Cole acima de Main e pronto. É só apretar F9 durante o jogo.
Não é necessário.
=begin
Debug Avançado por br_lemes
É permitido, livre de quaisquer ônus, usar, copiar, modificar e/ou
distribuir cópias deste script, desde que seja mantido este aviso.
NÃO HÁ QUALQUER GARANTIA, USE POR SUA PRÓPRIA CONTA E RISCO.
=end
################################################################################
# CONFIGURAÇÕES - modifique a vontade, mas com cuidado
################################################################################
$RMVX = $TEST != nil
$DEBUG_OPTIONS = [
"Switches",
"Variáveis",
"Itens",
"Outros"]
$PARTY_OPTIONS = [
"Dinheiro",
"Tempo de Jogo",
"Contador de Passos",
"Contador de Saves",
"Controle de Tempo",
" * Minutos",
" * Segundos",
"Proibir Save",
"Proibir Menu",
"Proibir Encontros"]
$ACTOR_OPTIONS = [
"Grupo",
"Classe",
"HP",
$RMVX ? "MP" : "SP",
"Exp",
"Nível",
"HP Máx",
$RMVX ? "MP Máx" : "SP Máx",
"Ataque",
"Defesa",
"Agilidade",
"Inteligência"]
################################################################################
# FIM DAS CONFIGURAÇÕES - não modifique apartir daqui
# A menos que você saiba realmente o que está fazendo
################################################################################
$WLH = $RMVX ? 24 : 32
$RM_W = $RMVX ? Graphics.width : 640
$RM_H = $RMVX ? Graphics.height : 480
$DEBUG_SWITCHES = 0
$DEBUG_VARIABLES = 1
$DEBUG_ITEMS = 2
$DEBUG_MISC = 3
$ITEMTYPE_NONE = 0
$ITEMTYPE_ITEM = 1
$ITEMTYPE_WEAPON = 2
$ITEMTYPE_ARMOR = 3
class Game_Party
attr_accessor :steps
end
class Game_Temp
attr_accessor :debug_maindex
alias advdbg_initialize initialize
def initialize
advdbg_initialize
@debug_top_row = [0,0,0,0]
@debug_index = [0,0,0,0]
@debug_maindex = 0
end
end
if !$RMVX
class Window_Selectable < Window_Base
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + 32) / @column_max - 32
rect.height = $WLH
rect.x = index % @column_max * (rect.width + 32)
rect.y = index / @column_max * $WLH
return rect
end
end
end
class Window_DebugCommand < Window_Selectable
def initialize
super(0, 0, $RM_W, $WLH + 32)
self.contents = Bitmap.new(width - 32, height - 32) if !$RMVX
@commands = $DEBUG_OPTIONS
@item_max = @commands.size
@column_max = @commands.size
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.font.color = normal_color
self.contents.draw_text(rect, @commands[index])
end
end
class Window_DebugLeft < Window_Selectable
attr_reader :mode
def initialize
super(0, $WLH + 32, 192, $RM_H - ($WLH + 32))
self.contents = Bitmap.new(width - 32, height - 32) if !$RMVX
self.index = -1
self.active = false
self.mode = $DEBUG_SWITCHES # refresh
end
def refresh
@item_max = get_item_max
self.contents.dispose
self.contents = Bitmap.new(width - 32, [height - 32, @item_max * $WLH].max)
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
case @mode
when $DEBUG_SWITCHES
n = index * 10
text = sprintf("[%04d-%04d]", n+1, n+10)
when $DEBUG_VARIABLES
n = index * 10
text = sprintf("[%04d-%04d]", n+1, n+10)
when $DEBUG_ITEMS
if index < num_items
n = index * 10
text = sprintf("[%04d-%04d] I", n+1, n+10)
elsif index - num_items < num_weapons
n = (index - num_items) * 10
text = sprintf("[%04d-%04d] W", n+1, n+10)
else
n = (index - num_items - num_weapons) * 10
text = sprintf("[%04d-%04d] A", n+1, n+10)
end
when $DEBUG_MISC
text = index == 0 ? "Todos" : sprintf("%04d: %s", index, $data_actors[index].name)
end
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.draw_text(rect, text) if text != nil
end
def num_items
return ($data_items.size - 1 + 9) / 10
end
def num_weapons
return ($data_weapons.size - 1 + 9) / 10
end
def num_armors
return ($data_armors.size - 1 + 9) / 10
end
def get_item_max
case @mode
when $DEBUG_SWITCHES
return ($data_system.switches.size - 1 + 9) / 10
when $DEBUG_VARIABLES
return ($data_system.variables.size - 1 + 9) / 10
when $DEBUG_ITEMS
return num_items + num_weapons + num_armors
when $DEBUG_MISC
return $data_actors.size
end
end
def item_type
if @mode == 2
if self.index < num_items
return $ITEMTYPE_ITEM
elsif self.index - num_items < num_weapons
return $ITEMTYPE_WEAPON
else
return $ITEMTYPE_ARMOR
end
else
return $ITEMTYPE_NONE
end
end
def mode=(mode)
if @mode != mode
@mode = mode
refresh
end
end
def top_id
case @mode
when $DEBUG_SWITCHES
return self.index * 10 + 1
when $DEBUG_VARIABLES
return self.index * 10 + 1
when $DEBUG_ITEMS
case item_type
when $ITEMTYPE_ITEM
return self.index * 10 + 1
when $ITEMTYPE_WEAPON
return (self.index - num_items) * 10 + 1
when $ITEMTYPE_ARMOR
return (self.index - num_items - num_weapons) * 10 + 1
end
when $DEBUG_MISC
return self.index
end
end
end
class Window_DebugRight < Window_Selectable
attr_reader :mode
attr_reader :item_type
attr_reader :top_id
def initialize
super(192, $WLH + 32, $RM_W - 192, 10 * $WLH + 32)
self.contents = Bitmap.new(width - 32, height - 32) if !$RMVX
self.index = -1
self.active = false
@top_id = 1
self.mode = $DEBUG_SWITCHES # refresh
end
def update
super
if @mode == $DEBUG_MISC and @top_id == 0
refresh
end
end
def refresh
if @mode != $DEBUG_MISC
@item_max = 10
else
if @top_id == 0
@item_max = $PARTY_OPTIONS.size
else
@item_max = $ACTOR_OPTIONS.size
end
end
self.contents.dispose
self.contents = Bitmap.new(width - 32, [height - 32, @item_max * $WLH].max)
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
if @mode == $DEBUG_MISC
draw_misc(index)
return
end
current_id = @top_id + index
id_text = sprintf("%04d:", current_id)
case @mode
when $DEBUG_SWITCHES
name = $data_system.switches[current_id]
status = $game_switches[current_id] ? "[ON]" : "[OFF]"
when $DEBUG_VARIABLES
name = $data_system.variables[current_id]
status = $game_variables[current_id].to_s
when $DEBUG_ITEMS
case @item_type
when $ITEMTYPE_ITEM
item = $data_items[current_id]
status = $game_party.item_number(item.id).to_s if !$RMVX
when $ITEMTYPE_WEAPON
item = $data_weapons[current_id]
status = $game_party.weapon_number(item.id).to_s if !$RMVX
when $ITEMTYPE_ARMOR
item = $data_armors[current_id]
status = $game_party.armor_number(item.id).to_s if !$RMVX
end
name = item != nil ? item.name : ""
status = $game_party.item_number(item).to_s if $RMVX
end
id_width = self.contents.text_size(id_text).width
name = "" if name == nil
status = "" if status == nil
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.font.color = normal_color
self.contents.draw_text(rect, id_text)
rect.x += id_width + 4
rect.width -= id_width + 64
if @mode == $DEBUG_ITEMS
if $RMVX
draw_icon(item.icon_index, rect.x, rect.y) if item != nil
elsif item != nil
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(rect.x, rect.y + 4, bitmap, Rect.new(0, 0, 24, 24), 255)
end
rect.x += 24 + 4
rect.width -= 24 + 4
end
self.contents.draw_text(rect, name)
rect.width += 60
self.contents.draw_text(rect, status, 2)
end
def draw_misc(index)
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.font.color = normal_color
if @top_id == 0
self.contents.draw_text(rect, $PARTY_OPTIONS[index])
case index
when 0 # Dinheiro
self.contents.draw_text(rect, $game_party.gold.to_s, 2)
when 1 # Tempo de Jogo
self.contents.draw_text(rect, (Graphics.frame_count / Graphics.frame_rate).to_s, 2)
when 2 # Contador de Passos
self.contents.draw_text(rect, $game_party.steps.to_s.to_s, 2)
when 3 # Contador de Saves
self.contents.draw_text(rect, $game_system.save_count.to_s, 2)
when 4 # Controle de Tempo
self.contents.draw_text(rect, $game_system.timer_working ? "[ON]" : "[OFF]", 2)
when 5 # * Minutos
self.contents.draw_text(rect, (($game_system.timer / Graphics.frame_rate) / 60).to_s, 2)
when 6 # * Segundos
self.contents.draw_text(rect, (($game_system.timer / Graphics.frame_rate) % 60).to_s, 2)
when 7 # Proibir Save
self.contents.draw_text(rect, $game_system.save_disabled ? "[ON]" : "[OFF]", 2)
when 8 # Proibir Menu
self.contents.draw_text(rect, $game_system.menu_disabled ? "[ON]" : "[OFF]", 2)
when 9 # Proibir Encontros
self.contents.draw_text(rect, $game_system.encounter_disabled ? "[ON]" : "[OFF]", 2)
end
else
if index != 0 then self.contents.draw_text(rect, $ACTOR_OPTIONS[index]) end
case index
when 0 # Grupo
if $RMVX
draw_vx_graphic($data_actors[@top_id], rect.x, rect.y)
else
draw_xp_graphic($data_actors[@top_id], rect.x, rect.y)
end
rect.x += 32 + 4
rect.width -= 32 + 4
self.contents.draw_text(rect, $ACTOR_OPTIONS[0])
if $RMVX
self.contents.draw_text(rect, $game_party.members.include?($game_actors[@top_id]) ? "[ON]" : "[OFF]", 2)
else
self.contents.draw_text(rect, $game_party.actors.include?($game_actors[@top_id]) ? "[ON]" : "[OFF]", 2)
end
when 1 # Classe
self.contents.draw_text(rect, $data_classes[$game_actors[@top_id].class_id].name, 2)
when 2 # HP
self.contents.draw_text(rect, $game_actors[@top_id].hp.to_s, 2)
when 3 # MP
if $RMVX
self.contents.draw_text(rect, $game_actors[@top_id].mp.to_s, 2)
else
self.contents.draw_text(rect, $game_actors[@top_id].sp.to_s, 2)
end
when 4 # Exp
self.contents.draw_text(rect, $game_actors[@top_id].exp.to_s, 2)
when 5 # Nível
self.contents.draw_text(rect, $game_actors[@top_id].level.to_s, 2)
when 6 # HP Máx
self.contents.draw_text(rect, $game_actors[@top_id].maxhp.to_s, 2)
when 7 # MP Máx
if $RMVX
self.contents.draw_text(rect, $game_actors[@top_id].maxmp.to_s, 2)
else
self.contents.draw_text(rect, $game_actors[@top_id].maxsp.to_s, 2)
end
when 8 # Ataque
if $RMVX
self.contents.draw_text(rect, $game_actors[@top_id].atk.to_s, 2)
else
self.contents.draw_text(rect, $game_actors[@top_id].str.to_s, 2)
end
when 9 # Defesa
if $RMVX
self.contents.draw_text(rect, $game_actors[@top_id].def.to_s, 2)
else
self.contents.draw_text(rect, $game_actors[@top_id].dex.to_s, 2)
end
when 10 # Agilidade
if $RMVX
self.contents.draw_text(rect, $game_actors[@top_id].agi.to_s, 2)
else
self.contents.draw_text(rect, $game_actors[@top_id].agi.to_s, 2)
end
when 11 # Inteligência
if $RMVX
self.contents.draw_text(rect, $game_actors[@top_id].spi.to_s, 2)
else
self.contents.draw_text(rect, $game_actors[@top_id].int.to_s, 2)
end
end
end
end
def draw_vx_graphic(actor, x, y)
bitmap = Cache.character(actor.character_name)
sign = actor.character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = actor.character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, 24)
self.contents.blt(x + 16 - cw / 2, y + 32 - ch, bitmap, src_rect)
end
def draw_xp_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, 24)
self.contents.blt(x + 16 - cw / 2, y + 2, bitmap, src_rect)
end
def mode=(mode)
if @mode != mode
@mode = mode
refresh
end
end
def item_type=(item_type)
if @item_type != item_type and item_type != $ITEMTYPE_NONE
@item_type = item_type
refresh
end
end
def top_id=(id)
if @mode == $DEBUG_MISC
id = 0 if id < 0
else
return if id == 0
id = 1 if id < 0
end
if @top_id != id
@top_id = id
refresh
end
end
def update
# Desativar PageDown/PageUp (será usado para +10/-10 nos valores)
return if Input.repeat?(Input::R) or Input.repeat?(Input::L)
super
end
end
class Scene_Debug
def main
create_menu_background if $RMVX
@command_window = Window_DebugCommand.new
@left_window = Window_DebugLeft.new
@right_window = Window_DebugRight.new
@help_window = Window_Base.new(192, 64 + ($WLH * 11), $RM_W - 192, $RM_H - (64 + ($WLH * 11)))
@help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32) if !$RMVX
@command_window.index = $game_temp.debug_maindex
# start
Graphics.transition(10)
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
Graphics.freeze
# terminate
@help_window.dispose
@right_window.dispose
@left_window.dispose
@command_window.dispose
dispose_menu_background if $RMVX
$game_map.refresh
end
def update
update_menu_background if $RMVX
@left_window.mode = @command_window.index
@right_window.mode = @command_window.index
@right_window.item_type = @left_window.item_type
@right_window.top_id = @left_window.top_id
@command_window.update
@left_window.update
@right_window.update
$game_temp.debug_maindex = @command_window.index
if @command_window.active
update_command_input
elsif @left_window.active
$game_temp.debug_top_row[@command_window.index] = @left_window.top_row
$game_temp.debug_index[@command_window.index] = @left_window.index
update_left_input
elsif @right_window.active
update_right_input
end
end
def update_command_input
if Input.trigger?(Input::B)
$RMVX ? Sound.play_cancel : $game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
elsif Input.trigger?(Input::C)
$RMVX ? Sound.play_decision : $game_system.se_play($data_system.decision_se)
@command_window.active = false
@left_window.active = true
@left_window.top_row = $game_temp.debug_top_row[@command_window.index]
@left_window.index = $game_temp.debug_index[@command_window.index]
end
end
def update_left_input
if Input.trigger?(Input::B)
$RMVX ? Sound.play_cancel : $game_system.se_play($data_system.cancel_se)
@command_window.active = true
@left_window.active = false
@left_window.index = -1
elsif Input.trigger?(Input::C)
$RMVX ? Sound.play_decision : $game_system.se_play($data_system.decision_se)
if @left_window.mode == 0
@help_window.contents.draw_text(4, 0,
@help_window.contents.width - 8, $WLH,
"C (Enter) : ON / OFF")
elsif @left_window.mode != 3
@help_window.contents.draw_text(4, 0,
@help_window.contents.width - 8, $WLH,
"?: -1 ?: +1 Pageup: -10 Pagedown: +10")
end
@left_window.active = false
@right_window.active = true
@right_window.index = 0
end
end
def update_right_input
if Input.trigger?(Input::B)
$RMVX ? Sound.play_cancel : $game_system.se_play($data_system.cancel_se)
@left_window.active = true
@right_window.active = false
@right_window.index = -1
@help_window.contents.clear
else
current_id = @right_window.top_id + @right_window.index
case @right_window.mode
when $DEBUG_SWITCHES
if Input.trigger?(Input::C)
$RMVX ? Sound.play_cancel : $game_system.se_play($data_system.cancel_se)
$game_switches[current_id] = (not $game_switches[current_id])
@right_window.refresh
end
when $DEBUG_VARIABLES
last_value = $game_variables[current_id]
if Input.repeat?(Input::RIGHT)
$game_variables[current_id] += 1
elsif Input.repeat?(Input::LEFT)
$game_variables[current_id] -= 1
elsif Input.repeat?(Input::R)
$game_variables[current_id] += 10
elsif Input.repeat?(Input::L)
$game_variables[current_id] -= 10
end
if $game_variables[current_id] > 99999999
$game_variables[current_id] = 99999999
elsif $game_variables[current_id] < -99999999
$game_variables[current_id] = -99999999
end
if $game_variables[current_id] != last_value
$RMVX ? Sound.play_cursor : $game_system.se_play($data_system.cursor_se)
@right_window.refresh
end
when $DEBUG_ITEMS
if Input.repeat?(Input::RIGHT)
n = 1
elsif Input.repeat?(Input::LEFT)
n = -1
elsif Input.repeat?(Input::R)
n = 10
elsif Input.repeat?(Input::L)
n = -10
else
n = 0
end
if n != 0
last_value = $game_party.item_number(current_id)
case @right_window.item_type
when $ITEMTYPE_ITEM
if $RMVX
item = $data_items[current_id]
else
last_value = $game_party.item_number(current_id)
$game_party.gain_item(current_id, n)
new_value = $game_party.item_number(current_id)
end
when $ITEMTYPE_WEAPON
if $RMVX
item = $data_weapons[current_id]
else
last_value = $game_party.weapon_number(current_id)
$game_party.gain_weapon(current_id, n)
new_value = $game_party.weapon_number(current_id)
end
when $ITEMTYPE_ARMOR
if $RMVX
item = $data_armors[current_id]
else
last_value = $game_party.armor_number(current_id)
$game_party.gain_armor(current_id, n)
new_value = $game_party.armor_number(current_id)
end
end
if $RMVX
last_value = $game_party.item_number(item)
$game_party.gain_item(item, n)
new_value = $game_party.item_number(item)
end
if new_value != last_value
$RMVX ? Sound.play_cursor : $game_system.se_play($data_system.cursor_se)
@right_window.refresh
end
end
when $DEBUG_MISC
onoff_value = false
if Input.repeat?(Input::RIGHT)
n = 1
elsif Input.repeat?(Input::LEFT)
n = -1
elsif Input.repeat?(Input::R)
n = 10
elsif Input.repeat?(Input::L)
n = -10
else
n = 0
end
if @left_window.index == 0 # Todos
case @right_window.index
when 0 # Dinheiro
if n != 0
last_value = $game_party.gold
$game_party.gain_gold(n)
new_value = $game_party.gold
end
when 1 # Tempo de Jogo
if n != 0
last_value = Graphics.frame_count
Graphics.frame_count += n * Graphics.frame_rate
Graphics.frame_count = 0 if Graphics.frame_count < 0
new_value = Graphics.frame_count
end
when 2 # Contador de Passos
if n != 0
last_value = $game_party.steps
$game_party.steps += n
$game_party.steps = 0 if $game_party.steps < 0
new_value = $game_party.steps
end
when 3 # Contador de Saves
if n != 0
last_value = $game_system.save_count
$game_system.save_count += n
$game_system.save_count = 0 if $game_system.save_count < 0
new_value = $game_system.save_count
end
when 4 # Controle de Tempo
last_value = $game_system.timer_working
if Input.trigger?(Input::C)
$game_system.timer_working = !$game_system.timer_working
end
onoff_value = true
new_value = $game_system.timer_working
when 5 # * Minutos
min_value = ($game_system.timer / Graphics.frame_rate) / 60 + n
sec_value = ($game_system.timer / Graphics.frame_rate) % 60
min_value = 0 if min_value < 0 # precisa de um limite superior?
last_value = $game_system.timer
$game_system.timer = (min_value * 60 + sec_value) * Graphics.frame_rate
new_value = $game_system.timer
when 6 # * Segundos
min_value = ($game_system.timer / Graphics.frame_rate) / 60
sec_value = ($game_system.timer / Graphics.frame_rate) % 60 + n
if sec_value < 0
sec_value = 0
elsif sec_value > 59
sec_value = 59
end
last_value = $game_system.timer
$game_system.timer = (min_value * 60 + sec_value) * Graphics.frame_rate
new_value = $game_system.timer
when 7 # Proibir Save
last_value = $game_system.save_disabled
if Input.trigger?(Input::C)
$game_system.save_disabled = !$game_system.save_disabled
end
onoff_value = true
new_value = $game_system.save_disabled
when 8 # Proibir Menu
last_value = $game_system.menu_disabled
if Input.trigger?(Input::C)
$game_system.menu_disabled = !$game_system.menu_disabled
end
onoff_value = true
new_value = $game_system.menu_disabled
when 9 # Proibir Encontros
last_value = $game_system.encounter_disabled
if Input.trigger?(Input::C)
$game_system.encounter_disabled = !$game_system.encounter_disabled
end
onoff_value = true
new_value = $game_system.encounter_disabled
$game_player.make_encounter_count
end
else
actor = $game_actors[@left_window.index]
case @right_window.index
when 0 # Grupo
if $RMVX
last_value = $game_party.members.include?(actor)
else
last_value = $game_party.actors.include?(actor)
end
if Input.trigger?(Input::C)
if last_value
$game_party.remove_actor(@left_window.index)
else
$game_party.add_actor(@left_window.index)
end
end
if $RMVX
new_value = $game_party.members.include?(actor)
else
new_value = $game_party.actors.include?(actor)
end
onoff_value = true
when 1 # Classe
if n != 0
last_value = actor.class_id
new_value = last_value + n
if new_value < 1
new_value = 1
elsif new_value > $data_classes.nitems
new_value = $data_classes.nitems
end
actor.class_id = new_value
end
when 2 # HP
if n != 0
last_value = actor.hp
new_value = last_value + n
if new_value < 0
new_value = 0
elsif new_value > actor.maxhp
new_value = actor.maxhp
end
actor.hp = new_value
end
when 3 # MP
if n != 0
last_value = $RMVX ? actor.mp : actor.sp
new_value = last_value + n
max_value = $RMVX ? actor.maxmp : actor.maxsp
if new_value < 0
new_value = 0
elsif new_value > max_value
new_value = max_value
end
if $RMVX
actor.mp = new_value
else
actor.sp = new_value
end
end
when 4 # Exp
if n != 0
last_value = actor.exp
if $RMVX
actor.change_exp(last_value + n, false)
else
actor.exp += n
end
new_value = actor.exp
end
when 5 # Nível
if n != 0
last_value = actor.level
if $RMVX
actor.change_level(last_value + n, false)
else
actor.level += n
end
new_value = actor.level
end
when 6 # HP Máx
if n != 0
last_value = actor.maxhp
new_value = last_value + n
new_value = 1 if new_value < 1 # precisa de um limite superior?
actor.maxhp = new_value
end
when 7 # MP Máx
if n != 0
last_value = $RMVX ? actor.maxmp : actor.maxsp
new_value = last_value + n
new_value = 1 if new_value < 1 # precisa de um limite superior?
if $RMVX
actor.maxmp = new_value
else
actor.maxsp = new_value
end
end
when 7 # MP Máx
if n != 0
last_value = $RMVX ? actor.maxmp : actor.maxsp
new_value = last_value + n
new_value = 1 if new_value < 1 # precisa de um limite superior?
if $RMVX
actor.maxmp = new_value
else
actor.maxsp = new_value
end
end
when 8 # Ataque
if n != 0
last_value = $RMVX ? actor.atk : actor.str
new_value = last_value + n
new_value = 1 if new_value < 1 # precisa de um limite superior?
if $RMVX
actor.atk = new_value
else
actor.str = new_value
end
end
when 9 # Defesa
if n != 0
last_value = $RMVX ? actor.def : actor.dex
new_value = last_value + n
new_value = 1 if new_value < 1 # precisa de um limite superior?
if $RMVX
actor.def = new_value
else
actor.dex = new_value
end
end
when 10 # Agilidade
if n != 0
last_value = actor.agi
new_value = last_value + n
new_value = 1 if new_value < 1 # precisa de um limite superior?
actor.agi = new_value
end
when 11 # Inteligência
if n != 0
last_value = $RMVX ? actor.spi : actor.int
new_value = last_value + n
new_value = 1 if new_value < 1 # precisa de um limite superior?
if $RMVX
actor.spi = new_value
else
actor.int = new_value
end
end
end
end
@help_window.contents.clear
if onoff_value
@help_window.contents.draw_text(4, 0,
@help_window.contents.width - 8, $WLH,
"C (Enter) : ON / OFF")
else
@help_window.contents.draw_text(4, 0,
@help_window.contents.width - 8, $WLH,
"?: -1 ?: +1 Pageup: -10 Pagedown: +10")
end
if new_value != last_value
if onoff_value
$RMVX ? Sound.play_cancel : $game_system.se_play($data_system.cancel_se)
else
$RMVX ? Sound.play_cursor : $game_system.se_play($data_system.cursor_se)
end
@right_window.refresh
end
end
end
end
end
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