # there is alot to be accounted for here too..
    # i had to make sure that all the stat stuff was being
    # from all the right things... in fact i think most of the
    # original class has been modded here... not sure on that
    # and too lazy to check and see... let's hope that you haven't
    # made any forgetable changes to this before...
    #=================================
    class Game_Actor < Game_Battler

    attr_accessor :weapon_type
    attr_accessor :armor_type
    attr_accessor :sec_attack

    alias double_weapons_initialize initialize

    def initialize(actor_id)
    double_weapons_initialize(actor_id)
    @weapon_type = $data_weapons[@weapon_id]
    @armor_type = $data_armors[@armor1_id]
    @sec_attack = nil
    end

    def animation3_id
    weapon = $data_weapons[@armor1_id]
    return (weapon != nil ? weapon.animation1_id : 0)
    end

    def animation4_id
    weapon = $data_weapons[@armor1_id]
    return (weapon != nil ? weapon.animation2_id : 0)
    end

    def two_shields
    if (self.weapon_type.is_a?(RPG::Armor) and self.armor_type.is_a?(RPG::Armor)) and
    (self.weapon_id != 0 and self.armor1_id != 0)
    return true
    else
    return false
    end
    end

    def two_weapons
    if (self.weapon_type.is_a?(RPG::Weapon) and self.armor_type.is_a?(RPG::Weapon)) and
    (self.weapon_id != 0 and self.armor1_id != 0)
    return true
    else
    return false
    end
    end

    def equip(equip_type, id, item = RPG::Armor)
    case equip_type

    when 0

    if @weapon_id == 0
    if item.is_a?(RPG::Weapon)
    if id == 0 or $game_party.weapon_number(id) > 0
    self.weapon_type = $data_weapons[id]
    @weapon_id = id
    $game_party.lose_weapon(id, 1)
    end
    elsif item.is_a?(RPG::Armor)
    if id == 0 or $game_party.weapon_number(id) > 0
    self.weapon_type = $data_armors[id]
    @weapon_id = id
    $game_party.lose_armor(id, 1)
    end
    end
    end

    if item == nil
    if self.weapon_type.is_a?(RPG::Weapon)
    if id == 0 or $game_party.weapon_number(id) > 0
    $game_party.gain_weapon(@weapon_id, 1)
    @weapon_id = id
    end
    elsif self.weapon_type.is_a?(RPG::Armor)
    if id == 0 or $game_party.armor_number(id) > 0
    $game_party.gain_armor(@weapon_id, 1)
    @weapon_id = id
    end
    end
    end

    if item.is_a?(RPG::Weapon)
    if self.weapon_type.is_a?(RPG::Weapon)
    if id == 0 or $game_party.weapon_number(id) > 0
    $game_party.gain_weapon(@weapon_id, 1)
    self.weapon_type = $data_weapons[id]
    @weapon_id = id
    $game_party.lose_weapon(id, 1)
    end
    elsif self.weapon_type.is_a?(RPG::Armor)
    if id == 0 or $game_party.weapon_number(id) > 0
    $game_party.gain_armor(@weapon_id, 1)
    self.weapon_type = $data_weapons[id]
    @weapon_id = id
    $game_party.lose_weapon(id, 1)
    end
    end

    elsif item.is_a?(RPG::Armor)
    if self.weapon_type.is_a?(RPG::Armor)
    if id == 0 or $game_party.armor_number(id) > 0
    $game_party.gain_armor(@weapon_id, 1)
    self.weapon_type = $data_armors[id]
    @weapon_id = id
    $game_party.lose_armor(id, 1)
    end
    elsif self.weapon_type.is_a?(RPG::Weapon)
    if id == 0 or $game_party.armor_number(id) > 0
    $game_party.gain_weapon(@weapon_id, 1)
    self.weapon_type = $data_armors[id]
    @weapon_id = id
    $game_party.lose_armor(id, 1)
    end
    end
    end

    when 1

    if @armor1_id == 0
    if item.is_a?(RPG::Weapon)
    if id == 0 or $game_party.weapon_number(id) > 0
    self.armor_type = $data_weapons[id]
    @armor1_id = id
    $game_party.lose_weapon(id, 1)
    end
    elsif item.is_a?(RPG::Armor)
    if id == 0 or $game_party.armor_number(id) > 0
    self.armor_type = $data_armors[id]
    @armor1_id = id
    $game_party.lose_armor(id, 1)
    end
    end
    end

    if item == nil
    if self.armor_type.is_a?(RPG::Weapon)
    if id == 0 or $game_party.weapon_number(id) > 0
    $game_party.gain_weapon(@armor1_id, 1)
    @armor1_id = id
    end
    elsif self.armor_type.is_a?(RPG::Armor)
    if id == 0 or $game_party.armor_number(id) > 0
    $game_party.gain_armor(@armor1_id, 1)
    @armor1_id = id
    end
    end
    end

    if item.is_a?(RPG::Weapon)
    if self.armor_type.is_a?(RPG::Weapon)
    if id == 0 or $game_party.weapon_number(id) > 0
    $game_party.gain_weapon(@armor1_id, 1)
    self.armor_type = $data_weapons[id]
    @armor1_id = id
    $game_party.lose_weapon(id, 1)
    end
    elsif self.armor_type.is_a?(RPG::Armor)
    if id == 0 or $game_party.weapon_number(id) > 0
    $game_party.gain_armor(@armor1_id, 1)
    self.armor_type = $data_weapons[id]
    @armor1_id = id
    $game_party.lose_weapon(id, 1)
    end
    end

    elsif item.is_a?(RPG::Armor)
    if self.armor_type.is_a?(RPG::Armor)
    if id == 0 or $game_party.armor_number(id) > 0
    $game_party.gain_armor(@armor1_id, 1)
    self.armor_type = $data_armors[id]
    @armor1_id = id
    $game_party.lose_armor(id, 1)
    end
    elsif self.armor_type.is_a?(RPG::Weapon)
    if id == 0 or $game_party.armor_number(id) > 0
    $game_party.gain_weapon(@armor1_id, 1)
    self.armor_type = $data_armors[id]
    @armor1_id = id
    $game_party.lose_armor(id, 1)
    end
    end
    end

    when 2
    if id == 0 or $game_party.armor_number(id) > 0
    update_auto_state($data_armors[@armor2_id], $data_armors[id])
    $game_party.gain_armor(@armor2_id, 1)
    @armor2_id = id
    $game_party.lose_armor(id, 1)
    end
    when 3
    if id == 0 or $game_party.armor_number(id) > 0
    update_auto_state($data_armors[@armor3_id], $data_armors[id])
    $game_party.gain_armor(@armor3_id, 1)
    @armor3_id = id
    $game_party.lose_armor(id, 1)
    end
    when 4
    if id == 0 or $game_party.armor_number(id) > 0
    update_auto_state($data_armors[@armor4_id], $data_armors[id])
    $game_party.gain_armor(@armor4_id, 1)
    @armor4_id = id
    $game_party.lose_armor(id, 1)
    end
    end
    end

    def element_rate(element_id)
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    if self.armor_type.is_a?(RPG::Weapon)
    for i in [@armor2_id, @armor3_id, @armor4_id]
    armor = $data_armors[i]
    if armor != nil and armor.guard_element_set.include?(element_id)
    result /= 2
    end
    end
    else
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
    armor = $data_armors[i]
    if armor != nil and armor.guard_element_set.include?(element_id)
    result /= 2
    end
    end
    end
    for i in @states
    if $data_states[i].guard_element_set.include?(element_id)
    result /= 2
    end
    end
    return result
    end

    def state_guard?(state_id)
    if self.armor_type.is_a?(RPG::Weapon)
    for i in [@armor2_id, @armor3_id, @armor4_id]
    armor = $data_armors[i]
    if armor != nil
    if armor.guard_state_set.include?(state_id)
    return true
    end
    end
    end
    else
    return false
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
    armor = $data_armors[i]
    if armor != nil
    if armor.guard_state_set.include?(state_id)
    return true
    end
    end
    end
    return false
    end
    end

    def element_set
    n = []
    unless self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_weapons[@weapon_id]
    n += weapon != nil ? weapon.element_set : []
    end
    unless self.armor_type.is_a?(RPG::Armor)
    weapon2 = $data_weapons[@armor1_id]
    n += weapon2 != nil ? weapon2.element_set : []
    end
    n.flatten!
    n.uniq!
    return n
    end


    def plus_state_set
    n = []
    unless self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_weapons[@weapon_id]
    n += weapon != nil ? weapon.plus_state_set : []
    end
    unless self.armor_type.is_a?(RPG::Armor)
    weapon2 = $data_weapons[@armor1_id]
    n += weapon2 != nil ? weapon2.plus_state_set : []
    end
    n.flatten!
    n.uniq!
    return n
    end

    def minus_state_set
    n = []
    unless self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_weapons[@weapon_id]
    n += weapon != nil ? weapon.minus_state_set : []
    end
    unless self.armor_type.is_a?(RPG::Armor)
    weapon2 = $data_weapons[@armor1_id]
    n += weapon2 != nil ? weapon2.minus_state_set : []
    end
    n.flatten!
    n.uniq!
    return n
    end

    def base_str
    n = $data_actors[@actor_id].parameters[2, @level]
    if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
    elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
    end
    if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
    elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
    end
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.str_plus : 0
    n += armor1 != nil ? armor1.str_plus : 0
    n += armor2 != nil ? armor2.str_plus : 0
    n += armor3 != nil ? armor3.str_plus : 0
    n += armor4 != nil ? armor4.str_plus : 0
    return [[n, 1].max, 999].min
    end

    def base_dex
    n = $data_actors[@actor_id].parameters[3, @level]
    if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
    elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
    end
    if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
    elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
    end
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.dex_plus : 0
    n += armor1 != nil ? armor1.dex_plus : 0
    n += armor2 != nil ? armor2.dex_plus : 0
    n += armor3 != nil ? armor3.dex_plus : 0
    n += armor4 != nil ? armor4.dex_plus : 0
    return [[n, 1].max, 999].min
    end

    def base_agi
    n = $data_actors[@actor_id].parameters[4, @level]
    if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
    elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
    end
    if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
    elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
    end
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.agi_plus : 0
    n += armor1 != nil ? armor1.agi_plus : 0
    n += armor2 != nil ? armor2.agi_plus : 0
    n += armor3 != nil ? armor3.agi_plus : 0
    n += armor4 != nil ? armor4.agi_plus : 0
    return [[n, 1].max, 999].min
    end

    def base_int
    n = $data_actors[@actor_id].parameters[5, @level]
    if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
    elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
    end
    if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
    elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
    end
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.int_plus : 0
    n += armor1 != nil ? armor1.int_plus : 0
    n += armor2 != nil ? armor2.int_plus : 0
    n += armor3 != nil ? armor3.int_plus : 0
    n += armor4 != nil ? armor4.int_plus : 0
    return [[n, 1].max, 999].min
    end

    def base_atk
    n = 0
    unless self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_weapons[@weapon_id]
    n += weapon != nil ? weapon.atk : 0
    end
    unless self.armor_type.is_a?(RPG::Armor)
    weapon2 = $data_weapons[@armor1_id]
    n += weapon2 != nil ? weapon2.atk : 0
    end
    return n
    end

    def base_pdef
    if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
    elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
    end
    if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
    elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
    end
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    pdef1 = weapon != nil ? weapon.pdef : 0
    pdef2 = armor1 != nil ? armor1.pdef : 0
    pdef3 = armor2 != nil ? armor2.pdef : 0
    pdef4 = armor3 != nil ? armor3.pdef : 0
    pdef5 = armor4 != nil ? armor4.pdef : 0
    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
    end

    def base_mdef
    if self.weapon_type.is_a?(RPG::Weapon)
    weapon = $data_weapons[@weapon_id]
    elsif self.weapon_type.is_a?(RPG::Armor)
    weapon = $data_armors[@armor1_id]
    end
    if self.armor_type.is_a?(RPG::Armor)
    armor1 = $data_armors[@armor1_id]
    elsif self.armor_type.is_a?(RPG::Weapon)
    armor1 = $data_weapons[@armor1_id]
    end
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    mdef1 = weapon != nil ? weapon.mdef : 0
    mdef2 = armor1 != nil ? armor1.mdef : 0
    mdef3 = armor2 != nil ? armor2.mdef : 0
    mdef4 = armor3 != nil ? armor3.mdef : 0
    mdef5 = armor4 != nil ? armor4.mdef : 0
    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
    end

    def base_eva
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    eva1 = armor1 != nil ? armor1.eva : 0
    eva2 = armor2 != nil ? armor2.eva : 0
    eva3 = armor3 != nil ? armor3.eva : 0
    eva4 = armor4 != nil ? armor4.eva : 0
    return eva1 + eva2 + eva3 + eva4
    end

    end
    #=================================
    # end -O- Game_Actor changes -Midge-
    #=================================
    #=================================
    # class Window_EquipRight mods... -Midge-
    #=================================
    # this is just so that it will display the right stuff that
    # you have equipped in the two hands...
    #=================================

    class Window_EquipRight < Window_Selectable
    def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    if @actor.weapon_type.is_a?(RPG::Weapon)
    @data[0] = $data_weapons[@actor.weapon_id]
    elsif @actor.weapon_type.is_a?(RPG::Armor)
    @data[0] = $data_armors[@actor.weapon_id]
    end
    if @actor.armor_type.is_a?(RPG::Weapon)
    @data[1] = $data_weapons[@actor.armor1_id]
    elsif @actor.armor_type.is_a?(RPG::Armor)
    @data[1] = $data_armors[@actor.armor1_id]
    end
    @data.push($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
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
    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
    end
    #=================================
    # End -O- Window_EquipRight Mods... -Midge-
    #=================================
    #=================================
    # class Window_EquipItem mods... -Midge-
    #=================================
    # basically i just made it so that both the weapons and
    # sheilds would be displayed in the weapon and shield
    # hands... both of them... so you can equip either in
    # either hand... anyway.. its all cool and stuff...
    #=================================

    class Window_EquipItem < Window_Selectable

    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
    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 $data_armors[i].kind == 0
    @data.push($data_armors[i])
    end
    end
    end
    end
    if @equip_type != 0
    if @equip_type == 1
    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
    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)
    self.contents.font.name = "Arial"
    self.contents.font.size = 22
    for i in 0...@item_max-1
    draw_item(i)
    end
    end

    end
    #=================================
    # End -O- Window_EquipItem mod's... -Midge-
    #=================================
    class Scene_Equip

    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)
    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, item2)
    new_atk = @actor.atk
    new_pdef = @actor.pdef
    new_mdef = @actor.mdef
    @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, item1)
    @actor.hp = last_hp
    @actor.sp = last_sp
    @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    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
    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, item)
    @right_window.active = true
    @item_window.active = false
    @item_window.index = -1
    @right_window.refresh
    @item_window.refresh
    return
    end
    end

    def update
    @left_window.update
    @right_window.update
    @item_window.update
    @item_window1.refresh
    @item_window2.refresh
    refresh
    if @right_window.active
    update_right
    return
    end
    if @item_window.active
    update_item
    return
    end
    end
    end

    class Scene_Battle


    def update_phase3_basic_command
    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    phase3_prior_actor
    return
    end
    if @active_battler.two_shields
    @actor_command_window.disable_item(0)
    else
    @actor_command_window.enable_item(0)
    end


    if Input.trigger?(Input::C)
    case @actor_command_window.index
    when 0
    if @active_battler.two_shields
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    if @active_battler.two_weapons == true
    @active_battler.current_action.kind = 0
    @active_battler.current_action.basic = 4
    else
    @active_battler.current_action.kind = 0
    @active_battler.current_action.basic = 0
    end
    $game_system.se_play($data_system.decision_se)
    start_enemy_select
    when 1
    $game_system.se_play($data_system.decision_se)
    @active_battler.current_action.kind = 1
    start_skill_select
    when 2
    $game_system.se_play($data_system.decision_se)
    @active_battler.current_action.kind = 0
    @active_battler.current_action.basic = 1
    phase3_next_actor
    when 3
    $game_system.se_play($data_system.decision_se)
    @active_battler.current_action.kind = 2
    start_item_select
    end
    return
    end
    end

    def make_basic_action_result
    if @active_battler.current_action.basic == 0
    @animation1_id = @active_battler.animation1_id
    @animation2_id = @active_battler.animation2_id
    if @active_battler.is_a?(Game_Enemy)
    if @active_battler.restriction == 3
    target = $game_troop.random_target_enemy
    elsif @active_battler.restriction == 2
    target = $game_party.random_target_actor
    else
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    end
    end
    if @active_battler.is_a?(Game_Actor)
    if @active_battler.armor_type.is_a?(RPG::Weapon)
    @animation1_id = @active_battler.animation3_id
    @animation2_id = @active_battler.animation4_id
    end
    if @active_battler.restriction == 3
    target = $game_party.random_target_actor
    elsif @active_battler.restriction == 2
    target = $game_troop.random_target_enemy
    else
    index = @active_battler.current_action.target_index
    target = $game_troop.smooth_target_enemy(index)
    end
    end
    @target_battlers = [target]
    for target in @target_battlers
    target.attack_effect(@active_battler)
    end
    return
    end

    if @active_battler.current_action.basic == 1
    @help_window.set_text($data_system.words.guard, 1)
    return
    end

    if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2
    @help_window.set_text("逃げる", 1)
    @active_battler.escape
    return
    end

    if @active_battler.current_action.basic == 3
    $game_temp.forcing_battler = nil
    @phase4_step = 1
    return
    end

    if @active_battler.current_action.basic == 4
    @animation1_id = @active_battler.animation1_id
    @animation2_id = @active_battler.animation2_id
    @animation3_id = @active_battler.animation3_id
    @animation4_id = @active_battler.animation4_id
    if @active_battler.is_a?(Game_Actor)
    if @active_battler.restriction == 3
    target = $game_party.random_target_actor
    elsif @active_battler.restriction == 2
    target = $game_troop.random_target_enemy
    else
    index = @active_battler.current_action.target_index
    target = $game_troop.smooth_target_enemy(index)
    end
    end
    @target_battlers = [target]
    for target in @target_battlers
    target.attack_effect(@active_battler)
    end
    return
    end
    end



    def update_phase4_step4
    if @active_battler.is_a?(Game_Actor)
    if @active_battler.two_weapons == true && @active_battler.sec_attack == 0
    for target in @target_battlers
    target.animation_id = @animation4_id
    target.animation_hit = (target.damage != "Miss")
    @phase4_step = 5
    return
    end
    end
    end
    for target in @target_battlers
    target.animation_id = @animation2_id
    target.animation_hit = (target.damage != "Miss")
    end
    @wait_count = 8
    @phase4_step = 5
    end

    def update_phase4_step5
    @help_window.visible = false
    @status_window.refresh
    if @active_battler.is_a?(Game_Actor)
    if @active_battler.current_action.basic == 4
    if @active_battler.two_weapons == true && @active_battler.sec_attack == nil
    @active_battler.sec_attack = 0
    @phase4_step = 3
    return
    else
    @active_battler.sec_attack = nil
    end
    end
    end
    for target in @target_battlers
    if target.damage != nil
    target.damage_pop = true
    end
    end
    @phase4_step = 6
    end
    end
    class Window_Command

    def enable_item(index)
    draw_item(index, normal_color)
    end
    end


    este script lo encontre y lo queria compartir Laughing
    la verdad no se si anda lol!
    Volver arriba Ir abajo
    Ver perfil de usuario
    Divalmax
    Moderador
    Moderador


    Cantidad de envíos: 846
    Miembro desde: 22/07/2009
    Edad: 17
    Localización: Vía Láctea (por donde pasan los trenes con quesos, leches, yogures, etc.)
    Sexo: Masculino

    Maker: RMXP


    MensajeTema: Re: Scripts Armas x2!   Vie Nov 13, 2009 9:44 am

    Muy buen aporte! Lo voy a probar y después te digo...
    Se ve bueno...

    EDITO: Si, me aparece un error:



    Sería en esta parte:

    Código:
    def create_item_windows
        @item_windows = []
        for i in 0...EQUIP_TYPE_MAX
          @item_windows[i] = Window_EquipItem.new(0, 208, 544, 208, @actor, i)
          @item_windows[i].help_window = @help_window
          @item_windows[i].visible = (@equip_index == i)
          @item_windows[i].y = 208
          @item_windows[i].height = 208
          @item_windows[i].active = false
          @item_windows[i].index = -1
        end
      end


    Línea 90: @item_windows[i] = Window_EquipItem.new(0, 208, 544, 208, @actor, i)


    Si alguien sabe como arreglarlo que me lo diga. Este script me interesa mucho...
    Volver arriba Ir abajo
    Ver perfil de usuario http://divertitealmaximo.es.tl
    Azenis
    Diamante
    Diamante


    Cantidad de envíos: 1063
    Miembro desde: 11/10/2009
    Edad: 16
    Localización: En lo fondo de mis pensamientos
    Sexo: Masculino

    Maker: RMXP


    MensajeTema: Re: Scripts Armas x2!   Vie Nov 13, 2009 10:37 am

    y el autor, como se usa, mas explicaciones

    Divalmax: ami el script no me da error quizas sea por algun script que tengas, incompatibilidad etc...
    Volver arriba Ir abajo
    Ver perfil de usuario
    Webmaster24
    SuperLord Maker
    SuperLord Maker


    Cantidad de envíos: 1353
    Miembro desde: 24/07/2009
    Edad: 17
    Localización: Morelia, Mich., Mexico
    Sexo: Masculino

    Maker: RMXP

    Logros MP:



    MensajeTema: Re: Scripts Armas x2!   Vie Nov 13, 2009 10:43 am

    El script ya esta aqui, te recomiendo checar el indice de scripts
    Volver arriba Ir abajo
    Ver perfil de usuario http://unirpgworld.freeiz.com/
     

    Scripts Armas x2!

    Ver el tema anterior Ver el tema siguiente Volver arriba 
    Página 1 de 1.

     Temas similares

    -
    » Armas caseras
    » Pack De Armas
    » [Ambientación] Armas modernas
    » COnfiguracion Armas hero
    » Algunas Armas (D&D clasic)

    Permisos de este foro:No puedes responder a temas en este foro.
    Maker Palace :: RGSS Scripts :: Scripts Maker VX / VX Ace-