YanFly IconView
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YanFly IconView
YanFly Iconview
Apresentação:
Estou aqui para mostrar um ótimo script, que vai ser útil para muita gente.
Esse script faz com que você possa ver o ip do icon que você quiser do iconset
Como usar:
- É só colocar em cima do main e pronto.
- Vai aparecer no menu principal do jogo.
Imagens:
Codigo:
- Código:
#===============================================================================
#
# Yanfly Engine - IconView
# Last Date Updated: 2009.03.27
# Level: Easy
#
# Este script cria uma lista do seu iconset e mostra o ID de cada um deles , conforme você os seleciona.
# Comandos: Direcionais para mover o cursor e PageUP e PageDown para trocar de pagina.
#
#===============================================================================
# Instruções
#===============================================================================
# Apenas coloque abaixo de Materiais e acima de Main o resto você pode encontrar no modulo de configuração.
#
#===============================================================================
#
# Compatibilidade
# - Overwrites: Scene_Title, create_command_window
# - Overwrites: Scene_Title, update
#
#===============================================================================
$imported = {} if $imported == nil
$imported["IconView"] = true
module YE
module TOOLS
module ICONVIEW
# Coloque true para ver o iconview quando testar o jogo.
IV_ENABLE = true
# Nome da imagem do IconSet na sua pasta graphics:
ICONSET = "IconSet"
# Nome que será mostrado no menu de titulo abaixo de "Sair".
IV_NAME = "IconView"
# Show this icon if that icon doesn't exist in your IconSet.
EMPTYICON = 23
end
end
end
#===============================================================================
# Não mude nada daqui para baixo, ou seu computador irá explodir.
# e você ficará muito triste com isso...
#===============================================================================
#==============================================================================
# Scene IconView
#==============================================================================
class Scene_IconView < Scene_Base
#--------------------------------------------------------------------------
# Start
#--------------------------------------------------------------------------
def start
create_icon_window
create_page_window
@last_index = 256
@up_page = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15]
@dn_page = [255,254,253,252,251,250,249,248,247,246,245,244,243,242,241,240]
@icon_window.update_icons(@page_window.index, @total_icons)
@icon_id_window = Window_Base.new (0, 0, 128, 80)
@instruction_window = Window_Base.new (0, 336, 128, 80)
instruct1 = "L:PageUp"
instruct2 = "R:PageDn"
@instruction_window.contents.draw_text(4, 0, 88, 24, instruct1, 1)
@instruction_window.contents.draw_text(4, 24, 88, 24, instruct2, 1)
end
#--------------------------------------------------------------------------
# Terminate
#--------------------------------------------------------------------------
def terminate
@icon_window.dispose
@page_window.dispose
@icon_id_window.dispose
@instruction_window.dispose
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
@icon_window.update
update_icon_id_window
if Input.repeat?(Input::L)
pageup
elsif Input.repeat?(Input::R)
pagedn
elsif Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Title.new
end
end
#--------------------------------------------------------------------------
# Page Up and Page Down
#--------------------------------------------------------------------------
def pageup
Sound.play_decision
@page_window.index -= 1
@page_window.index = (@totalpages - 1 )if @page_window.index < 0
@icon_window.update_icons(@page_window.index, @total_icons)
@page_window.update
force_update_id
end
def pagedn
Sound.play_decision
@page_window.index += 1
@page_window.index = 0 if @page_window.index > (@totalpages - 1)
@icon_window.update_icons(@page_window.index, @total_icons)
@page_window.update
force_update_id
end
#--------------------------------------------------------------------------
# Update Icon ID Window
#--------------------------------------------------------------------------
def update_icon_id_window
if @last_index != @icon_window.index
force_update_id
end
end
#--------------------------------------------------------------------------
# Update Icon ID Window
#--------------------------------------------------------------------------
def force_update_id
@icon_id_window.contents.clear
# @icon_id_window.contents.font.size = 24
id_text = sprintf("Icon %d", @page_window.index * 256 + @icon_window.index)
@icon_id_window.contents.draw_text(4, 0, 88, 24, id_text, 1)
# @icon_id_window.contents.font.size = 24
id_total = sprintf("Total: %d", @total_icons - 1)
@icon_id_window.contents.draw_text(4, 24, 88, 24, id_total, 1)
@last_index = @icon_window.index
end
#--------------------------------------------------------------------------
# Create Icon Window
#--------------------------------------------------------------------------
def create_icon_window
icon_list = []
for i in 1..256
icon_list.push (" ")
end
@icon_window = Window_Command.new(416, icon_list, 16, 16, 0)
@icon_window.x = 128
end
#--------------------------------------------------------------------------
# Create Page Window
#--------------------------------------------------------------------------
def create_page_window
iconset = Cache.system(YE::TOOLS::ICONVIEW::ICONSET)
iconrow = iconset.height / 24
iconcol = iconset.width / 24
@total_icons = iconrow * iconcol
@totalpages = @total_icons / 256
@totalpages += 1 if iconrow > (@totalpages * 256 / iconcol)
page_list = []
for i in 1..@totalpages
page_list.push (sprintf("Page %d", i))
end
@page_window = Window_Command.new(128, page_list, 1, @totalpages)
@page_window.y = 80
@page_window.height = 256
@page_window.active = false
iconset.dispose
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# Update Icons
#--------------------------------------------------------------------------
def update_icons(page_number, total_icons)
self.contents.clear
iconrow = 0
iconcol = 0
icon_index = page_number * 256
for i in 1..256
draw_icon(icon_index, iconcol * 24, iconrow * 24) if icon_index < total_icons
draw_icon(YE::TOOLS::ICONVIEW::EMPTYICON, iconcol * 24, iconrow * 24) if icon_index >= total_icons
icon_index += 1
iconcol += 1
if iconcol == 16
iconcol = 0
iconrow += 1
end
end
end
end
#==============================================================================
# Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#-----------------------------------------------------------------------------
if $TEST and YE::TOOLS::ICONVIEW::IV_ENABLE #---------------------------------
#-----------------------------------------------------------------------------
#--------------------------------------------------------------------------
# Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
s4 = YE::TOOLS::ICONVIEW::IV_NAME
@command_window = Window_Command.new(172, [s1, s2, s3, s4])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 256
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_shutdown
when 3
command_iconview
end
end
end
#--------------------------------------------------------------------------
# Command IconView
#--------------------------------------------------------------------------
def command_iconview
Sound.play_decision
close_command_window
$scene = Scene_IconView.new
end
#--------------------------------------------------------------------------
# End for Testing
#--------------------------------------------------------------------------
#-----------------------------------------------------------------------------
end #-------------------------------------------------------------------------
#-----------------------------------------------------------------------------
end
#===============================================================================
#
# END OF FILE
#
#===============================================================================
Creditos:
- YanFly, por criar o script.
- kako92, por traduzir.
- A mim,por disponibilizar.
Neon Knight- Mensagens : 15
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