[Script] [ACE] [VXA]Lune Skill Tree

Dark TrollDark Troll Posts: 201Registered
[align=center] [size=large]Lune Skill Tree[/size][/align]



[size=medium]Giới thiệu:[/size]
Bạn có thể thấy trong các game RPG có sử dụng hệ thống skill tree(cây kỹ năng).Với hệ thống này khi muốn tăng một skill nào đó phải tăng hoặc tăng tới một level nhất định mới có thể tăng được skill tiếp theo(như các game Diablo,VLTK,...và một số RPG khác.
Cái tree skill nó trông như thế này này :
barbarian-skills.jpg
[size=medium]Các tính năng:[/size]
~ Skill có level.
~ Skill yêu cầu level nhân vật,skill levels.(Đại khái là level nhân vật,skill levels phải ở level nào mới có thể tăng level skill đó hoặc skill khác ở trong skill tree)
~ Có thể dễ dàng thêm hoặc xóa điểm skill.(skill point)
~ Dễ dàng thêm vào skill mới.
~ Khả năng tạo ra hình ảnh(Tác giả bảo là không cần thiết :|)
~ Có thể thêm skill point bằng script call.
[size=medium]Hình ảnh:[/size]
exp1v.png
aaaaaaaaaaaa_zpsb65fff96.jpg
[size=medium]Cách sử dụng:[/size]
Nằm trong script
[size=medium]Demo:[/size]
~ Tác giả cũng bảo không cần thiết,thích thì tải :)
http://www.mediafire.com/download/agsv9frb7y4031l/Project17.exe
[size=medium]Script:[/size]
#=======================================================
#         Lune Skill Tree
# Author: Raizen
# Comunity: www.centrorpg.com
# Classic Skill Tree, where you choose the skills and allocate
# points through out the skill tree.
#=======================================================

module Skill_Tree
#+++++++++++++++++++++++++++++++++++++++++++++ 
# Possible commands in Script Calls.
#+++++++++++++++++++++++++++++++++++++++++++++

# Add Skill points manually
# Script Call: $game_actors[id].skill_tree[0]
# remembering the operations += adds, -= subtracts.
# Example, adding 4 points on actor with id of 5.
# Script Call: $game_actors[5].skill_tree[0] += 4

# Reseting skill tree
# Just Script Call: reset_tree(id)
# The id is the id of the actor on the database


# Change a skill manually

# Script Call: $game_actors[id].skill_tree[skill_id]
# id = id of actor in database
# skill_id = id of skill in database
# Example: adding 5 points in skill id 3 in actor with id 2
# Script Call: $game_actors[2].skill_tree[3] += 5

# remembering the operations += adds, -= subtracts.


# To activate the Skill Tree Screen manually.
# Script Call: SceneManager.call(Scene_Skill_Change)
#+++++++++++++++++++++++++++++++++++++++++++++
# Initial Setup
#+++++++++++++++++++++++++++++++++++++++++++++

# Allow images? true/false
# if true, the script will draw a image over the skill tree for
# each character, allowing you to add details and improvements on the
# design of the skill tree.
# The image has to be on the folder Graphics/System with the name Actor1, Actor2...
# according to the id of the actor.
Images = false
#---------------------------------------------
# Text Setup
#---------------------------------------------

# remember to put texts inside" example 'text'.

# Text confirming point add.
Bot1 = 'Add 1 point'
# cancel
Bot2 = 'Cancel'
# Points Remaining
Rest = 'Points Remaining'
# Total Points
Total = 'Total Points'
# Name on Menu.
Menu = 'Skill Tree'
#====================================================

# Screen Actor configuration, read carefully to the instructions,
# it is really important that you configure correctly the script.

#====================================================
# Don't modify.
  Actor = []
  Sk = []
  
# Base for actor creation, avoid erasing this part.
# any time needed use this template to create actors skill trees and
# skills.
=begin
#
Actor[id] = [

Sk[0] = {
'x' => 100, # icon position on x axis
'y' => 32, # icon position on y axis
'skill' => 5, # skill obtained
'desc1' => 'Requer: Lvl 5, Bola de Fogo lvl 5', # description 1
'desc2' => 'Member1', # description 2
'desc3' => 'Habilidade com ataque em área', # description 3
'req' => [0, 1, 5, 9, 5], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 5, # skill max level
'mult' => [10, 5], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
},


Sk[1] = {
'x' => 100, # icon position on x axis
'y' => 32, # icon position on y axis
'skill' => 5, # skill obtained
'desc1' => 'Requer: Lvl 5, Bola de Fogo lvl 5', # description 1
'desc2' => 'Member1', # description 2
'desc3' => 'Habilidade com ataque em área', # description 3
'req' => [0, 1, 5, 9, 5], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 5, # skill max level
'mult' => [10, 5], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
} 

# you can add as many skills as necessary
]
=end
# ============================================================================
# ======= Actor 1 =======================================================
# ============================================================================
Actor[8] = [
Sk[0] = {
'x' => 30, # icon position on x axis
'y' => 30, # icon position on y axis
'skill' => 51, # skill obtained
'desc1' => 'Requires: Level 1', # description 1
'desc2' => '', # description 2
'desc3' => 'Fire 1', # description 3
'req' => [0], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 10, # skill max level
'mult' => [10, 2], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
},

Sk[1] = {

'x' => 90, # icon position on x axis
'y' => 30, # icon position on y axis
'skill' => 119, # skill obtained
'desc1' => 'Requires: Level 1', # description 1
'desc2' => '', # description 2
'desc3' => 'Magical Reflection', # description 3
'req' => [0], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 1, # skill max level
'mult' => [10, 2], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
},

Sk[2] = {


'x' => 30, # icon position on x axis
'y' => 90, # icon position on y axis
'skill' => 52, # skill obtained
'desc1' => 'Requires: Level 8 + 4x level', # description 1
'desc2' => 'Fire 1 - Level 5', # description 2
'desc3' => 'Fire 2', # description 3
'req' => [8, 51, 5], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 10, # skill max level
'mult' => [10, 4], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
},


Sk[3] = {
'x' => 30, # icon position on x axis
'y' => 150, # icon position on y axis
'skill' => 53, # skill obtained
'desc1' => 'Requires: Lvl 15 + 4xlevel', # description 1
'desc2' => 'Fire1-lvl 7, Fire2-lvl 5', # description 2
'desc3' => 'Flare', # description 3
'req' => [15, 51, 7, 52, 5], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 10, # skill max level
'mult' => [10, 4], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
}

]


# ============================================================================
# ======= Personagem 2 =======================================================
# ============================================================================
Actor[9] = [
Sk[0] = {
'x' => 30, # icon position on x axis
'y' => 30, # icon position on y axis
'skill' => 51, # skill obtained
'desc1' => 'Requires: Level 1', # description 1
'desc2' => '', # description 2
'desc3' => 'Fire 1', # description 3
'req' => [0], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 10, # skill max level
'mult' => [10, 2], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
},

Sk[1] = {

'x' => 90, # icon position on x axis
'y' => 30, # icon position on y axis
'skill' => 119, # skill obtained
'desc1' => 'Requires: Level 1', # description 1
'desc2' => '', # description 2
'desc3' => 'Magical Reflection', # description 3
'req' => [0], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 1, # skill max level
'mult' => [10, 2], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
},

Sk[2] = {


'x' => 30, # icon position on x axis
'y' => 90, # icon position on y axis
'skill' => 52, # skill obtained
'desc1' => 'Requires: Level 8 + 4x level', # description 1
'desc2' => 'Fire 1 - Level 5', # description 2
'desc3' => 'Fire 2', # description 3
'req' => [8, 51, 5], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 10, # skill max level
'mult' => [10, 4], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
},


Sk[3] = {
'x' => 30, # icon position on x axis
'y' => 150, # icon position on y axis
'skill' => 53, # skill obtained
'desc1' => 'Requires: Lvl 15 + 4xlevel', # description 1
'desc2' => 'Fire1-lvl 7, Fire2-lvl 5', # description 2
'desc3' => 'Flare', # description 3
'req' => [15, 51, 7, 52, 5], # requeriments [necessary level,
#skill id necessary, skill level, skill id, skill level.
# You can add as many skills for requirements as you wish
'maxlvl' => 10, # skill max level
'mult' => [10, 4], # multipliers, first is multiplier of heal/damage/effect
# the second is how many levels are needed to up the next skill level.
}

]
end
#==============================================================================
#==============================================================================
#========================= Here Starts the Script =============================
#==============================================================================
#==============================================================================

#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
#  Esta classe executa o processamento da tela de atributos.
#==============================================================================

class Scene_Skill_Change < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Inicialização do processo
  #--------------------------------------------------------------------------
  def start
    @set = $game_party.actors # array com ids dos personagens do grupo
    @control_index = 0 #controle do indice de personagens
    @control_inindex = 0 # controle do indice de habilidades
    @status_window = Window_Skill_Select.new($game_party.actors[0]) # inicialização do menu de habilidades
    @actor_window = Window_Actor_Sk.new(0, 0) # inicialização do menu de atores
    @desc_window = Window_Help_Sk.new($game_party.actors[0]) # inicialização do menu de ajuda
    @confirm = Window_Skill_Confirm.new # inicialização do menu de confirmação
    @confirm.set_handler(:use_point, method(:command_use))
    @confirm.set_handler(:return_window, method(:command_return))
    @confirm.close
    @actor_window.active = true
    @status_window.active = false
    @table = Skill_Tree::Actor
    super
  end
  #--------------------------------------------------------------------------
  # * Atualização do Processo
  #--------------------------------------------------------------------------
  def update
    super
    # Verificação do índice do menu
    if @control_index != @actor_window.index
       @control_index = @actor_window.index
       @status_window.refresh(@set[@actor_window.index]) # mudança da janela de skills
       @desc_window.refresh(@set[@actor_window.index], @status_window.index) # mudança da janela de skills
     end
    # Verificação do índice de habilidade
    if @control_inindex != @status_window.index
       @control_inindex = @status_window.index
       @desc_window.refresh(@set[@actor_window.index], @status_window.index) # mudança da janela de skills
    end
    # Confirmação 
    if Input.trigger?(:C) 
      if @actor_window.active == true
        Sound.play_ok
        @status_window.active = true
        @actor_window.active = false
      elsif @status_window.active == true
        @status_window.active = false
        @confirm.open
        @confirm.activate
      end
    end
    # Retorno
    if Input.trigger?(:B)
      if @actor_window.active == true
        return_scene
      elsif @status_window.active == true
        @status_window.active = false
        @actor_window.active = true        
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Confirmação de saída
  #--------------------------------------------------------------------------
  def command_return
    @confirm.close
    @status_window.active = true
  end
  #--------------------------------------------------------------------------
  # Confirmação de distribuição
  #--------------------------------------------------------------------------
  def command_use
    @nocall = true
    id = $game_party.actors[@actor_window.index]
    # verificação dos requisitos
    if $game_actors[id].skill_tree[0] > 0 && $game_actors[id].skill_tree[@table[id][@status_window.index]['skill']] < @table[id][@status_window.index]['maxlvl']
      for n in 1...@table[id][@status_window.index]['req'].size
        if n.even?
          @nocall = false if @table[id][@status_window.index]['req'][n] > $game_actors[id].skill_tree[@table[id][@status_window.index]['req'][n-1]]
        end
      end
    else
      @nocall = false
    end
    # verificação do multiplicador de level
    @nocall = false if @table[id][@status_window.index]['mult'][1]*$game_actors[id].skill_tree[@table[id][@status_window.index]['skill']] + @table[id][@status_window.index]['req'][0] >$game_actors[id].level
    @confirm.close
    @status_window.active = true
    unless @nocall
      Sound.play_buzzer
      return
    end
    if $game_actors[id].skill_tree[@table[id][@status_window.index]['skill']] == 0
      $game_actors[id].learn_skill(@table[id][@status_window.index]['skill'])
    end
    $game_actors[id].skill_tree[@table[id][@status_window.index]['skill']] += 1
    $game_actors[id].skill_mult[@table[id][@status_window.index]['skill']] += @table[id][@status_window.index]['mult'][0]
    $game_actors[id].skill_tree[0] -= 1
    Sound.play_ok
    @status_window.refresh(@set[@actor_window.index])
  end
  #--------------------------------------------------------------------------
  # * Retorno ao menu principal
  #--------------------------------------------------------------------------
  def return_scene
    super
    @status_window.dispose
    @actor_window.dispose
    @desc_window.dispose
  end
end

#==============================================================================
# ** Window_Actor_Sk
#------------------------------------------------------------------------------
# Esta janela exibe os personagens do grupo.
#==============================================================================

class Window_Actor_Sk < Window_MenuStatus
  
  #--------------------------------------------------------------------------
  # * Largura da janela
  #--------------------------------------------------------------------------
  def window_width
    120 
  end
  #--------------------------------------------------------------------------
  # * Altura da janela
  #--------------------------------------------------------------------------
  def window_height
    Graphics.height
  end
end
#==============================================================================
# ** Window_Skill_Select
#------------------------------------------------------------------------------
# Janela Principal da Skill Tree
#==============================================================================

class Window_Skill_Select < Window_Base
attr_reader :index
  #--------------------------------------------------------------------------
  # * Inicialização da Janela
  #--------------------------------------------------------------------------
  def initialize(a)
    super(120, 0, window_width, Graphics.height - fitting_height(3))
    refresh(a)
    @page = 0
    @index = 0
    update_cursor
  end
  #--------------------------------------------------------------------------
  # * Largura da Janela
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width - 120
  end
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  # * Aquisição do retangulo para desenhar o item(cursor)
  #     index : índice do item
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new
    rect.x = @table[index]['x']
    rect.y = @table[index]['y']
    rect.width = 24
    rect.height = 24
    rect
  end
  #--------------------------------------------------------------------------
  # * Atualização da janela
  #--------------------------------------------------------------------------
  def refresh(a)
    contents.clear
    if Skill_Tree::Images
      if @tree_load
        @tree_load.bitmap.dispose
        @tree_load.dispose
      end
      @tree_load = Sprite.new
      @tree_load.bitmap = Cache.system("Actor#{+a}")
      @tree_load.z = 200
    end
    @table = Skill_Tree::Actor[a]
    contents.font.color = text_color(1)
    @sum = 0
    $game_actors[a].skill_tree.each {|z| @sum += z}
    draw_text(50, -10, 180, 50, $game_actors[a].skill_tree[0].to_s + " "+ Skill_Tree::Rest) 
    draw_text(window_width - 200, -10, 180, 50, @sum.to_s + " "+ Skill_Tree::Total)
    contents.font.color = text_color(0)
    for i in 0...@table.size
      contents.font.size = 16
      draw_text(@table[i]['x'], @table[i]['y']+ 26, 40, 30, $game_actors[a].skill_tree[@table[i]['skill']].to_s + " /" + @table[i]['maxlvl'].to_s)
      draw_icon($data_skills[@table[i]['skill']].icon_index, @table[i]['x'], @table[i]['y'], $game_actors[a].skill_learn?($data_skills[@table[i]['skill']]))
    end
    contents.font.size = Font.default_size
    @page = 0
    @index = 0
    update_cursor
  end
  #--------------------------------------------------------------------------
  # * Renovação
  #--------------------------------------------------------------------------
  def update
    return if active == false
    if Input.repeat?(:RIGHT) || Input.repeat?(:DOWN)
      @index += 1 
      @index = 0 if @index >= @table.size
      Sound.play_cursor
    elsif Input.repeat?(:LEFT) || Input.repeat?(:UP)
      @index -= 1 
      @index = (@table.size - 1) if @index < 0
      Sound.play_cursor
    end
    update_cursor
  end
  #--------------------------------------------------------------------------
  # * Atualização do cursor
  #--------------------------------------------------------------------------
  def update_cursor
    cursor_rect.set(item_rect(@index))
  end
  #--------------------------------------------------------------------------
  # * Execução do movimento do cursor
  #--------------------------------------------------------------------------
  def process_cursor_move
    last_page = @page
    super
    update_cursor
    Sound.play_cursor if @page != last_page
  end
  #--------------------------------------------------------------------------
  # * Definição de controle de confirmação e cancelamento
  #--------------------------------------------------------------------------
  def process_handling
    return unless open? && active
    process_jump if Input.trigger?(:A)
    process_back if Input.repeat?(:B)
    process_ok   if Input.trigger?(:C)
  end
  #--------------------------------------------------------------------------
  # * Definição de resultado ao pressionar o botão de confirmação
  #--------------------------------------------------------------------------
  def process_ok
    if !character.empty?
      on_name_add
    elsif is_page_change?
      Sound.play_ok
      cursor_pagedown
    elsif is_ok?
      on_name_ok
    end
  end
  #--------------------------------------------------------------------------
  # * Adição ao nome do personagem
  #--------------------------------------------------------------------------
  def on_name_add
    if @edit_window.add(character)
      Sound.play_ok
    else
      Sound.play_buzzer
    end
  end
  #--------------------------------------------------------------------------
  # * Definição do nome
  #--------------------------------------------------------------------------
  def on_name_ok
    if @edit_window.name.empty?
      if @edit_window.restore_default
        Sound.play_ok
      else
        Sound.play_buzzer
      end
    else
      Sound.play_ok
      call_ok_handler
    end
  end
  #--------------------------------------------------------------------------
  # * Descarte
  #--------------------------------------------------------------------------
  def dispose
    super
    if @tree_load
      @tree_load.bitmap.dispose
      @tree_load.dispose
    end
  end
end


#==============================================================================
# ** Window_Help_Sk
#------------------------------------------------------------------------------
#  Esta janela exibe explicação de habilidades e informações sobre os requerimentos.
#==============================================================================

class Window_Help_Sk < Window_Base
  def initialize(a)
    super(120, Graphics.height - fitting_height(3), Graphics.width - 120, fitting_height(3))
    @table = Skill_Tree::Actor[a]
    refresh(a, 1)
  end
  #--------------------------------------------------------------------------
  # * Atualização da janela
  #--------------------------------------------------------------------------
  def refresh(a, index)
    contents.clear
    @table = Skill_Tree::Actor[a] unless Skill_Tree::Actor[a] == nil
    contents.font.color = text_color(20)
    draw_text(0, 0, Graphics.width - 120, line_height, @table[index]['desc1'])
    draw_text(0, line_height, Graphics.width - 120, line_height, @table[index]['desc2'])
    contents.font.color = text_color(0)
    draw_text(0, line_height*2, Graphics.width - 120, line_height, @table[index]['desc3'])
  end
end

#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  Esta janela exibe os parâmetros dos membros do grupo na tela de menu.
#==============================================================================

class Window_Skill_Confirm < Window_Command

  #--------------------------------------------------------------------------
  # * Inicialização do objeto
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
    self.z = 9999
    self.x = (Graphics.width / 2) - (window_width / 2)
    self.y = Graphics.height / 2
    self.openness = 0
  end
  #--------------------------------------------------------------------------
  # * Aquisição da largura da janela
  #--------------------------------------------------------------------------
  def window_width
    return 160
  end
  #--------------------------------------------------------------------------
  # * Criação da lista de comandos
  #--------------------------------------------------------------------------
  def make_command_list
    add_main_commands

  end
  #--------------------------------------------------------------------------
  # * Adição dos comandos principais
  #--------------------------------------------------------------------------
  def add_main_commands
    add_command(Skill_Tree::Bot1,   :use_point,   true)
    add_command(Skill_Tree::Bot2,  :return_window,  true)
  end
end


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  Esta classe gerencia os heróis. Ela é utilizada internamente pela classe
# Game_Actors ($game_actors). A instância desta classe é referenciada
# pela classe Game_Party ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
alias sk_tree_ini setup
alias sk_tree_lvl level_up
attr_accessor :skill_tree
attr_accessor :skill_mult
  #--------------------------------------------------------------------------
  # * Inicialização do objeto
  #     actor_id : ID do herói
  #--------------------------------------------------------------------------
  def setup(actor_id)
    sk_tree_ini(actor_id)
    @skill_tree = Array.new($data_skills.size + 1, 0)
    @skill_mult = Array.new($data_skills.size + 1, 0)
  end
  #--------------------------------------------------------------------------
  # * Aumento de nível
  #--------------------------------------------------------------------------
  def level_up
    sk_tree_lvl
    @skill_tree[0] += 1
  end
end




#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  Esta classe gerencia o grupo. Contém informações sobre dinheiro, itens.
# A instância desta classe é referenciada por $game_party.
#==============================================================================

class Game_Party < Game_Unit
attr_accessor :actors
end

#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  Esta classe gerencia os battlers. Controla a adição de sprites e ações 
# dos lutadores durante o combate.
# É usada como a superclasse das classes Game_Enemy e Game_Actor.
#==============================================================================

class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Cálculo de dano
  #     user : usuário
  #     item : habilidade/item
  #--------------------------------------------------------------------------
  def make_damage_value(user, item)
    value = item.damage.eval(user, self, $game_variables)
    value *= item_element_rate(user, item)
    value *= pdr if item.physical?
    value *= mdr if item.magical?
    value *= rec if item.damage.recover?
    value = apply_critical(value) if @result.critical
    value = apply_variance(value, item.damage.variance)
    value = apply_guard(value)
    value += (value * $game_actors[user.id].skill_mult[item.id])/100
    @result.make_damage(value.to_i, item)
  end
end





#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  Um interpretador para executar os comandos de evento. Esta classe é usada
# internamente pelas classes Game_Map, Game_Troop e Game_Event.
#==============================================================================

class Game_Interpreter
  def reset_tree(id)
    @sum_sk = 0
    $game_actors[id].skill_tree.each {|z| @sum_sk += z}
    $game_actors[id].skill_tree.fill(0)
    $game_actors[id].skill_tree[0] = @sum_sk
  end
end
Thêm cái này vào để thêm script vào menu.
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  Esta classe executa o processamento da tela de menu.
#==============================================================================

class Scene_Menu < Scene_MenuBase
  def create_command_window
    @command_window = Window_MenuCommand.new
    @command_window.set_handler(:item,      method(:command_item))
    @command_window.set_handler(:skill,     method(:command_personal))
    @command_window.set_handler(:equip,     method(:command_personal))
    @command_window.set_handler(:status,    method(:command_personal))
    @command_window.set_handler(:skill_tree,  method(:command_skill_tree))
    @command_window.set_handler(:formation, method(:command_formation))
    @command_window.set_handler(:save,      method(:command_save))
    @command_window.set_handler(:game_end,  method(:command_game_end))
    @command_window.set_handler(:cancel,    method(:return_scene))
  end
  def command_skill_tree
      SceneManager.call(Scene_Skill_Change)
  end
end

#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  Esta janela exibe os comandos do menu.
#==============================================================================

class Window_MenuCommand < Window_Command
alias raizen_add_main_commands add_main_commands
  def add_main_commands
    raizen_add_main_commands
    add_command(Skill_Tree::Menu, :skill_tree, main_commands_enabled)
  end
end

[size=large]Credit and Thanks:[/size]
- Raizen

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