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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 | @habs = RPG::Cache.icon("Habs")
| |
| 51 | refresh | |
| 52 | check | |
| 53 | end | |
| 54 | ||
| 55 | def val_up(id,valor) | |
| 56 | @actor.hab[id] += valor | |
| 57 | if @actor.hab[id] >= @actor.habmax[id] and @actor.hablvl[id] <= 10 | |
| 58 | @actor.hablvl[id] += 1 | |
| 59 | @actor.habmax[id] = check_max(@actor.hablvl[id]) | |
| 60 | end | |
| 61 | end | |
| 62 | ||
| 63 | def check_max(lvl) | |
| 64 | return 72 if lvl == 0 | |
| 65 | return 72*lvl if lvl >= 1 | |
| 66 | end | |
| 67 | ||
| 68 | def refresh | |
| 69 | self.contents.clear | |
| 70 | self.contents.font.color = normal_color | |
| 71 | #============================================================================ | |
| 72 | # ** Script | |
| 73 | #============================================================================ | |
| 74 | ||
| 75 | #Imagens | |
| 76 | ### | |
| 77 | habs_rect = Rect.new(0,0,@habs.width,@habs.height) | |
| 78 | self.contents.blt(0,5,@habs,habs_rect) | |
| 79 | - | #Ataque |
| 79 | + | |
| 80 | - | #ataquee = "ICO1" |
| 80 | + | |
| 81 | - | #ataque = RPG::Cache.icon("#{ataquee}")
|
| 81 | + | |
| 82 | - | #ataque_rect = Rect.new(0,0,349,68) |
| 82 | + | |
| 83 | - | #self.contents.blt(0,30,ataque,ataque_rect) |
| 83 | + | |
| 84 | self.contents.draw_text(135, 42,800, 24, @actor.hablvl[4].to_s) | |
| 85 | self.contents.draw_text(135, 122,800, 24, @actor.hablvl[5].to_s) | |
| 86 | self.contents.draw_text(135, 162,800, 24, @actor.hablvl[6].to_s) | |
| 87 | self.contents.draw_text(55, 42,800, 24, @actor.hablvl[7].to_s) | |
| 88 | - | #Combate a distância |
| 88 | + | |
| 89 | - | #comdiss = "ICO2" |
| 89 | + | |
| 90 | - | #comdis = RPG::Cache.icon("#{comdiss}")
|
| 90 | + | |
| 91 | - | #comdis_rect = Rect.new(0,0,349,68) |
| 91 | + | |
| 92 | - | #self.contents.blt(80,30,comdis,comdis_rect) |
| 92 | + | |
| 93 | self.contents.font.size = 11 | |
| 94 | self.contents.draw_text(27, 19, 800, 24, @actor.hab[0].to_s + "/" + @actor.habmax[0].to_s) | |
| 95 | self.contents.draw_text(110, 19, 800, 24, @actor.hab[1].to_s + "/" + @actor.habmax[1].to_s) | |
| 96 | self.contents.draw_text(193, 19, 800, 24, @actor.hab[2].to_s + "/" + @actor.habmax[2].to_s) | |
| 97 | - | #Magia |
| 97 | + | |
| 98 | - | #magiaa = "ICO3" |
| 98 | + | |
| 99 | - | #magia = RPG::Cache.icon("#{magiaa}")
|
| 99 | + | |
| 100 | - | #magia_rect = Rect.new(0,0,349,68) |
| 100 | + | |
| 101 | - | #self.contents.blt(160,30,magia,magia_rect) |
| 101 | + | |
| 102 | self.contents.draw_text(28, 99, 800, 24, @actor.hab[8].to_s + "/" + @actor.habmax[8].to_s) | |
| 103 | self.contents.draw_text(28, 139, 800, 24, @actor.hab[9].to_s + "/" + @actor.habmax[9].to_s) | |
| 104 | self.contents.draw_text(29, 179, 800, 24, @actor.hab[10].to_s + "/" + @actor.habmax[10].to_s) | |
| 105 | self.contents.draw_text(193, 59, 800, 24, @actor.hab[11].to_s + "/" + @actor.habmax[11].to_s) | |
| 106 | - | #Pesca |
| 106 | + | |
| 107 | - | #pescaa = "ICO8" |
| 107 | + | end |
| 108 | - | #pesca = RPG::Cache.icon("#{pescaa}")
|
| 108 | + | |
| 109 | - | #pesca_rect = Rect.new(0,0,349,68) |
| 109 | + | |
| 110 | - | #self.contents.blt(80,110,pesca,pesca_rect) |
| 110 | + | |
| 111 | @actor.hablvl[id] = 1 | |
| 112 | @actor.habmax[id] = 72 | |
| 113 | @actor.hab[id] = 0 | |
| 114 | end | |
| 115 | - | #Pontos vitais |
| 115 | + | |
| 116 | - | #cff = "ICO5" |
| 116 | + | |
| 117 | - | #cf = RPG::Cache.icon("#{cff}")
|
| 117 | + | |
| 118 | - | #cf_rect = Rect.new(0,0,349,68) |
| 118 | + | |
| 119 | - | #self.contents.blt(80,70,cf,cf_rect) |
| 119 | + | |
| 120 | self.visible = false | |
| 121 | self.active = false | |
| 122 | $habi.visible = false | |
| 123 | $habi.active = false | |
| 124 | - | #Culinária |
| 124 | + | |
| 125 | - | #culii = "ICO10" |
| 125 | + | |
| 126 | - | #culi = RPG::Cache.icon("#{culii}")
|
| 126 | + |