#################################################################
############################ 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
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum