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newbie123

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Membro Honorário III
Membro Honorário III
Bem o proprio nome do topico ja diz o que eu to perguntando(não irei criar um game de DBZ) é que quero saber mesmo.

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BrunoFox

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Administrador
Administrador
Todos não sei, sei que precisa de spell linear (avá) e transformação por imagem pra virar ssj...



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Line

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Membro IV
Membro IV
Sistema de level, sistema de spell linear, transformações ssj, missões, etc.

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Myke ~

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Membro Honorário I
Membro Honorário I
Poder de Luta
Ranking
Spell Linear
Trans por Foto

Esses são os basicos para ter um jogo de Dbz.

Depois que para min são muitos bons, São:

Shenlong
Quest
Item Exp
Voar
Nadar
Scouter modificada...

Beijos ~
Myke

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Samuka_Maker

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Membro Honorário III
Membro Honorário III
esses sistemas sao todos os ke sao ecessarios .-. (os ke disseram a cima) toma um sis de voarse kiser e outros bons pra um DB xD>:
Código:
class Game_Player < Game_Character
  alias voar_update update
  def update
    voar_update
    #Se a switch 20 estiver ON e a tecla Z pressionada o personagem voa.
    #If the switch 20 is ON and Z is pressed the character will fly.
    if Input.press?(Input::A) and $game_switches[20] == true
      #Deixe aqui o nome da imagem com o personagem a voar.
      #Leave here the image's name with the character flying.
      @character_name = $game_party.actors[0].character_name + "_v"
      #Defina aqui a velocidade do personagem a voar.
      #Choose the flying speed.
      @move_speed = 4
      #Alta prioridade. (O personagem passa por cima de tudo)
      #Always on top ON.
      @always_on_top = true
      #Animação fixa. (O personagem fica com uma animação de voar)
      #Stop animation ON.
      @step_anime = true
      #Atravessar. (O personagem consegue atravessar NPC'c e etc)
      #Through ON.
      @through = true
      #Deixe aqui o ID do personagem que perderá vida ao voar.
      #Leave here the character's ID which will lose HP while flying.
      actor = $game_party.actors[0]
    elsif $game_map.passable?($game_player.x,$game_player.y,$game_player.direction)
      #Deixe aqui o nome da imagem com o personagem sem voar.
      #Leave here the image's name with the character walking.
      @character_name = $game_party.actors[0].character_name
      #Defina aqui a velocidade do personagem a andar.
      #Choose de walking speed.
      @move_speed = 3
      #Alta prioridade desactivada.
      #Always on top OFF.
      @always_on_top = false
      #Animação fixa desactivada.
      #Stop animation OFF.
      @step_anime = false
      #Atravessar desactivado.
      #Through OFF.
      @through = false
      #Deixe aqui o ID do personagem que perderá vida ao voar.
      #Leave here the character's ID which will lose HP while flying.
      actor = $game_party.actors[0]
    end
  end
end
Código:
#================================================
# Janela de Level UP
#==============================================================================
class Scene_Battle
LEVEL_UP_SE = ""
LEVEL_UP_ME = "Audio/ME/001-Victory01"
end
class Window_SkillLearning < Window_Base
SKILLLEARN_SE = "Audio/SE/106-Heal02"
end
#==============================================================================
# Window_LevelUpWindow
#==============================================================================
class Window_LevelUpWindow < Window_Base
def initialize(x, y, actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
super(x-x, y-96, 160, 192+64)

self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.back_opacity = 400
refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
end
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 20, 0, 160, 24, "Ganhou Nivel!")
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 28+64, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50+64, 160, 24, $data_system.words.sp)
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 0+64, 80, 24, "Level")
self.contents.draw_text( 0, 72+64, 80, 24, $data_system.words.str[0,3])
self.contents.draw_text( 0, 94+64, 80, 24, $data_system.words.dex[0,3])
self.contents.draw_text( 0, 116+64, 80, 24, $data_system.words.agi[0,3])
self.contents.draw_text( 0, 138+64, 80, 24, $data_system.words.int[0,3])
self.contents.draw_text(76, 0+64, 128, 24, " -")
self.contents.draw_text(76, 28+64, 128, 24, " -")
self.contents.draw_text(76, 50+64, 128, 24, " -")
self.contents.draw_text(76, 72+64, 128, 24, " -")
self.contents.draw_text(76, 94+64, 128, 24, " -")
self.contents.draw_text(76, 116+64, 128, 24, " -")
self.contents.draw_text(76, 138+64, 128, 24, " -")
self.contents.font.size = 20
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0+64, 72, 24, "- " + (actor.level-last_lv).to_s, 2)
self.contents.draw_text( 0, 28+64, 72, 24, "- " + up_hp.to_s, 2)
self.contents.draw_text( 0, 50+64, 72, 24, "- " + up_sp.to_s, 2)
self.contents.draw_text( 0, 72+64, 72, 24, "- " + up_str.to_s, 2)
self.contents.draw_text( 0, 94+64, 72, 24, "- " + up_dex.to_s, 2)
self.contents.draw_text( 0, 116+64, 72, 24, "- " + up_agi.to_s, 2)
self.contents.draw_text( 0, 138+64, 72, 24, "- " + up_int.to_s, 2)
self.contents.font.size = 20
self.contents.font.name = $fontface
self.contents.draw_text( 0, 0+64, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26+64, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( -40, 26, 128, 24, actor.name, 2)
self.contents.draw_text( 0, 48+64, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70+64, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92+64, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114+64, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136+64, 128, 24, actor.int.to_s, 2)
self.z = 9999999
end
end
#==============================================================================
# Window_SkillLearning
#==============================================================================
class Window_SkillLearning < Window_Base
#--------------------------------------------------------------------------
attr_reader :learned
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(160, 64-32, 320, 64)

self.contents = Bitmap.new(width - 32, height - 28)
self.visible = false
self.z = 999999
@learned = false
refresh(class_id, last_lv, now_lv)
end
#--------------------------------------------------------------------------
def refresh(class_id, last_lv, now_lv)
for i in 0...$data_classes[class_id].learnings.size
learn_lv = $data_classes[class_id].learnings[i].level
if learn_lv > last_lv and learn_lv <= now_lv
@learned = true
if SKILLLEARN_SE != ""
Audio.se_play(SKILLLEARN_SE)
end
skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name
self.contents.clear
self.contents.font.name = $fontface
self.contents.draw_text(0,0,448,32, "Aprendeu " + skill_name)
self.visible = true
loop do
Graphics.update
Input.update
update
if @learned == false
break
end
end
end
end
end
#--------------------------------------------------------------------------
def update
if Input.trigger?(Input::C)
@learned = false
self.visible = false
end
end
end
#==============================================================================
# Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!•\Ž¦
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
xrxs_bp10_start_phase5
@exp_gained = battle_exp
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp -= @exp_gained
if actor.level < last_level
@status_window.level_up_flags[i] = false
end
end
end
@exp_gain_actor = -1
@result_window.visible = true
end
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
@level_up_phase_done = false if @level_up_phase_done != true
if Input.trigger?(Input::C)
@levelup_window.visible = false if @levelup_window != nil
@status_window.level_up_flags[@exp_gain_actor] = false
@level_up_phase_done = phase5_next_levelup
end
if @level_up_phase_done
if @phase5_wait_count < 2
@result_window.opacity = 0
@result_window.back_opacity = 0
@result_window.contents_opacity = 0
end
xrxs_bp10_update_phase5
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
@exp_gain_actor += 1
if @exp_gain_actor >= $game_party.actors.size
return true
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
actor.exp += @exp_gained
if actor.level > last_level
@status_window.level_up(@exp_gain_actor)
@result_window.visible = false
if LEVEL_UP_SE != ""
Audio.se_play(LEVEL_UP_SE)
end
if LEVEL_UP_ME != ""
Audio.me_stop
Audio.me_play(LEVEL_UP_ME)
end
actors_size = [$game_party.actors.size, 4].max
x_shift = 160 + (640 - 160*actors_size)/(actors_size - 1)
x = x_shift * @exp_gain_actor
y = 128
@levelup_window = Window_LevelUpWindow.new(x, y, actor, last_level,
actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str,
actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int)
@levelup_window.visible = true
@status_window.refresh
@skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
@phase5_wait_count = 40
return false
end
end
end until false
end

def battle_exp
bexp = 0
for enemy in $game_troop.enemies
unless enemy.hidden
bexp += enemy.exp
end
end
return bexp
end
end

Código:
#==============================================================================
# ** Window_Equip_Legend_of_Dragoon
#------------------------------------------------------------------------------
# Mostra as mudanças,nos parâmetros do personagem ao equipar determinado equipamento.
# Autor: ?????
# Tradução: Genesis Scarlet
# Lolis e_e
#==============================================================================

class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# * Inicialização de Objetos
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(272, 256, 368, 224)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end
#--------------------------------------------------------------------------
# * Configura os Parâmetros após a troca de equipamentos.
# new_atk : Poder de Ataque após mudar o equipamento.
# new_pdef : Defesa depois de mudar o equipamento
# new_mdef : Defesa Mágica após mudar o equipamento.
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
# Essa janela mostra os itens os quais o personagem está equipado.
#
#==============================================================================

class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# * Inicialização de objetos
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Aquisição dos Itens
#--------------------------------------------------------------------------
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
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
#--------------------------------------------------------------------------
# * Update no texto de ajuda.
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
# Essa janela mostra as mudanças após mudar o equipamento.
#==============================================================================

class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# * Inicialização de Objetos
# actor : actor
# equip_type : equip region (0-3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(0, 64, 272, 416)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Aquisição de itens
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Adiciona as Armas equipáveis.
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
# Adiciona as armaduras equipavéis.
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
# Adiciona a página em branco.
@data.push(nil)
# Faz um pequeno mapeamento para carregar os itens.
@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
#--------------------------------------------------------------------------
# * Carregar itens
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
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(28, y, 212, 32, item.name, 0)
self.contents.draw_text(149, y, 16, 32, ":", 1)
self.contents.draw_text(179, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# * Atualização no Texto de Ajuda.
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end



att. Samuka_Maker
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Visite o meu forum: http://liferpgmaker.forumfacil.net
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