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    [AJUDA] Modificação de script

    driko
    driko
    Semi-Experiente
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    [AJUDA] Modificação de script Empty [AJUDA] Modificação de script

    Mensagem por driko Qui Dez 17, 2015 6:41 pm

    Olá galera! Queria pedir uma forcinha para modificar uma pequena coisa em um script. É o seguinte, a funcionalidade normal é bem simples, é apenas um hotkey onde traz informações do "actor 1" como habilidades, itens e equipes. Queria modificar da seguinte forma, mesmo que eu controle o "actor 1", queria que a hotkey chamasse informações do "actor 2". Espero que tenha dado para entender, desde já agradeço, até!  Successful'

    Código:
    #===============================================================================
    # * Falcao Pearl ABS script shelf # 6
    #
    # This script handles all scenes related in pearl ABS
    #===============================================================================

    module PearlScenes
     
      # Cursor icon displayed when selecting a target
      CursorIcon = 389
     
      # Status text displayed in the player selection menu
      DeathStatus =    'Death'      # Displayed when death
      BadStatus =      'Bad'        # Displayed when 0 to 25% of hp
      OverageStatus =  'Overage'    # Displayed when 25 to 50% of hp
      GoodStatus =      'Good'      # Displayed when 50 to 75% of hp
      ExellentStatus =  'Exellent'  # Displayed when 75 to 100% of hp
    end

    #===============================================================================
    # target slection engine

    class Window_EventSelect < Window_Selectable
      attr_reader  :participants
      def initialize(object)
        super(0, 0,  150, 192)
        self.z = 101
        @participants = []
        refresh(object)
        self.index = 0
        self.visible = false
        activate
      end
     
      def item
        return @data[self.index]
      end
     
      def refresh(object)
        self.contents.clear if self.contents != nil
        @data = []
        for character in object
          if character.is_a?(Game_Event)
            if character.on_battle_screen? and character.enemy_ready?
              @data.push(character)
              character.target_index = @data.size - 1
              @participants.push(character)
            end
          elsif character.on_battle_screen?
            next if character.battler.deadposing != nil and
            $game_map.map_id != character.battler.deadposing
            @data.push(character)
            character.target_index = @data.size - 1
            @participants.push(character)
          end
        end
        @item_max = @data.size
        if @item_max > 0
          self.contents = Bitmap.new(width - 32, row_max * 26)
          for i in 0...@item_max
            draw_item(i)
          end
        end
      end
     
      def draw_item(index)
        item = @data[index]
        x, y = index % col_max * (120 + 32), index / col_max  * 24
        self.contents.font.size = 16
        self.contents.draw_text(x + 24, y, 212, 32, 'none', 0)
      end
     
      def item_max
        return @item_max.nil? ? 0 : @item_max
      end
    end

    # Scenen events selection target
    class Scene_BattlerSelection < Scene_MenuBase
     
      def start
        super
        @mouse_exist = defined?(Map_Buttons).is_a?(String)
        item = $game_player.targeting[1]
        if item.is_a?(RPG::Skill) || item.is_a?(RPG::Item)
          load_target(item)
        else
          invoke = item.tool_data("Tool Invoke Skill = ")
          if invoke != 0
            load_target($data_skills[invoke])
          else
            @event_window = Window_EventSelect.new($game_map.events.values)
          end
        end
       
        # info window
        @info_window = Sprite.new
        @event_window.item.nil? ? t = 'No targets!' : t = 'Select target'
        @info_window.bitmap = Bitmap.new(300, 60)
        @info_window.z = 900
        x, y = Graphics.width / 2 - 300 / 2,  Graphics.height / 2 - 60 / 2
        @info_window.x = x; @info_window.y = y
        @info_window.bitmap.font.size = 30
        @info_window.bitmap.font.shadow = true
        @info_window.bitmap.draw_text(0, 0, @info_window.width, 32, t, 1)
        @info_time = 60
        create_cursor unless @event_window.item.nil?
        @background_sprite.color.set(16, 16, 16, 70)
      end
     
      def create_name_sprites
        return if !@name_text.nil?
        @name_text = Sprite.new
        @name_text.bitmap = Bitmap.new(200, 60)
        @name_text.bitmap.font.size = 20
        @name_text.bitmap.font.shadow = true
        @name_text.x = @event_window.item.screen_x - 100
        @name_text.y = @event_window.item.screen_y - 58
        text = @event_window.item.battler.name
        @name_text.bitmap.draw_text(0, 0, @name_text.width, 32, text, 1)
      end
     
      def dispose_name_sprites
        return if @name_text.nil?
        @name_text.bitmap.dispose
        @name_text.dispose
        @name_text = nil
      end
     
      # load item target
      def load_target(item)
        if item.scope.between?(1, 6)
          @event_window = Window_EventSelect.new($game_map.events.values)
        else
          targets = []
          $game_player.followers.each {|i| targets << i if i.visible?}
          targets << $game_player
          @event_window = Window_EventSelect.new(targets)
        end
      end
     
      def refresh_info(type)
        @info_window.bitmap.clear
        t = 'Invalid Target!' if type == 2
        @info_window.bitmap.draw_text(-30, 0, @info_window.width, 32, t, 1)
      end
     
      def create_cursor
        if @mouse_exist
          @cursor = $mouse_cursor
          @cursor_zooming = 0 ; update_cursor_position
          return
        end
        @cursor = Sprite.new
        icon = PearlScenes::CursorIcon
        @cursor.bitmap = Bitmap.new(24, 24)
        bitmap = Cache.system("Iconset")
        rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
        @cursor.bitmap.blt(0, 0, bitmap, rect)
        @cursor_zooming = 0
        update_cursor_position
      end
     
      def update
        super
        if Input.trigger?(:B)
          $game_player.targeting = [false, item=nil, char=nil]
          SceneManager.return
          Sound.play_cancel
        end
     
        @info_time -= 1 if @info_time > 0
        if @info_time == 0
          @info_window.opacity -= 8 if @info_window.opacity > 0
          if @info_window.opacity == 0 and @event_window.item.nil?
            Sound.play_cancel
            $game_player.targeting = [false, item=nil, char=nil]
            SceneManager.return
          end
        end
        return if @event_window.item.nil?
        if @mouse_exist
          for target in @event_window.participants
            if Mouse.map_grid[0] == target.x and Mouse.map_grid[1] == target.y
              @event_window.select(target.target_index)
            end
          end
        end
       
        if @current_index != @event_window.index
          @current_index = @event_window.index
          dispose_name_sprites
          create_name_sprites
        end
       
        update_cursor_position
        update_target_selection
      end
     
      # target selection
      def update_target_selection
        if Input.trigger?(:C)
          if @mouse_exist
            for event in @event_window.participants
              if Mouse.map_grid[0] == event.x and Mouse.map_grid[1] == event.y
                @event_window.select(event.target_index)
                @selected = true
              end
            end
           
            if @selected.nil?
              refresh_info(2)
              @info_time = 60; @info_window.opacity = 255
              Sound.play_buzzer
              return
            end
          end
          Sound.play_ok
          $game_player.targeting[2] = @event_window.item
          SceneManager.return
        end
      end
     
      def update_cursor_position
        if @mouse_exist
          @cursor.x = Mouse.pos[0]
          @cursor.y = Mouse.pos[1]
        else
          @cursor.x = @event_window.item.screen_x
          @cursor.y = @event_window.item.screen_y - 16
        end
        @cursor_zooming += 1
        case @cursor_zooming
        when 1..10 ; @cursor.zoom_x -= 0.01 ; @cursor.zoom_y -= 0.01
        when 11..20; @cursor.zoom_x += 0.01 ; @cursor.zoom_y += 0.01
        when 21..30; @cursor.zoom_x = 1.0  ; @cursor.zoom_y = 1.0
          @cursor_zooming = 0
        end
      end
     
      def terminate
        super
        @event_window.dispose
        @info_window.dispose
        @info_window.bitmap.dispose
        dispose_name_sprites
        if @mouse_exist and !@cursor.nil?
          @cursor.zoom_x = 1.0  ; @cursor.zoom_y = 1.0 ; @selected = nil
        else
          @cursor.dispose unless @cursor.nil?
          @cursor.bitmap.dispose unless @cursor.nil?
        end
      end
    end

    #===============================================================================
    #===============================================================================
    # * Player slection engine

    # Primary use selection
    class Window_Primaryuse < Window_Command
      attr_accessor :actor
      def initialize(x, y, actor)
        @actor = actor
        super(x, y)
        deactivate ; unselect
      end
     
      def window_width()  return 544  end
      def window_height() return 80  end 

      def make_command_list
        add_command('Weapon ' + Key::Weapon[1],  'Weapon ' + Key::Weapon[1])
        add_command('Armor ' + Key::Armor[1],    'Armor ' + Key::Armor[1])
        add_command('Item '  + Key::Item[1],    'Item '  + Key::Item[1])
        add_command('Item '  + Key::Item2[1],  'Item '  + Key::Item2[1])
        add_command('Skill ' + Key::Skill[1],  'Skill ' + Key::Skill[1])
        add_command('Skill ' + Key::Skill2[1], 'Skill ' + Key::Skill2[1])
        add_command('Skill ' + Key::Skill3[1], 'Skill ' + Key::Skill3[1])
        add_command('Skill ' + Key::Skill4[1], 'Skill ' + Key::Skill4[1])
      end
     
      def refresh_actor(actor)
        @actor = actor
        refresh
      end
     
      def col_max
        return 4
      end
     
      def draw_item(index)
        contents.font.size = 20
        if @actor.primary_use == index + 1
          contents.font.color = Color.new(255, 120, 0, 255)
          draw_text(item_rect_for_text(index), command_name(index), alignment)
          change_color(normal_color, command_enabled?(index))
          return
        end
        super
      end
    end

    class Window_CharacterSet < Window_Selectable
      include PearlScenes
      def initialize(x=0, y=0)
        super(x, y, 544, 156)
        refresh
        self.index = 0
        activate
      end
     
      def item
        return @data[self.index]
      end
     
      def refresh
        self.contents.clear if self.contents != nil
        @data = []
        $game_party.battle_members.each {|actor| @data.push(actor)}
        @item_max = @data.size
        if @item_max > 0
          self.contents = Bitmap.new(width - 26, row_max * 128)
          for i in 0...@item_max
            draw_item(i)
          end
        end
      end
     
      def draw_item(index)
        item = @data[index]
        x, y = index % col_max * (138), index / col_max  * 130
        self.contents.font.size = 20
        contents.fill_rect(x, y, item_width, item_height, Color.new(0, 0, 0, 60))
        draw_character(item.character_name, item.character_index, x + 22, y + 56)
        hp_color = [Color.new(205, 255, 205, 200),  Color.new(10, 220, 45,  200)]
        mp_color = [Color.new(180, 225, 245, 200),  Color.new(20, 160, 225, 200)]
        PearlKernel.draw_hp(self.contents, item, x + 4, y + 66, 96, 12, hp_color)
        PearlKernel.draw_mp(self.contents, item, x + 4, y + 86, 96, 12, mp_color)
        contents.draw_text(x - 2, y, item_width, 32, item.name, 2)
        contents.draw_text(x - 2, y + 20, item_width, 32, item.class.name, 2)
        case (item.hp.to_f / item.mhp.to_f * 100.0)
        when 0      ; text = DeathStatus
        when 1..25  ; text = BadStatus
        when 26..50  ; text = OverageStatus
        when 51..75  ; text = GoodStatus
        when 76..100 ; text = ExellentStatus
        end
        if item.state?(1)
          draw_icon($data_states[1].icon_index, x + 50, y + 100)
        end
        contents.draw_text(x + 4, y + 100, item_width, 32, text) rescue nil
      end
     
      def item_max
        return @item_max.nil? ? 0 : @item_max
      end
     
      def col_max
        return 4
      end
     
      def line_height
        return 130
      end
    end

    class Scene_CharacterSet < Scene_MenuBase
      def start
        super
        x, y = Graphics.width / 2 - 544 / 2,  Graphics.height / 2 - 60 / 2
        @top_text = Window_Base.new(x, y - 170, 544, 60)
        @top_text.draw_text(0, 0, @top_text.width, 32, 'Select your Player', 1)
        @window_charset = Window_CharacterSet.new(@top_text.x, @top_text.y + 60)
        @primary_info = Window_Base.new(@top_text.x,@window_charset.y + 156, 544,60)
        @timer = 0
        refresh_primary_info('Press A to set up')
        @primary_use = Window_Primaryuse.new(@top_text.x,@primary_info.y + 60,actor)
        @primary_use.set_handler('Weapon ' + Key::Weapon[1],  method(:apply_item))
        @primary_use.set_handler('Armor '  + Key::Armor[1],  method(:apply_item))
        @primary_use.set_handler('Item '  + Key::Item[1],    method(:apply_item))
        @primary_use.set_handler('Item '  + Key::Item2[1],  method(:apply_item))
        @primary_use.set_handler('Skill '  + Key::Skill[1],  method(:apply_item))
        @primary_use.set_handler('Skill '  + Key::Skill2[1],  method(:apply_item))
        @primary_use.set_handler('Skill '  + Key::Skill3[1],  method(:apply_item))
        @primary_use.set_handler('Skill '  + Key::Skill4[1],  method(:apply_item))
        DisplayTools.create(@primary_use.x + 94, @primary_use.y + 85)
        if $game_player.in_combat_mode?
          $game_temp.pop_w(180, 'Pearl ABS',
          'You cannot switch player while in combat!')
        end
        @index_char = @window_charset.index
        @background_sprite.color.set(16, 16, 16, 70)
      end
     
      def apply_item
        case @primary_use.current_symbol
        when 'Weapon ' + Key::Weapon[1] then actor.primary_use = 1
        when 'Armor '  + Key::Armor[1]  then actor.primary_use = 2
        when 'Item '  + Key::Item[1]  then actor.primary_use = 3
        when 'Item '  + Key::Item2[1]  then actor.primary_use = 4
        when 'Skill '  + Key::Skill[1]  then actor.primary_use = 5
        when 'Skill '  + Key::Skill2[1] then actor.primary_use = 6
        when 'Skill '  + Key::Skill3[1] then actor.primary_use = 7
        when 'Skill '  + Key::Skill4[1] then actor.primary_use = 8
        end
        refresh_primary_info(actor.name+ " now use #{@primary_use.current_symbol}!")
        @primary_use.refresh_actor(actor)
        cancel_setup; @timer = 120
      end
     
      def actor
        @window_charset.item
      end
     
      def refresh_primary_info(text)
        @primary_info.contents.clear
        @primary_info.contents.font.size = 20
        @primary_info.draw_text(0, 0, 544, 32, 'As a follower primarily use tool?')
        @primary_info.draw_text(-26, 0, 544, 32, text, 2)
      end
     
      def update
        super
        if $game_player.in_combat_mode?
          SceneManager.return if $game_temp.pop_windowdata[0] == 4
          return
        end
        if @timer > 0
          @timer -= 1
          refresh_primary_info('Press A to set up') if @timer == 0
        end
        DisplayTools.update
        if @index_char != @window_charset.index
          @index_char = @window_charset.index
          DisplayTools.sprite.actor = actor
          DisplayTools.sprite.refresh_icons
          DisplayTools.sprite.refresh_texts
          @primary_use.refresh_actor(actor)
        end
        update_cancel if Input.trigger?(:B)
        update_player_selection if Input.trigger?(:C)
        update_setup if Input.trigger?(:X)
      end
     
      def update_setup
        return if @primary_use.active
        Sound.play_ok
        @window_charset.deactivate
        @primary_use.activate
        @primary_use.select(0)
      end
     
      def cancel_setup
        @window_charset.activate
        @primary_use.deactivate
        @primary_use.unselect
      end
     
      def update_cancel
        Sound.play_cancel
        if @window_charset.active
          if $game_player.actor.dead?
            Sound.play_buzzer
            return
          end
          SceneManager.return
        else
          cancel_setup
        end
      end
     
      def update_player_selection
        if @window_charset.active
          if @window_charset.item.dead?
            Sound.play_buzzer
            return
          end
          Sound.play_ok
          $game_party.swap_order(0, @window_charset.index)
          SceneManager.return
        end
      end
     
      def terminate
        super
        @window_charset.dispose
        @top_text.dispose
        @primary_use.dispose
        @primary_info.dispose
        DisplayTools.dispose
      end
    end

    #===============================================================================
    #===============================================================================
    # * Quick tool se3lection engine

    class Window_Base < Window
      def draw_text_ex2(x, y, text)
        text = convert_escape_characters(text)
        pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
        process_character(text.slice!(0, 1), text, pos) until text.empty?
      end
    end

    # window horizon
    class Window_ItemSelect < Window_HorzCommand
      def initialize(x=0, y=0)
        super(x, y)
      end
     
      def window_width()  return 460  end
      def window_height() return 50  end 

      def make_command_list
        add_command("Weapons",  :weapon)
        add_command("Left Hand",  :armor)
        add_command("Items",    :item)
        add_command("Skills",  :skill)
      end
     
      def draw_item(index)
        contents.font.size = 20
        super
      end
    end

    # window slot ask
    class Window_SlotConfirm < Window_Command
      def initialize(x, y, kind)
        @kind = kind
        super(x, y)
        activate
      end
     
      def window_width()  return 130  end
      def window_height() return @kind == :item ? 80 : 120  end 

      def make_command_list
        case @kind
        when :item
          add_command('Slot ' + Key::Item[1],    :slot1)
          add_command('Slot ' + Key::Item2[1],  :slot2)
        when :skill
          add_command('Slot ' + Key::Skill[1],  :slot1)
          add_command('Slot ' + Key::Skill2[1],  :slot2)
          add_command('Slot ' + Key::Skill3[1],  :slot3)
          add_command('Slot ' + Key::Skill4[1],  :slot4)
        end
      end
     
      def draw_item(index)
        contents.font.size = 20
        super
      end
    end

    # Actor quick tool
    class Window_ActorQuickTool < Window_Selectable
      def initialize(x=0, y=124, w=460, h=148)
        super(x, y,  w, h)
        unselect
      end
     
      def item()        return @data[self.index] end
      def col_max()    return 2                end
      def spacing()    return 6                end 
     
      def refresh(actor, kind)
        self.contents.clear if self.contents != nil
        @data = []
        if kind == :weapon
          operand = $game_party.weapons
          operand.push(actor.equips[0]) if actor.equips[0] != nil
        end
        if kind == :armor
          operand = $game_party.armors
          operand.push(actor.equips[1]) if actor.equips[1] != nil
        end
        operand = $game_party.items if kind == :item
        operand = actor.skills if kind == :skill
        for item in operand
          if kind == :weapon || kind == :armor
            next unless actor.equippable?(item)
            next if item.etype_id > 1
          end
         
          unless @data.include?(item)
            next if item.tool_data("Exclude From Tool Menu = ", false) == "true"
            @data.push(item)
          end
         
         
         
         
        end
        @item_max = @data.size
        if @item_max > 0
          self.contents = Bitmap.new(width - 32, row_max * 24)
          for i in 0...@item_max
            draw_item(i)
          end
        end
      end
     
      def draw_item(index)
        item = @data[index]
        x, y = index % col_max * (190 + 32), index / col_max  * 24
        self.contents.font.size = 20
        draw_icon(item.icon_index, x, y)
        contents.draw_text(x + 24, y, 212, 32, item.name)
      end
     
      def item_max
        return @item_max.nil? ? 0 : @item_max
      end
    end

    module DisplayTools
     
      def self.create(x, y)
        @viewport2 = Viewport.new ; @viewport2.z = 999
        @pearl_tool_sprite = Sprite_PearlTool.new(@viewport2, [x, y])
      end
     
      def self.sprite
        return @pearl_tool_sprite
      end
     
      def self.update
        @pearl_tool_sprite.update
      end
      def self.dispose
        @pearl_tool_sprite.dispose ; @viewport2.dispose
        @viewport2 = nil ; @pearl_tool_sprite = nil
      end
    end


    # Scene quick tool
    class Scene_QuickTool < Scene_MenuBase
      def start
        super
        x, y = Graphics.width / 2 - 460 / 2,  Graphics.height / 2 - 85 / 2
        @top_text = Window_Base.new(x, y - 156, 460, 85)
        @statust = ['Ready', 0]
        refresh_top_info
        @type_select = Window_ItemSelect.new(@top_text.x, @top_text.y + 85)
        @type_select.set_handler(:weapon,    method(:refresh_tools))
        @type_select.set_handler(:armor,      method(:refresh_tools))
        @type_select.set_handler(:item,      method(:refresh_tools))
        @type_select.set_handler(:skill,      method(:refresh_tools))
        @type_select.set_handler(:cancel,    method(:refresh_cancel))
        @type_index = @type_select.index
        @items_w = Window_ActorQuickTool.new(@type_select.x, @type_select.y + 50)
        @items_w.refresh($game_player.actor, @type_select.current_symbol)
        @description = Window_Base.new(@items_w.x, @items_w.y + 148, 460, 75)
        DisplayTools.create(@description.x + 75, @description.y + 80)
        @background_sprite.color.set(16, 16, 16, 70)
      end
     
      # create slot confirm
      def create_slot_confirm
        @slot_confirm = Window_SlotConfirm.new(@items_w.x + 144, @items_w.y + 36,
        @type_select.current_symbol)
        if @type_select.current_symbol == :item
          @slot_confirm.set_handler(:slot1,    method(:open_slots))
          @slot_confirm.set_handler(:slot2,    method(:open_slots))
        else
          @slot_confirm.set_handler(:slot1,    method(:open_slots))
          @slot_confirm.set_handler(:slot2,    method(:open_slots))
          @slot_confirm.set_handler(:slot3,    method(:open_slots))
          @slot_confirm.set_handler(:slot4,    method(:open_slots))
        end
      end
     
      # dispose slot confirm
      def dispose_slot_confirm
        return if @slot_confirm.nil?
        @slot_confirm.dispose
        @slot_confirm = nil
      end
     
      # top info
      def refresh_top_info
        @top_text.contents.clear
        @top_text.contents.font.size = 20
        @top_text.contents.fill_rect(0, 0, 58, 74, Color.new(0, 0, 0, 60))
        @top_text.draw_character(actor.character_name,actor.character_index, 26, 60)
        @top_text.draw_text(62, 0, @top_text.width, 32, actor.name + ' Equippment')
        @top_text.draw_text(62, 22, @top_text.width, 32, actor.class.name)
        @top_text.draw_text(-22, 30, @top_text.width, 32, @statust[0], 2)
        @top_text.draw_text(-22, 0,@top_text.width,32, 'M = Switch Player',2) unless
        PearlKernel::SinglePlayer
      end
     
      def refresh_tools
        enable_items
      end
     
      def refresh_cancel
        SceneManager.return
      end
     
      def enable_items
        @items_w.activate
        @items_w.select(0)
      end
     
      def refresh_description
        @description.contents.clear
        @desc_index = @items_w.index
        return if @items_w.item.nil? || @items_w.index < 0
        @description.contents.font.size = 20
        @description.draw_text_ex2(0, -4, @items_w.item.description)
      end

      def update
        super
        perform_item_ok if Input.trigger?(:C)
        perform_canceling if Input.trigger?(:B)
        if PearlKey.trigger?(Key::PlayerSelect) and !PearlKernel::SinglePlayer
          Sound.play_ok
          SceneManager.call(Scene_CharacterSet)
        end
        DisplayTools.update
        perform_refresh
      end
     
      def perform_item_ok
        return if @items_w.item.nil?
        case @type_select.current_symbol
        when :weapon
          actor.change_equip_by_id(0, @items_w.item.id)
          equip_play
        when :armor
          actor.change_equip_by_id(1, @items_w.item.id)
          equip_play
        when :item
          activate_slots
        when :skill
          activate_slots
        end
        DisplayTools.sprite.refresh_texts
      end
     
      def activate_slots
        @items_w.deactivate
        create_slot_confirm
        Sound.play_ok
      end
     
      def deactivate_slots
        @items_w.activate
        dispose_slot_confirm
      end
     
      def actor
        return $game_player.actor
      end
     
      def equip_play
        Sound.play_equip
        @statust[1] = 80
      end
     
      # open slots
      def open_slots
        if @type_select.current_symbol == :item
          case @slot_confirm.current_symbol
          when :slot1 then actor.assigned_item  = @items_w.item
          when :slot2 then actor.assigned_item2 = @items_w.item
          end
        else
          case @slot_confirm.current_symbol
          when :slot1 then actor.assigned_skill  = @items_w.item
          when :slot2 then actor.assigned_skill2 = @items_w.item
          when :slot3 then actor.assigned_skill3 = @items_w.item
          when :slot4 then actor.assigned_skill4 = @items_w.item
          end
        end
        equip_play ; deactivate_slots
        DisplayTools.sprite.refresh_texts
      end
     
      def perform_canceling
        Sound.play_cancel
        if @items_w.active
          @items_w.deactivate
          @items_w.unselect
          @type_select.activate
        else
          deactivate_slots
        end
      end
     
      def perform_refresh
        if @type_index != @type_select.index
          @type_index = @type_select.index
          @items_w.refresh($game_player.actor, @type_select.current_symbol)
          refresh_description
        end
        if @desc_index != @items_w.index
          @desc_index = @items_w.index
          refresh_description
        end
        if @statust[1] > 0
          @statust[1] -= 1
          if @statust[1] == 78
            @statust[0] = @items_w.item.name + ' Equipped'
            refresh_top_info
          elsif @statust[1] == 0
            @statust = ['Ready', 0]
            refresh_top_info
          end
        end
      end
     
      def terminate
        super
        @top_text.dispose
        @type_select.dispose
        @items_w.dispose
        @description.dispose
        dispose_slot_confirm
        DisplayTools.dispose
      end
    end

      Data/hora atual: Qui Mar 28, 2024 1:51 pm