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Habilidades ~ Leon Lindo s2

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Jun 16th, 2013
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  1. #==============================================================================
  2. # ** Window_Habilidades v 0.7
  3. # Exibe uma janela que exibe as habilidades
  4. #------------------------------------------------------------------------------
  5. # Autor: Pedro Matoso 19/01/2013
  6. # Alterador: LeonMM 14/06/2013
  7. #------------------------------------------------------------------------------
  8. # Chame a Janela com: $hab.visible = true
  9. #------------------------------------------------------------------------------
  10. # Instruçoes: Basta usar o código $hab.val_up(id, valor)
  11. # Sendo "id" o id da habilidade e "valor" o valor a ser adicionado a habilidade
  12. # ID das habilidades
  13. # Ataque:0
  14. # Combate a distância:1
  15. # Magia:2
  16. # Força:3
  17. # Defesa:4
  18. # Restauração:5
  19. # Corte a lenha:6
  20. # Arte do Fogo:7
  21. # Pontos vitais:8
  22. # Pesca:9
  23. # Culinaria:10
  24. # Metalugia:11
  25. # Mineração:12
  26. #==============================================================================
  27. class Game_Actor < Game_Battler
  28. attr_reader :hab
  29. attr_reader :hablvl
  30. attr_reader :habmax
  31. alias set_leon setup
  32. def setup(actor_id)
  33. @hab = Array.new(13)
  34. @hablvl = Array.new(13)
  35. @habmax = Array.new(13)
  36. set_leon(actor_id)
  37. end
  38. end
  39. class Window_Habilidades < Window_Base
  40.  
  41. def initialize(x=183, y=115, width=275, height=230, fonts=20)
  42. super(x, y, width, height)
  43. self.contents = Bitmap.new(width -32, height -32)
  44. self.windowskin = RPG::Cache.windowskin("B")
  45. self.z = 9999999
  46. self.back_opacity = 200
  47. @actor = $game_party.actors[0]
  48. @dragable = true
  49. @closable = true
  50. refresh
  51. check
  52. end
  53.  
  54. def val_up(id,valor)
  55. @actor.hab[id] += valor
  56. if @actor.hab[id] >= @actor.habmax[id] and @actor.hablvl[id] <= 10
  57. @actor.hablvl[id] += 1
  58. @actor.habmax[id] = check_max(@actor.hablvl[id])
  59. end
  60. end
  61.  
  62. def check_max(lvl)
  63. return 72 if lvl == 0
  64. return 72*lvl if lvl >= 1
  65. end
  66.  
  67. def refresh
  68. self.contents.clear
  69. self.contents.font.color = normal_color
  70. #============================================================================
  71. # ** Script
  72. #============================================================================
  73.  
  74. #Imagens
  75. ###
  76. habss = "Habs"
  77. habs = RPG::Cache.icon("#{habss}")
  78. habs_rect = Rect.new(0,0,549,368)
  79. self.contents.blt(0,5,habs,habs_rect)
  80. #Ataque
  81. #ataquee = "ICO1"
  82. #ataque = RPG::Cache.icon("#{ataquee}")
  83. #ataque_rect = Rect.new(0,0,349,68)
  84. #self.contents.blt(0,30,ataque,ataque_rect)
  85. self.contents.font.size = 12
  86. self.contents.draw_text(55, 2,800, 24, @actor.hablvl[0].to_s)
  87. self.contents.font.size = 11
  88. self.contents.draw_text(27, 19, 800, 24, @actor.hab[0].to_s + "/" + @actor.habmax[0].to_s)
  89. #Combate a distância
  90. #comdiss = "ICO2"
  91. #comdis = RPG::Cache.icon("#{comdiss}")
  92. #comdis_rect = Rect.new(0,0,349,68)
  93. #self.contents.blt(80,30,comdis,comdis_rect)
  94. self.contents.font.size = 12
  95. self.contents.draw_text(135, 2,800, 24, @actor.hablvl[1].to_s)
  96. self.contents.font.size = 11
  97. self.contents.draw_text(110, 19, 800, 24, @actor.hab[1].to_s + "/" + @actor.habmax[1].to_s)
  98. #Magia
  99. #magiaa = "ICO3"
  100. #magia = RPG::Cache.icon("#{magiaa}")
  101. #magia_rect = Rect.new(0,0,349,68)
  102. #self.contents.blt(160,30,magia,magia_rect)
  103. self.contents.font.size = 12
  104. self.contents.draw_text(215, 2,800, 24, @actor.hablvl[2].to_s)
  105. self.contents.font.size = 11
  106. self.contents.draw_text(193, 19, 800, 24, @actor.hab[2].to_s + "/" + @actor.habmax[2].to_s)
  107. #Pesca
  108. #pescaa = "ICO8"
  109. #pesca = RPG::Cache.icon("#{pescaa}")
  110. #pesca_rect = Rect.new(0,0,349,68)
  111. #self.contents.blt(80,110,pesca,pesca_rect)
  112. self.contents.font.size = 12
  113. self.contents.draw_text(135, 82,800, 24, @actor.hablvl[3].to_s)
  114. self.contents.font.size = 11
  115. self.contents.draw_text(110, 99, 800, 24,@actor.hab[3].to_s + "/" + @actor.habmax[3].to_s)
  116. #Pontos vitais
  117. #cff = "ICO5"
  118. #cf = RPG::Cache.icon("#{cff}")
  119. #cf_rect = Rect.new(0,0,349,68)
  120. #self.contents.blt(80,70,cf,cf_rect)
  121. self.contents.font.size = 12
  122. self.contents.draw_text(135, 42,800, 24, @actor.hablvl[4].to_s)
  123. self.contents.font.size = 11
  124. self.contents.draw_text(110, 59, 800, 24, @actor.hab[4].to_s + "/" + @actor.habmax[4].to_s)
  125. #Culinária
  126. #culii = "ICO10"
  127. #culi = RPG::Cache.icon("#{culii}")
  128. #culi_rect = Rect.new(0,0,444349,68)
  129. #self.contents.blt(80,150,culi,culi_rect)
  130. self.contents.font.size = 12
  131. self.contents.draw_text(135, 122,800, 24, @actor.hablvl[5].to_s)
  132. self.contents.font.size = 11
  133. self.contents.draw_text(110, 139, 800, 24, @actor.hab[5].to_s + "/" + @actor.habmax[5].to_s)
  134. #Metalurgia
  135. #metaa = "ICO12"
  136. #meta = RPG::Cache.icon("#{metaa}")
  137. #meta_rect = Rect.new(0,0,349,68)
  138. #self.contents.blt(80,190,meta,meta_rect)
  139. self.contents.font.size = 12
  140. self.contents.draw_text(135, 162,800, 24, @actor.hablvl[6].to_s)
  141. self.contents.font.size = 11
  142. self.contents.draw_text(110, 179, 800, 24, @actor.hab[6].to_s + "/" + @actor.habmax[6].to_s)
  143. #Força
  144. #fforçaa = "ICO4"
  145. #fforça = RPG::Cache.icon("#{fforçaa}")
  146. #fforça_rect = Rect.new(0,0,249,68)
  147. #self.contents.blt(0,70,fforça,fforça_rect)
  148. self.contents.font.size = 12
  149. self.contents.draw_text(55, 42,800, 24, @actor.hablvl[7].to_s)
  150. self.contents.font.size = 11
  151. self.contents.draw_text(28, 59, 800, 24, @actor.hab[7].to_s + "/" + @actor.habmax[7].to_s)
  152. #Defesa
  153. #defesaa = "ICO7"
  154. #defesa = RPG::Cache.icon("#{defesaa}")
  155. #defesa_rect = Rect.new(0,0,249,68)
  156. #self.contents.blt(0,110,defesa,defesa_rect)
  157. self.contents.font.size = 12
  158. self.contents.draw_text(55, 82,800, 24, @actor.hablvl[8].to_s)
  159. self.contents.font.size = 11
  160. self.contents.draw_text(28, 99, 800, 24, @actor.hab[8].to_s + "/" + @actor.habmax[8].to_s)
  161. #Corte a Lenha
  162. #corlee = "ICO9"
  163. #corle = RPG::Cache.icon("#{corlee}")
  164. #corle_rect = Rect.new(0,0,249,68)
  165. #self.contents.blt(0,150,corle,corle_rect)
  166. self.contents.font.size = 12
  167. self.contents.draw_text(55, 122,800, 24, @actor.hablvl[9].to_s)
  168. self.contents.font.size = 11
  169. self.contents.draw_text(28, 139, 800, 24, @actor.hab[9].to_s + "/" + @actor.habmax[9].to_s)
  170. #Arte do Fogo
  171. #artfoo = "ICO11"
  172. #artfo = RPG::Cache.icon("#{artfoo}")
  173. #artfo_rect = Rect.new(0,0,249,68)
  174. #self.contents.blt(0,190,artfo,artfo_rect)
  175. self.contents.font.size = 12
  176. self.contents.draw_text(55, 162,800, 24, @actor.hablvl[10].to_s)
  177. self.contents.font.size = 11
  178. self.contents.draw_text(29, 179, 800, 24, @actor.hab[10].to_s + "/" + @actor.habmax[10].to_s)
  179. #Mineração
  180. #minee = "ICO6"
  181. #mine = RPG::Cache.icon("#{minee}")
  182. #mine_rect = Rect.new(0,0,349,68)
  183. #self.contents.blt(160,70,mine,mine_rect)
  184. self.contents.font.size = 12
  185. self.contents.draw_text(215, 42, 800, 24, @actor.hablvl[11].to_s)
  186. self.contents.font.size = 11
  187. self.contents.draw_text(193, 59, 800, 24, @actor.hab[11].to_s + "/" + @actor.habmax[11].to_s)
  188. #Restauração
  189. #ress = "ICO13"
  190. #res = RPG::Cache.icon("#{ress}")
  191. #res_rect = Rect.new(0,0,349,68)
  192. #self.contents.blt(160,110,res,res_rect)
  193. self.contents.font.size = 12
  194. self.contents.draw_text(215, 82, 800, 24, @actor.hablvl[12].to_s)
  195. self.contents.font.size = 11
  196. self.contents.draw_text(193, 99, 800, 24, @actor.hab[12].to_s + "/" + @actor.habmax[12].to_s)
  197. end
  198.  
  199. def check
  200. for id in 0..12
  201. if @actor.hablvl[id] == 0 or @actor.hablvl[id] == nil
  202. @actor.hablvl[id] = 1
  203. @actor.habmax[id] = 72
  204. @actor.hab[id] = 0
  205. end
  206. end
  207. refresh
  208. end
  209.  
  210. def on_close
  211. self.visible = false
  212. self.active = false
  213. $habi.visible = false
  214. $habi.active = false
  215. $fechando_ativar = true
  216. end
  217. end
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