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Atenciosamente,
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Arena RPG Maker
Olá, visitante!
Seja bem-vindo ao fórum Arena RPG Maker, caso queira aprender sobre criação de jogos, está no fórum certo. Esperamos que possa aprender tanto quanto possa nos ensinar aqui.

Atenciosamente,
Equipe Arena RPG Maker.
Arena RPG Maker

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1Window Scene Wizard + Tutorial Empty Window Scene Wizard + Tutorial Qua 03 Out 2012, 21:10

Halt

Halt
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[Autor=dodoop]
Criando uma HUD usando o Window Scene Wizard 2(Traduzido)

Perguntas frequentes:

O que é HUD?
R: É uma janela que fica na tela mostrando o HP, SP entre outras coisas do personagem.

O que é Window Scene Wizard?
R: É um conjunto de scripts que acaba criando um programa que cria scripts de HUDs.

O que é WSW?
R: Window Scene Wizard.

Introdução:
Eu vou ensinar a criar uma HUD usando o Window Scene Wizard 2 traduzido pelo Aderson Porto por isso deem bastante créditos a ele.

Créditos:
dodoop: Por criar esse tutorial.
Aderson Porto:Por traduzir o Window Scene Wizard 2 do qual iremos usar para criar a HUD e ter juntado uns scripts que estão na demo do WSW e são necessários para os scripts criados no WSW rodarem.
GM HaLT(eu): Dar uma ajeitada nos erros de português do tópico para que o mesmo fique mais compreensível.

Tutorial:
1.Primeiro você tem que baixar o Window Scene Wizard 2(traduzido) você pode baixar ele nesse link:
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]

2.Após ter baixado o WSW(Window Scene Wizard) abra ele normalmente como se você fosse jogar um jogo criado no RMXP e encriptado.


3. Selecione: Nova_Scene.

4.Clique em adicionar item.

5.Após ter clicado em adicionar item vá em Janela Normal.

6.Será criada uma janela nela coloque o que você quiser barra de HP, SP etc...

7.Você deve ter criado uma janela como algo do tipo:
[Tens de ter uma conta e sessão iniciada para poderes visualizar esta imagem]

8.Coloque o nome na janela de HUD e clique em Gerar Script e feche o WSW.

9.Abra a pasta onde está o WSW lá você vai ver que o WSW criou 2 scripts cada um salvo em um bloco de notas.

10.Apague o bloco de notas que está escrito "Nova_Scene" pois nós não vamos precisar desse script.

11.Vá no RMXP ou no seu projeto e coloque esse script:

Obs: Você deve copiar a pasta Gradients que está dentro da pasta Graphics do WSW e colar no na pasta Graphics do seu projeto.
Obs2:Acho melhor você criar um projeto novo e testar primeiro eu não me reponsabilizo se o seu projeto começar a dar erros!
Código:
    #==============================================================================
    # ** Window_Base
    #------------------------------------------------------------------------------
    #  This class is for all in-game windows.
    #==============================================================================
    class Window_Base
      attr_accessor :content
      attr_accessor :name
      attr_accessor :variable
      attr_accessor :windowskin_name
      attr_accessor :help_text
      attr_reader  :background_name
      #--------------------------------------------------------------------------
      # * Object Initialization
      #    x      : window x-coordinate
      #    y      : window y-coordinate
      #    width  : window width
      #    height : window height
      #--------------------------------------------------------------------------
      alias mr_mo_wiz_int initialize
      def initialize(x, y, width, height)
        mr_mo_wiz_int(x, y, width, height)
        @content = []
        @variable = "@"
        @name = ""
        @background_name = "None"
        @background = Sprite.new
        @background.x = self.x
        @background.y = self.y
        @background.z += self.z
        @help_text = ""
        #Contetnt Varaibles
        @pictures = {}
      end
      #--------------------------------------------------------------------------
      # * Add Text(text, x, y, width, height, Font size, color)
      #--------------------------------------------------------------------------
      def add_text(text,x,y,w,h,size,color,b,i)
        self.contents.font.color = color
        self.contents.font.size = size
        self.contents.font.bold = b
        self.contents.font.italic = i
        self.contents.draw_text(x, y, w, h, text)
      end
      #--------------------------------------------------------------------------
      # * Add Picture
      #--------------------------------------------------------------------------
      def add_picture(name,x,y,w=nil,h=nil)
        bmp = RPG::Cache.picture(name)
        w = bmp.width if w == nil
        h = bmp.height if h == nil
        src_rect = Rect.new(0, 0, w, h)
        self.contents.blt(x, y, bmp, src_rect)
      end
      #--------------------------------------------------------------------------
      # * Add Character Set
      #--------------------------------------------------------------------------
      def add_characterset(name,x,y,dir=2,h=0,w=0,hue=0)
        bmp = RPG::Cache.character(name, hue)
        cw = bmp.width / 4
        ch = bmp.height / 4
        if dir == 0
          cw = h
          ch = w
          yy = 0
        else
          d = (dir == 2 ? 1 : 0)
          yy = ch * ((dir/2)-d)
        end
        src_rect = Rect.new(0, yy, cw, ch)
        self.contents.blt(x, y, bmp, src_rect)
      end
      #--------------------------------------------------------------------------
      # * Add Battler
      #--------------------------------------------------------------------------
      def add_battler(name,x,y,w,h,hue=0)
        bmp = RPG::Cache.battler(name,hue)
        src_rect = Rect.new(0, 0, w, h)
        self.contents.blt(x, y, bmp, src_rect)
      end
      #--------------------------------------------------------------------------
      # * Add Icon
      #--------------------------------------------------------------------------
      def add_icon(name,x,y,w,h)
        bmp = RPG::Cache.icon(name)
        src_rect = Rect.new(0, 0, w, h)
        self.contents.blt(x, y, bmp, src_rect)
      end
      #--------------------------------------------------------------------------
      # * Add Background
      #--------------------------------------------------------------------------
      def background=(bg)
        @background_name = bg
        if bg == "None"
          @background.dispose
          @background = Sprite.new
          return
        end
        bmp = RPG::Cache.picture(bg)
        @background.bitmap = bmp
      end
      #--------------------------------------------------------------------------
      # * Draw HP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    width : draw spot width
      #--------------------------------------------------------------------------
      def draw_actor_hp(actor, x, y, width = 144, file=HP_BAR)
        # Draw "HP" text string
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
        # Calculate if there is draw space for MaxHP
        if width - 32 >= 108
          hp_x = x + width - 108
          flag = true
        elsif width - 32 >= 48
          hp_x = x + width - 48
          flag = false
        end
        # Draw HP
        self.contents.font.color = actor.hp == 0 ? knockout_color :
          actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
        self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
        # Draw MaxHP
        if flag
          self.contents.font.color = normal_color
          self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
          self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw SP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    width : draw spot width
      #--------------------------------------------------------------------------
      def draw_actor_sp(actor, x, y, width = 144, file=SP_BAR)
        # Draw "SP" text string
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
        # Calculate if there is draw space for MaxHP
        if width - 32 >= 108
          sp_x = x + width - 108
          flag = true
        elsif width - 32 >= 48
          sp_x = x + width - 48
          flag = false
        end
        # Draw SP
        self.contents.font.color = actor.sp == 0 ? knockout_color :
          actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
        self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
        # Draw MaxSP
        if flag
          self.contents.font.color = normal_color
          self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
          self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Parameter
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    type  : parameter type (0-6)
      #--------------------------------------------------------------------------
      def draw_actor_parameter(actor, x, y, type, file=nil)
        case type
        when 0
          parameter_name = $data_system.words.atk
          parameter_value = actor.atk
        when 1
          parameter_name = $data_system.words.pdef
          parameter_value = actor.pdef
        when 2
          parameter_name = $data_system.words.mdef
          parameter_value = actor.mdef
        when 3
          parameter_name = $data_system.words.str
          parameter_value = actor.str
        when 4
          parameter_name = $data_system.words.dex
          parameter_value = actor.dex
        when 5
          parameter_name = $data_system.words.agi
          parameter_value = actor.agi
        when 6
          parameter_name = $data_system.words.int
          parameter_value = actor.int
        end
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 120, 32, parameter_name)
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
      end
      #--------------------------------------------------------------------------
      # * Draw EXP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_exp(actor, x, y, width=144,file=EXP_BAR)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 24, 32, "Exp")
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
        self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
        self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
      end
    end
    #--------------------------------------------------------------------------
    # * Load Gradient from RPG::Cache
    #--------------------------------------------------------------------------
    module RPG
      module Cache
        def self.gradient(filename, hue = 0)
          self.load_bitmap("Graphics/Gradients/", filename, hue)
        end
      end
    end
      #--------------------------------------------------------------------------
      # * Window Base
      #--------------------------------------------------------------------------
    class Window_Base < Window
      #--------------------------------------------------------------------------
      # * Constants Bar Types and Hues for parameters and parameter names
      #--------------------------------------------------------------------------
      HP_BAR = "014-Reds01"
      SP_BAR = "013-Blues01"
      EXP_BAR = "015-Greens01"
      ATK_BAR = "020-Metallic01"
      PDEF_BAR = "020-Metallic01"
      MDEF_BAR = "020-Metallic01"
      STR_BAR = "020-Metallic01"
      DEX_BAR = "020-Metallic01"
      AGI_BAR = "020-Metallic01"
      INT_BAR = "020-Metallic01"
      HUES = [150,180,60,30,270,350,320]
      STATS = ["atk","pdef","mdef","str","dex","agi","int"]
      # leave this alone if you don't know what you are doing
      OUTLINE = 1
      BORDER = 1
      #--------------------------------------------------------------------------
      # * Draw Bar Type
      #--------------------------------------------------------------------------
      def draw_bar_type(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2", view = "Horizantel")
        if view == "Horizantel"
          draw_gradient_bar(x, y, min, max, file, width, height, hue, back, back2)
        else
          draw_vertical_gradient_bar(x, y, min, max, file, width, height, hue, back, back2)
        end
      end
      #--------------------------------------------------------------------------
      # * Draw Gradient Bar
      #--------------------------------------------------------------------------
      def draw_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
        bar = RPG::Cache.gradient(file, hue)
        back = RPG::Cache.gradient(back)
        back2 = RPG::Cache.gradient(back2)
        cx = BORDER
        cy = BORDER
        dx = OUTLINE
        dy = OUTLINE
        zoom_x = width != nil ? width : back.width
        zoom_y = height != nil ? height : back.height
        percent = min / max.to_f if max != 0
        percent = 0 if max == 0
        back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
        back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
        bar_dest_rect = Rect.new(x+cx,y+cy,zoom_x * percent-cx*2,zoom_y-cy*2)
        back_source_rect = Rect.new(0,0,back.width,back.height)
        back2_source_rect = Rect.new(0,0,back2.width,back2.height)
        bar_source_rect = Rect.new(0,0,bar.width* percent,bar.height)
        self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
        self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
        self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
      end
      #--------------------------------------------------------------------------
      # * Draw Vertical Gradient Bar
      #--------------------------------------------------------------------------
      def draw_vertical_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
        bar = RPG::Cache.gradient(file, hue)
        back = RPG::Cache.gradient(back)
        back2 = RPG::Cache.gradient(back2)
        cx = BORDER
        cy = BORDER
        dx = OUTLINE
        dy = OUTLINE
        zoom_x = width != nil ? width : back.width
        zoom_y = height != nil ? height : back.height
        percent = min / max.to_f if max != 0
        percent = 0 if max == 0
        bar_y = (zoom_y - zoom_y * percent).ceil
        source_y = bar.height - bar.height * percent
        back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
        back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
        bar_dest_rect = Rect.new(x+cx,y+bar_y+cy,zoom_x-cx*2,(zoom_y * percent).to_i-cy*2)
        back_source_rect = Rect.new(0,0,back.width,back.height)
        back2_source_rect = Rect.new(0,0,back2.width,back2.height)
        bar_source_rect = Rect.new(0,source_y,bar.width,bar.height * percent)
        self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
        self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
        self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
      end
      #--------------------------------------------------------------------------
      # * Draw HP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    width : draw spot width
      #--------------------------------------------------------------------------
      alias trick_draw_actor_hp draw_actor_hp
      def draw_actor_hp(actor, x, y, width = 144, file=HP_BAR)
        # Calculate if there is draw space for MaxHP
        return if width <= 32
        if width - 32 >= 108
          hp_x = x + width - 108
          flag = true
        elsif width - 32 >= 48
          hp_x = x + width - 48
          flag = false
        end
        width = hp_x - x
        width += $game_temp.in_battle ? 50 : 100
        # Draw HP
        draw_gradient_bar(x, y + 16, actor.hp, actor.maxhp, file, width, 8)
        trick_draw_actor_hp(actor, x, y, width, file=HP_BAR)
      end
      #--------------------------------------------------------------------------
      # * Draw SP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    width : draw spot width
      #--------------------------------------------------------------------------
      alias trick_draw_actor_sp draw_actor_sp
      def draw_actor_sp(actor, x, y, width = 144, file=SP_BAR)
        # Calculate if there is draw space for MaxHP
        return if width <= 32
        if width - 32 >= 108
          sp_x = x + width - 108
          flag = true
        elsif width - 32 >= 48
          sp_x = x + width - 48
          flag = false
        end
        width = sp_x - x
        width += $game_temp.in_battle ? 50 : 100
        # Draw SP
        draw_gradient_bar(x, y + 16, actor.sp, actor.maxsp, file, width, 8)
        trick_draw_actor_sp(actor, x, y, width, file=SP_BAR)
      end
      #--------------------------------------------------------------------------
      # * Draw Exp
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      alias trick_bars_base_exp draw_actor_exp
      def draw_actor_exp(actor, x, y, width = 144, file=EXP_BAR)
        return if width <= 32
        min = actor.level == 99 ? 1 : actor.now_exp
        max = actor.level == 99 ? 1 : actor.next_exp
        draw_gradient_bar(x, y + 16, min, max, file, width)
        trick_bars_base_exp(actor, x, y, width=144,file=EXP_BAR)
      end
      #--------------------------------------------------------------------------
      # * Draw Parameter
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #    type  : draw which parameter
      #--------------------------------------------------------------------------
      alias trick_bars_base_parameter draw_actor_parameter
      def draw_actor_parameter(actor, x, y, type, file=nil)
        hue = HUES[type]
        stat = eval("actor.#{STATS[type]}")
        file = eval("#{STATS[type].upcase}_BAR") if file == nil
        draw_gradient_bar(x, y + 18, stat, 999, file, 190, 8, hue)
        trick_bars_base_parameter(actor, x, y, type,file=nil)
      end
    end
      #--------------------------------------------------------------------------
      # * Game Actor
      #--------------------------------------------------------------------------
    class Game_Actor
      #--------------------------------------------------------------------------
      # * Get the current EXP
      #--------------------------------------------------------------------------
      def now_exp
        return @exp - @exp_list[@level]
      end
      #--------------------------------------------------------------------------
      # * Get the next level's EXP
      #--------------------------------------------------------------------------
      def next_exp
        exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
        return exp
      end
    end
    #==============================================================================
    # ** PreMade Command
    #==============================================================================

    class Pre_Command < Window_Selectable
      attr_accessor :item_max
      attr_accessor :commands
      attr_accessor :target
      attr_reader  :view
      attr_reader  :font_s
      #--------------------------------------------------------------------------
      # * Object Initialization
      #    width    : window width
      #    commands : command text string array
      #--------------------------------------------------------------------------
      def initialize(width, commands, size=21)
        # Compute window height from command quantity
        super(0, 0, width, commands.size * 32 + 32)
        @item_max = commands.size
        @commands = commands
        @target = nil
        @view = "Verticle"
        @font_s = size
        @help_text = "This is a List/Menu Window, you can use it to display contents on it. Drag contents on it from Tool Box. Righ-Click to add more commands."
        self.contents = Bitmap.new(width - 32, @item_max * 32)
        self.contents.font.size = size
        refresh
        self.index = 0
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        if self.contents != nil
          self.contents.dispose
          self.contents = nil
          self.contents = Bitmap.new(width-32, height-32)
        end
        @item_max = @commands.size
        self.contents.clear
        for i in 0...@item_max
          draw_item(i, normal_color)
        end
        do_contents
      end
      #--------------------------------------------------------------------------
      # * Draw Item
      #    index : item number
      #    color : text color
      #--------------------------------------------------------------------------
      def draw_item(index, color)
        self.contents.font.color = color
        rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
        self.contents.draw_text(rect, @commands[index])
      end
      #--------------------------------------------------------------------------
      # * Disable Item
      #    index : item number
      #--------------------------------------------------------------------------
      def disable_item(index)
        draw_item(index, disabled_color)
      end
      #--------------------------------------------------------------------------
      # * Horizantel or Vertical
      #--------------------------------------------------------------------------
      def view=(v)
        @view = v
      end
      #--------------------------------------------------------------------------
      # * Sets Font Size
      #--------------------------------------------------------------------------
      def font_s=(s)
        return if self.contents == nil or self.contents.disposed?
        @font_s = s
        return if s <= 10 or s >= 35
        self.contents.font.size = s
        refresh
      end
      #--------------------------------------------------------------------------
      # * Add a Command
      #--------------------------------------------------------------------------
      def add_command(n="")
        @commands.push(n)
        @item_size = @commands.size
        #Get Font Size
        size = self.contents.font.size
        #Dispose Bitmap
        if self.contents != nil
          self.contents.dispose
          self.contents = nil
        end
        #Get New Bitmap
        self.contents = Bitmap.new(width - 32, @item_max * 32 + 32)
        self.contents.font.size = size
        self.height = @commands.size * 32 + 32
        refresh
      end
      #--------------------------------------------------------------------------
      # * Adds the contents
      #--------------------------------------------------------------------------
      def do_contents
        #Get all the contents
        for cont in @content
          next if cont == nil
          @current_c = cont
          #If the content is a text
          if cont.is_a?(Game_Text)
            # Add the text
            add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it)
          elsif cont.is_a?(Game_DataText)
            # Add the text
            add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it)
          elsif cont.is_a?(Game_Bar)
            # Add Bar
            draw_bar_type(cont.x, cont.y, cont.min, cont.max, cont.file, cont.w , cont.h, cont.hue, cont.back, cont.back2, cont.view)
          elsif cont.is_a?(Game_HpBar)
            #Draw HP Bar
            draw_actor_hp(cont.actor, cont.x, cont.y, cont.w,cont.file)
          elsif cont.is_a?(Game_SpBar)
            #Draw Sp Bar
            draw_actor_sp(cont.actor, cont.x, cont.y, cont.w,cont.file)
          elsif cont.is_a?(Game_ExpBar)
            #Draw Exp Bar
            draw_actor_exp(cont.actor, cont.x, cont.y, cont.w,cont.file)
          elsif cont.is_a?(Game_ParaBar)
            #Draw Parameter Bar
            draw_actor_parameter(cont.actor, cont.x, cont.y, cont.type, cont.file)
          elsif cont.is_a?(Game_Pic)
            #Draw Picture
            add_picture(cont.file,cont.x,cont.y,cont.w,cont.h)
          elsif cont.is_a?(Game_CharacterSet)
            #Draw Characterset
            add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue)
          elsif cont.is_a?(Game_Bat)
            #Draw Game Battler
            add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue)
          elsif cont.is_a?(Game_AcCharacterSet)
            #Draw Characterset
            add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue)
          elsif cont.is_a?(Game_AcBat)
            #Draw Game Battler
            add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue)
          elsif cont.is_a?(Game_Icon)
            #Draw Icon
            add_icon(cont.file,cont.x,cont.y,cont.w,cont.h)
          end
          @current_c = nil
        end
      end
    end
    #==============================================================================
    # ** Game Text
    #------------------------------------------------------------------------------
    #  This is to hold text info.
    #==============================================================================
    class Game_Text
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :text
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :color
      attr_accessor :size
      attr_accessor :parent
      attr_reader  :font_s
      attr_reader  :blue
      attr_reader  :green
      attr_reader  :red
      attr_reader  :alpha
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=100,h=32,text="Text#{self.object_id}",s=21,b=false,i=false,r=255,g=255,bl=255,a=255)
        @text = text
        @h = h
        @w = w
        @x = x
        @y = y
        @size = s
        @font_s = s
        @bold = b
        @italic = i
        @parent = nil
        @red = r
        @green = g
        @blue = bl
        @alpha = a
        @color = Color.new(@red, @green, @blue, @alpha)
        @help_text = "This displays Text on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # * Blue
      #--------------------------------------------------------------------------
      def blue=(b)
        @blue = b
        @color.set(@red, @green, @blue, @alpha)
      end
      #--------------------------------------------------------------------------
      # *Green
      #--------------------------------------------------------------------------
      def green=(g)
        @green = g
        @color.set(@red, @green, @blue, @alpha)
      end
      #--------------------------------------------------------------------------
      # * Red
      #--------------------------------------------------------------------------
      def red=(r)
        @red = r
        @color.set(@red, @green, @blue, @alpha)
      end
      #--------------------------------------------------------------------------
      # * Alpha
      #--------------------------------------------------------------------------
      def alpha=(a)
      @alpha = a
      @color.set(@red, @green, @blue, @alpha)
      end
      #--------------------------------------------------------------------------
      # * Bold
      #--------------------------------------------------------------------------
      def bol
        case @bold
        when "true"
          return true
        when "false"
          return false
        end
      end
      #--------------------------------------------------------------------------
      # * Italic
      #--------------------------------------------------------------------------
      def it
        case @italic
        when "true"
          return true
        when "false"
          return false
        end
      end
      #--------------------------------------------------------------------------
      # * Bold=(boolean)
      #--------------------------------------------------------------------------
      def bold=(b)
        case b
        when "true"
          @bold = true
        when "false"
          @bold = false
        end
      end
      #--------------------------------------------------------------------------
      # * Italic=(boolean)
      #--------------------------------------------------------------------------
      def italic=(i)
        case i
        when "true"
          @italic = true
        when "false"
          @italic = false
        end
      end
      #--------------------------------------------------------------------------
      # * Bold
      #--------------------------------------------------------------------------
      def bold
        return "true" if @bold
        return "false" if !@bold
      end
      #--------------------------------------------------------------------------
      # * Italic
      #--------------------------------------------------------------------------
      def italic
        return "true" if @italic
        return "false" if !@italic
      end
      #--------------------------------------------------------------------------
      # * Sets Font Size
      #--------------------------------------------------------------------------
      def font_s=(s)
        @font_s = s
        return if s <= 10 or s >= 35
        @size = s
      end
    end
    #==============================================================================
    # ** Game DataText
    #------------------------------------------------------------------------------
    #  This is to hold datatext info.
    #==============================================================================
    class Game_DataText
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :text
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :color
      attr_accessor :size
      attr_accessor :parent
      attr_accessor :data
      attr_accessor :id
      attr_reader  :font_s
      attr_reader  :blue
      attr_reader  :green
      attr_reader  :red
      attr_reader  :alpha
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=100,h=32,data=nil,s=21,b=false,i=false,r=255,g=255,bl=255,a=255,id=1)
        @id = id
        @data = $game_actors[id].name
        @text = @data
        @h = h
        @w = w
        @x = x
        @y = y
        @size = s
        @font_s = s
        @bold = b
        @italic = i
        @parent = nil
        @red = r
        @green = g
        @blue = bl
        @alpha = a
        @color = Color.new(@red, @green, @blue, @alpha)
        @help_text = "This displays Text on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # * Blue
      #--------------------------------------------------------------------------
      def blue=(b)
        @blue = b
        @color.set(@red, @green, @blue, @alpha)
      end
      #--------------------------------------------------------------------------
      # *Green
      #--------------------------------------------------------------------------
      def green=(g)
        @green = g
        @color.set(@red, @green, @blue, @alpha)
      end
      #--------------------------------------------------------------------------
      # * Red
      #--------------------------------------------------------------------------
      def red=(r)
        @red = r
        @color.set(@red, @green, @blue, @alpha)
      end
      #--------------------------------------------------------------------------
      # * Alpha
      #--------------------------------------------------------------------------
      def alpha=(a)
      @alpha = a
      @color.set(@red, @green, @blue, @alpha)
      end
      #--------------------------------------------------------------------------
      # * Bold
      #--------------------------------------------------------------------------
      def bol
        case @bold
        when "true"
          return true
        when "false"
          return false
        end
      end
      #--------------------------------------------------------------------------
      # * Italic
      #--------------------------------------------------------------------------
      def it
        case @italic
        when "true"
          return true
        when "false"
          return false
        end
      end
      #--------------------------------------------------------------------------
      # * Bold=(boolean)
      #--------------------------------------------------------------------------
      def bold=(b)
        case b
        when "true"
          @bold = true
        when "false"
          @bold = false
        end
      end
      #--------------------------------------------------------------------------
      # * Italic=(boolean)
      #--------------------------------------------------------------------------
      def italic=(i)
        case i
        when "true"
          @italic = true
        when "false"
          @italic = false
        end
      end
      #--------------------------------------------------------------------------
      # * Bold
      #--------------------------------------------------------------------------
      def bold
        return "true" if @bold
        return "false" if !@bold
      end
      #--------------------------------------------------------------------------
      # * Italic
      #--------------------------------------------------------------------------
      def italic
        return "true" if @italic
        return "false" if !@italic
      end
      #--------------------------------------------------------------------------
      # * Sets Font Size
      #--------------------------------------------------------------------------
      def font_s=(s)
        @font_s = s
        return if s <= 10 or s >= 35
        @size = s
      end
    end
    #==============================================================================
    # ** Game Bar
    #------------------------------------------------------------------------------
    #  This is to hold bar info.
    #==============================================================================
    class Game_Bar
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :min
      attr_accessor :max
      attr_accessor :file
      attr_accessor :hue
      attr_accessor :back
      attr_accessor :back2
      attr_accessor :parent
      attr_reader :view
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=144,h=12,f="014-Reds01",min=32,max=64,hue=0,view="Horizantel")
        @h = h
        @w = w
        @x = x
        @y = y
        @min = min
        @max = max
        @file = f
        @hue = hue
        @back = "Back"
        @back2 = "Back2"
        @parent = nil
        @view = view
        @help_text = "This displays a Bar on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # * View
      #--------------------------------------------------------------------------
      def view=(v)
        h=@h
        w=@w
        @w = h
        @h = w
        @view = v
      end
    end
    #==============================================================================
    # ** Game HP Bar
    #------------------------------------------------------------------------------
    #  This is to hold HPbar info.
    #==============================================================================
    class Game_HpBar
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :parent
      attr_accessor :kind
      attr_accessor :file
      attr_reader  :actor_id
      attr_reader  :a_id
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="014-Reds01")
        @h = h
        @w = w
        @x = x
        @y = y
        @actor_id = id
        @parent = nil
        @a_id = id
        @kind = kind
        @file = file
        @help_text = "This displays HPbar on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor
        if @kind == "Database"
          return $game_actors[@actor_id]
        elsif @kind == "Party"
          return $game_party.actors[@actor_id]
        end
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor_tos
        if @kind == "Database"
          return "$game_actors[#{@actor_id}]"
        elsif @kind == "Party"
          return "$game_party.actors[#{@actor_id}]"
        end
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def actor_id=(id)
        @actor_id = id
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def a_id=(id)
        @a_id = id
        if $game_actors[id] != nil
          actor_id=id
        end
      end
    end
    #==============================================================================
    # ** Game SP Bar
    #------------------------------------------------------------------------------
    #  This is to hold HPbar info.
    #==============================================================================
    class Game_SpBar
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :parent
      attr_accessor :kind
      attr_accessor :file
      attr_reader  :actor_id
      attr_reader  :a_id
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="013-Blues01")
        @h = h
        @w = w
        @x = x
        @y = y
        @actor_id = id
        @parent = nil
        @a_id = id
        @kind = kind
        @file = file
        @help_text = "This displays SpBar on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor
        if @kind == "Database"
          return $game_actors[@actor_id]
        elsif @kind == "Party"
          return $game_party.actors[@actor_id]
        end
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor_tos
        if @kind == "Database"
          return "$game_actors[#{@actor_id}]"
        elsif @kind == "Party"
          return "$game_party.actors[#{@actor_id}]"
        end
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def actor_id=(id)
        @actor_id = id
        @actor = $game_actors[@actor_id]
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def a_id=(id)
        @a_id = id
        if $game_actors[id] != nil
          actor_id=id
        end
      end
    end
    #==============================================================================
    # ** Game Exp Bar
    #------------------------------------------------------------------------------
    #  This is to hold Expbar info.
    #==============================================================================
    class Game_ExpBar
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :parent
      attr_accessor :kind
      attr_accessor :file
      attr_reader  :actor_id
      attr_reader  :a_id
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="015-Greens01")
        @h = h
        @w = w
        @x = x
        @y = y
        @actor_id = id
        @parent = nil
        @a_id = id
        @kind = kind
        @file = file
        @help_text = "This displays ExpBar on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor
        if @kind == "Database"
          return $game_actors[@actor_id]
        elsif @kind == "Party"
          return $game_party.actors[@actor_id]
        end
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor_tos
        if @kind == "Database"
          return "$game_actors[#{@actor_id}]"
        elsif @kind == "Party"
          return "$game_party.actors[#{@actor_id}]"
        end
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def actor_id=(id)
        @actor_id = id
        @actor = $game_actors[@actor_id]
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def a_id=(id)
        @a_id = id
        if $game_actors[id] != nil
          actor_id=id
        end
      end
    end
    #==============================================================================
    # ** Game ParaMeters Bar
    #------------------------------------------------------------------------------
    #  This is to hold Parabar info.
    #==============================================================================
    class Game_ParaBar
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :parent
      attr_accessor :kind
      attr_accessor :file
      attr_accessor :type
      attr_reader  :actor_id
      attr_reader  :a_id
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file=nil,type=0)
        @h = h
        @w = w
        @x = x
        @y = y
        @actor_id = id
        @parent = nil
        @a_id = id
        @kind = kind
        @file = file
        @type = type
        @help_text = "This displays ParaBar on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor
        if @kind == "Database"
          return $game_actors[@actor_id]
        elsif @kind == "Party"
          return $game_party.actors[@actor_id]
        end
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor_tos
        if @kind == "Database"
          return "$game_actors[#{@actor_id}]"
        elsif @kind == "Party"
          return "$game_party.actors[#{@actor_id}]"
        end
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def actor_id=(id)
        @actor_id = id
        @actor = $game_actors[@actor_id]
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def a_id=(id)
        @a_id = id
        if $game_actors[id] != nil
          actor_id=id
        end
      end
    end
    #==============================================================================
    # ** Game Picture
    #------------------------------------------------------------------------------
    #  This is to hold Picture info.
    #==============================================================================
    class Game_Pic
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :file
      attr_accessor :parent
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=32,h=32,f="nopic")
        @h = h
        @w = w
        @x = x
        @y = y
        @file = f
        @parent = nil
        @help_text = "This displays a Picture on a window. Use the property panel to edit it."
      end
    end
    #==============================================================================
    # ** Game CharacterSet
    #------------------------------------------------------------------------------
    #  This is to hold text info.
    #==============================================================================
    class Game_CharacterSet
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :file
      attr_accessor :x
      attr_accessor :y
      attr_accessor :dir
      attr_accessor :hue
      attr_accessor :h
      attr_accessor :w
      attr_accessor :parent
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=32,h=32,f="001-Fighter01",dir=2,hue=0)
        @x = x
        @y = y
        @file = f
        @dir = dir
        @hue = hue
        @h = h
        @w = w
        @parent = nil
        @help_text = "This displays a CharacterSet on a window. Use the property panel to edit it."
      end
    end
    #==============================================================================
    # ** Game Battler
    #------------------------------------------------------------------------------
    #  This is to hold text info.
    #==============================================================================
    class Game_Bat
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :file
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :hue
      attr_accessor :parent
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=100,h=100,f="nopic",hu=0)
        @h = h
        @w = w
        @x = x
        @y = y
        @file = f
        @hue = hu
        @parent = nil
        @help_text = "This displays a Battler on a window. Use the property panel to edit it."
      end
    end
    #==============================================================================
    # ** Game CharacterSet
    #------------------------------------------------------------------------------
    #  This is to hold text info.
    #==============================================================================
    class Game_AcCharacterSet
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :x
      attr_accessor :y
      attr_accessor :dir
      attr_accessor :hue
      attr_accessor :h
      attr_accessor :w
      attr_accessor :parent
      attr_accessor :kind
      attr_reader  :actor_id
      attr_reader  :a_id
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=32,h=32,id=1,kind="Database",dir=2,hue=0)
        @x = x
        @y = y
        @actor_id = id
        @kind = kind
        @file = actor.character_name
        @dir = dir
        @hue = hue
        @a_id = id
        @h = h
        @w = w
        @parent = nil
        @help_text = "This displays an Actor's CharacterSet on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # *  File
      #--------------------------------------------------------------------------
      def file
        return actor.character_name
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor
        if @kind == "Database"
          return $game_actors[@actor_id]
        elsif @kind == "Party"
          return $game_party.actors[@actor_id]
        end
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor_tos
        if @kind == "Database"
          return "$game_actors[#{@actor_id}]"
        elsif @kind == "Party"
          return "$game_party.actors[#{@actor_id}]"
        end
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def actor_id=(id)
        @actor_id = id
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def a_id=(id)
        @a_id = id
        if $game_actors[id] != nil and @kind == "Database"
          @actor_id=id
        elsif $game_party.actors[id] != nil and @kind == "Party"
          @actor_id=id
        end
      end
    end
    #==============================================================================
    # ** Game Battler
    #------------------------------------------------------------------------------
    #  This is to hold text info.
    #==============================================================================
    class Game_AcBat
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :x
      attr_accessor :y
      attr_accessor :hue
      attr_accessor :h
      attr_accessor :w
      attr_accessor :parent
      attr_accessor :kind
      attr_reader  :actor_id
      attr_reader  :a_id
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=100,h=100,id=1,kind="Database",hue=0)
        @x = x
        @y = y
        @actor_id = id
        @kind = kind
        @hue = hue
        @h = h
        @w = w
        @a_id = id
        @parent = nil
        @help_text = "This displays an Actor's Battler on a window. Use the property panel to edit it."
      end
      #--------------------------------------------------------------------------
      # *  File
      #--------------------------------------------------------------------------
      def file
        return actor.battler_name
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor
        if @kind == "Database"
          return $game_actors[@actor_id]
        elsif @kind == "Party"
          return $game_party.actors[@actor_id]
        end
      end
      #--------------------------------------------------------------------------
      # * Actor
      #--------------------------------------------------------------------------
      def actor_tos
        if @kind == "Database"
          return "$game_actors[#{@actor_id}]"
        elsif @kind == "Party"
          return "$game_party.actors[#{@actor_id}]"
        end
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def actor_id=(id)
        @actor_id = id
      end
      #--------------------------------------------------------------------------
      # * Actor Id
      #--------------------------------------------------------------------------
      def a_id=(id)
        @a_id = id
        if $game_actors[id] != nil and @kind == "Database"
          @actor_id=id
        elsif $game_party.actors[id] != nil and @kind == "Party"
          @actor_id=id
        end
      end
    end
    #==============================================================================
    # ** Game Icon
    #------------------------------------------------------------------------------
    #  This is to hold text info.
    #==============================================================================
    class Game_Icon
      #--------------------------------------------------------------------------
      # * Public Instance Variables
      #--------------------------------------------------------------------------
      attr_accessor :file
      attr_accessor :h
      attr_accessor :w
      attr_accessor :x
      attr_accessor :y
      attr_accessor :parent
      attr_reader  :help_text
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(x=0,y=0,w=32,h=32,f="nopic")
        @h = h
        @w = w
        @x = x
        @y = y
        @file = f
        @parent = nil
        @help_text = "This displays an Icon on a window. Use the property panel to edit it."
      end
    end
12.Abra a pasta onde está o seu WSW e abra o bloco de notas que nós não apagamos.

13.Copie o script que está nele e cole no seu projeto lembrando que tem que ser debaixo do script que está acima.

14.Já esta quase acabando! Depois do script da HUD cole esse:

Código:
#by:dodoop
#Esse script coloca a janela da hud na tela!
class Scene_Map
  alias hud_main main
  def main
    @Hud = Hud.new
    hud_main
    @Hud.dispose
  end
  alias hud_update update
  def update
    hud_update
    @Hud.update
    @Hud.refresh
  end
end

15.Pronto, faça bom proveito.

Demo:
Eu não acho que tem necessidade de demo, pois o tutorial está bem explicado, mas mesmo assim depois eu crio uma demo e posto aqui.

Faça bom proveito! Algum erro no tuto ou nos scripts me avise!

https://arenarpgmaker.forumeiros.com

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