Random Character Generator [RMXP]

3 de julho de 2012

Random Character Generator é um script pro RPG Maker XP, feito por SephirothSpawn que permite a criação de personagens aleatórios, em diferentes classes, etc, num jogo ou projeto desenvolvido com esta ferramenta!

A instalação é muito simples, basta copiar o script acima do Main, e abaixo do SDK, que é necessário (na demo ele usa o SDK 1.4). Daí basta você criar um evento em qualquer lugar do mapa que chama o script $scene = Scene_Character_Generator.new.

Na demo, você vai com o herói no evento (este carinha de cabelo azul que está na thumb deste post) e aperta [ENTER]. Daí você procura por personagens e contrata-os (“hire”). Pode ser interessante para colocar mercenários no seu jogo, como no minigame.

#==============================================================================
# ** Random Character Generator
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 1
# 2006-03-20
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Random Character Generator', 'SephirothSpawn', 1, '2006-03-20')

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Random Character Generator') == true

#==============================================================================
# ** Character_Generator
#==============================================================================

module Character_Generator
  #--------------------------------------------------------------------------
  # * Scout Groups
  #--------------------------------------------------------------------------
  SCOUT_GROUPS = ['Fighters', 'Lancers', 'Warriors', 'Thiefs',
    'Hunters', 'Gunners', 'Clerics', 'Mages']
  #--------------------------------------------------------------------------
  # * Scouting Prices
  #   ~ group_name => price to scout
  #--------------------------------------------------------------------------
  DEFAULT_SCOUTING_PRICE = 250
  SCOUTING_PRICES = {
    'Fighters' => 250, 'Clerics' => 650, 'Mages' => 750
  }
  #--------------------------------------------------------------------------
  # * Hiring Prices
  #   ~ group_name => price to hire
  #--------------------------------------------------------------------------
  DEFAULT_HIRING_PRICE = 2500
  HIRING_PRICES = {
    'Fighters' => 2500, 'Clerics' => 6500, 'Mages' => 7500
  }
  #--------------------------------------------------------------------------
  # * Default Actor Parameters
  #--------------------------------------------------------------------------
  DEFAULT_PARAMETERS = {
    'Names' => ['Name 1', 'Name 2'],
    'Sprites' => ['001-Fighter01', '002-Fighter02', '003-Fighter03', '004-Fighter04',
      '005-Fighter05', '006-Fighter06', '007-Fighter07', '008-Fighter08'],
    'Hues' => [0],
    'Class ID' => 1,
    'Start Levels' => [1, 2, 3, 4, 5],
    'Final Levels' => [99],
    'Exp Basis' => [10, 20, 30, 40, 50],
    'Exp Inflation' => [10, 20, 30, 40, 50],
    'Weapons' => [0, 1, 2],
    'Shields' => [0, 1, 2],
    'Helmets' => [0, 5, 6],
    'Armors' => [0, 13, 14],
    'Accessories' => [0, 25, 26, 27, 28, 29, 30, 31, 32],
    'Weapon Fix' => false,
    'Shield Fix' => false,
    'Helmet Fix' => false,
    'Armor Fix' => false,
    'Accessory Fix' => false
  }
  #--------------------------------------------------------------------------
  # * Actor Parameters
  #   ~ group_name => { param_name => 

 } }
  #--------------------------------------------------------------------------
  ACTOR_PARAMETERS = {
    'Fighters' => {
      'Names' => ['Fighter A', 'Fighter B', 'Fighter C', 'Fighter D']
    },
    'Lancers' => {
      'Names' => ['Lancer A', 'Lancer B', 'Lancer C', 'Lancer D'],
      'Sprites' => ['009-Lancer01', '010-Lancer02', '011-Lancer03', '012-Lancer04'],
      'Class ID' => 2,
      'Weapons' => [0, 5, 6]
    },
    'Warriors' => {
      'Names' => ['Warrior A', 'Warrior B', 'Warrior C', 'Warrior D'],
      'Sprites' => ['013-Warrior01', '014-Warrior02', '015-Warrior03'],
      'Class ID' => 3,
      'Weapons' => [0, 9, 10],
    },
    'Thiefs' => {
      'Names' => ['Thief A', 'Thief B', 'Thief C', 'Thief D'],
      'Sprites' => ['016-Thief01', '017-Thief02', '018-Thief03', '019-Thief04'],
      'Class ID' => 4,
      'Weapons' => [0, 13, 14],
      'Shields' => [0],
      'Armors' => [0, 17, 18],
    },
    'Hunters' => {
      'Names' => ['Hunter A', 'Hunter B', 'Hunter C', 'Hunter D'],
      'Sprites' => ['020-Hunter01', '021-Hunter02', '022-Hunter03'],
      'Class ID' => 5,
      'Weapons' => [0, 17, 18],
      'Shields' => [0],
      'Armors' => [0, 17, 18],
    },
    'Gunners' => {
      'Names' => ['Gunner A', 'Gunner B', 'Gunner C', 'Gunner D'],
      'Sprites' => ['023-Gunner01', '024-Gunner02'],
      'Class ID' => 6,
      'Weapons' => [0, 21, 22],
      'Shields' => [0],
      'Armors' => [0, 17, 18],
    },
    'Clerics' => {
      'Names' => ['Cleric A', 'Cleric B', 'Cleric C', 'Cleric D'],
      'Sprites' => ['025-Cleric01', '026-Cleric02', '027-Cleric03', '028-Cleric04',
        '029-Cleric05', '030-Cleric06', '031-Cleric07', '032-Cleric08'],
      'Class ID' => 7,
      'Weapons' => [0, 25, 26],
      'Shields' => [0],
      'Helmets' => [0, 9, 10],
      'Armors' => [0, 21, 22],
    },
    'Mages' => {
      'Names' => ['Mage A', 'Mage B', 'Mage C', 'Mage D'],
      'Sprites' => ['033-Mage01', '034-Mage02', '035-Mage03', '036-Mage04',
        '037-Mage05', '038-Mage06', '039-Mage07', '040-Mage08', '041-Mage09'],
      'Class ID' => 8,
      'Weapons' => [0, 29, 30],
      'Shields' => [0],
      'Helmets' => [0, 9, 10],
      'Armors' => [0, 21, 22],
    },
  }
  #--------------------------------------------------------------------------
  # * Generate Random Character
  #--------------------------------------------------------------------------
  def self.generate_random_character(group = 'Level 1')
    # Starts Actor Creation
    actor = RPG::Actor.new
    # Sets Name
    names = DEFAULT_PARAMETERS['Names']
    actor.name = names[rand(names.size)]
    # Sets Sprites
    sprites = DEFAULT_PARAMETERS['Sprites']
    actor.character_name = 
    actor.battler_name = sprites[rand(sprites.size)]
    # Sets Hue
    hues = DEFAULT_PARAMETERS['Hues']
    actor.character_hue = 
    actor.battler_hue = hues[rand(hues.size)]
    # Sets Class ID
    actor.class_id = DEFAULT_PARAMETERS['Class ID']
    # Sets Initial Level
    s_levels = DEFAULT_PARAMETERS['Start Levels']
    actor.initial_level = s_levels[rand(s_levels.size)]
    # Sets Final Level
    f_levels = DEFAULT_PARAMETERS['Final Levels']
    actor.final_level = f_levels[rand(f_levels.size)]
    # Sets Exp Basis
    e_basis = DEFAULT_PARAMETERS['Exp Basis']
    actor.exp_basis = e_basis[rand(e_basis.size)]
    # Sets Exp Inflation
    e_inflation = DEFAULT_PARAMETERS['Exp Inflation']
    actor.exp_inflation = e_inflation[rand(e_inflation.size)]
    # Sets Weapons
    weapons = DEFAULT_PARAMETERS['Weapons']
    actor.weapon_id = weapons[rand(weapons.size)]
    # Sets Shields
    shields = DEFAULT_PARAMETERS['Shields']
    actor.armor1_id = shields[rand(shields.size)]
    # Sets Helmets
    helmets = DEFAULT_PARAMETERS['Helmets']
    actor.armor2_id = helmets[rand(helmets.size)]
    # Sets Armors
    armors = DEFAULT_PARAMETERS['Armors']
    actor.armor3_id = armors[rand(armors.size)]
    # Sets Accessories
    accessories = DEFAULT_PARAMETERS['Accessories']
    actor.armor4_id = accessories[rand(accessories.size)]
    # Weapon Fix
    actor.weapon_fix = DEFAULT_PARAMETERS['Weapon Fix']
    # Shield Fix
    actor.armor1_fix = DEFAULT_PARAMETERS['Shield Fix']
    # Helmet Fix
    actor.armor2_fix = DEFAULT_PARAMETERS['Helmet Fix']
    # Armor Fix
    actor.armor3_fix = DEFAULT_PARAMETERS['Armor Fix']
    # Accessory Fix
    actor.armor4_fix = DEFAULT_PARAMETERS['Accessory Fix']
    # Sets Up Actor Parameters
    if ACTOR_PARAMETERS.has_key?(group)
      group = ACTOR_PARAMETERS[group]
      # Gets Random Name
      if group.has_key?('Names')
        unless group['Names'].empty?
          actor.name = group['Names'][rand(group['Names'].size)]
        end
      end
      # Gets Random Sprite Information
      if group.has_key?('Sprites')
        unless group['Sprites'].empty?
          actor.character_name = 
          actor.battler_name = group['Sprites'][rand(group['Sprites'].size)]
        end
      end
      # Gets Random Sprite Hue
      if group.has_key?('Hues')
        unless group['Hues'].empty?
          actor.character_hue = 
          actor.battler_hue = group['Hues'][rand(group['Hues'].size)]
        end
      end
      # Specified Class ID
      if group.has_key?('Class ID')
        actor.class_id = group['Class ID']
      end
      # Specified Initial Level Values
      if group.has_key?('Start Levels')
        unless group['Start Levels'].empty?
          actor.initial_level = group['Start Levels'][rand(group['Start Levels'].size)]
        end
      end
      # Specified Final Level Values
      if group.has_key?('Final Levels')
        unless group['Final Levels'].empty?
          actor.final_level = group['Final Levels'][rand(group['Final Levels'].size)]
        end
      end
      # Specified Exp Basis
      if group.has_key?('Exp Basis')
        unless group['Exp Basis'].empty?
          actor.exp_basis = group['Exp Basis'][rand(group['Exp Basis'].size)]
        end
      end
      # Specified Exp Inflamation
      if group.has_key?('Exp Inflation')
        unless group['Exp Inflation'].empty?
          actor.exp_inflation = group['Exp Inflation'][rand(group['Exp Inflation'].size)]
        end
      end
      # Specifed Weapons
      if group.has_key?('Weapons')
        unless group['Weapons'].empty?
          actor.weapon_id = group['Weapons'][rand(group['Weapons'].size)]
        end
      end
      # Specified Armors
      if group.has_key?('Shields')
        unless group['Shields'].empty?
          actor.armor1_id = group['Shields'][rand(group['Shields'].size)]
        end
      end
      if group.has_key?('Helmets')
        unless group['Helmets'].empty?
          actor.armor2_id = group['Helmets'][rand(group['Helmets'].size)]
        end
      end
      if group.has_key?('Armors')
        unless group['Armors'].empty?
          actor.armor3_id = group['Armors'][rand(group['Armors'].size)]
        end
      end
      if group.has_key?('Accessories')
        unless group['Accessories'].empty?
          actor.armor4_id= group['Accessories'][rand(group['Accessories'].size)]
        end
      end
      # Specified Weapon Fixes
      if group.has_key?('Weapon Fix')
        actor.weapon_fix = group['Weapon Fix']
      end
      # Specified Armor Fixes
      if group.has_key?('Shield Fix')
        actor.armor1_fix = group['Shield Fix']
      end
      if group.has_key?('Helmet Fix')
        actor.armor2_fix = group['Helmet Fix']
      end
      if group.has_key?('Armor Fix')
        actor.armor3_fix = group['Armor Fix']
      end
      if group.has_key?('Accessory Fix')
        actor.armor4_fix = group['Accessory Fix']
      end
      # Random Stastics
      parameters = Table.new(6,100)
      # Sets Starting HP
      parameters[0, 0] = 375 + rand(251)
      # Sets Starting SP
      parameters[1, 0] = 375 + rand(251)
      # Sets Starting Str, Dex, Agi, Int
      for i in 2..5
        parameters[i, 0] = 40 + rand(21)
      end
      # Sets Random Stats
      for i in 1..99
        for j in 0..5
          x = i < 2 ? 40 : 4
          parameters[j, i] = parameters[j, i - 1] + i * (x + rand(x / 2 + 1))
        end
      end    
      actor.parameters = parameters
    end
    return actor
  end
  #--------------------------------------------------------------------------
  # * Generate Random Character
  #--------------------------------------------------------------------------
  def self.finialize_character(actor)
    # Configures ID
    actor.id = $data_actors.size
    # Adds to Data Actors
    $data_actors << actor
    # Adds To Character Generator Class
    $game_chargenerator.hired_characters << actor
    # Adds to Game_Actors
    $game_party.add_actor(actor.id)
  end
end 

#==============================================================================
# ** Bitmap
#==============================================================================

class Bitmap
  #--------------------------------------------------------------------------
  # * Scale Blt
  #--------------------------------------------------------------------------
  def scale_blt(dest_rect, src_bitmap, 
      src_rect = Rect.new(0, 0, src_bitmap.width, src_bitmap.height), opacity = 255)
    w, h = src_rect.width, src_rect.height
    scale = [w / dest_rect.width.to_f, h / dest_rect.height.to_f].max
    ow, oh = (w / scale).to_i, (h / scale).to_i
    ox, oy = (dest_rect.width - ow) / 2, (dest_rect.height - oh) / 2
    stretch_blt(Rect.new(ox + dest_rect.x, oy + dest_rect.y, ow, oh), 
      src_bitmap, src_rect )
  end
end

#==============================================================================
# ** Game_CharacterGenerator
#==============================================================================

class Game_CharacterGenerator
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :scouted_characters
  attr_accessor :hired_characters
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @scouted_characters = {}
    @hired_characters = []
  end
  #--------------------------------------------------------------------------
  # * Scout Character
  #--------------------------------------------------------------------------
  def scout_character(group, actor)
    unless @scouted_characters.has_key?(group)
      @scouted_characters[group] = []
    end
    @scouted_characters[group] << actor
  end
  #--------------------------------------------------------------------------
  # * Hire Character
  #--------------------------------------------------------------------------
  def hire_character(group, index)
    # Gets Character
    actor = @scouted_characters[group][index]
    # Delets Character from Scout Report
    @scouted_characters[group].delete_at(index)
    # Adds Character to Hired State
    @hired_characters << actor
    return actor
  end
end

#==============================================================================
# ** Window_CharacterPrice
#==============================================================================

class Window_CharacterPrice < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(640, 328, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
  end
  #--------------------------------------------------------------------------
  # * Get Price
  #--------------------------------------------------------------------------
  def price
    return @price
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(price = 0)
    self.contents.clear
    return if price.nil?
    @price = price
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 128, 32, 'Cost:')
    self.contents.font.color = $game_party.gold < price ?
      text_color(2) : text_color(1)
    self.contents.draw_text(- 4, 0, 128, 32, price.to_s, 2)
  end
end

#==============================================================================
# ** Window_CharacterGenerator
#==============================================================================

class Window_CharacterGenerator < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(- 432, 96, 432, 368)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity, self.active = 160, false
    @frame, @actor = 0, nil
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(actor)
    self.contents.clear
    # Stores Actor
    @actor = actor
    return unless actor.is_a?(RPG::Actor)
    # Draws Animated Sprite
    draw_sprite(0, 0, 96, 80, actor.character_name, actor.character_hue, 0, @frame)
    # Draws Battler
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    self.contents.scale_blt(Rect.new(96, 0, 96, 80), bitmap) 
    # Draws Name
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 80, 192, 24, 
      "#{actor.name} [#{$data_classes[actor.class_id].name}]", 1)
    # Draws Levels
    self.contents.draw_text(0, 104, 192, 24, 
      "Level #{actor.initial_level} (Max #{actor.final_level })", 1)
    # Draws Exp Basis & Inflation
    self.contents.font.color = system_color
    self.contents.draw_text(4, 128, 192, 24, 'Experience Basis')
    self.contents.draw_text(4, 152, 192, 24, 'Experience Inflation')
    self.contents.font.color = actor.exp_basis > 30 ? text_color(2) : text_color(1)
    self.contents.draw_text(- 4, 128, 192, 24, actor.exp_basis.to_s, 2)
    self.contents.font.color = actor.exp_inflation > 30 ? text_color(2) : text_color(1)
    self.contents.draw_text(- 4, 152, 192, 24, actor.exp_inflation.to_s, 2)
    # Gets Actors Parameters
    parameters = actor.parameters
    hp = parameters[0, actor.initial_level]
    sp = parameters[1, actor.initial_level]
    str = parameters[2, actor.initial_level]
    dex = parameters[3, actor.initial_level]
    agi = parameters[4, actor.initial_level]
    int = parameters[5, actor.initial_level]
    # Draws Start HP & SP
    stat_names = ['hp', 'sp'].collect! {|x| eval "$data_system.words.#{x}"}
    stats = [hp, sp]
    for i in 0..1
      self.contents.font.color = system_color
      self.contents.draw_text(212, i * 40, 192, 24, stat_names[i])
      self.contents.font.color = normal_color
      self.contents.draw_text(204, i * 40, 192, 24, "#{stats[i]} / #{stats[i]}", 2)
      s_color = i == 0 ? Color.new(150, 0, 0) : Color.new(25, 25, 160)
      f_color = i == 0 ? Color.new(255, 255, 60) : Color.new(25, 160, 25)
      draw_slant_bar(240, i * 40 + 24, stats[i], stats[i], 152, 8, s_color, f_color)
    end
    # Draws Start Str, Dex, Agi * Int
    stat_names = ['str', 'dex', 'agi', 'int'].collect! {|x| eval "$data_system.words.#{x}"}
    stats = [str, dex, agi, int]
    for i in 0..3
      self.contents.font.color = system_color
      self.contents.draw_text(212, 80 + i * 24, 192, 24, stat_names[i])
      self.contents.font.color = normal_color
      self.contents.draw_text(204, 80 + i * 24, 192, 24, stats[i].to_s, 2)
    end
    # Draws Equipment
    self.contents.font.color = normal_color
    weapon = $data_weapons[actor.weapon_id]
    armor1 = $data_armors[actor.armor1_id]
    armor2 = $data_armors[actor.armor2_id]
    armor3 = $data_armors[actor.armor3_id]
    armor4 = $data_armors[actor.armor4_id]
    draw_equipment(weapon, 0, 176, 192, 1, 0)
    draw_equipment(armor1, 0, 208, 192, 1, 1)
    draw_equipment(armor2, 0, 240, 192, 1, 2)
    draw_equipment(armor3, 0, 272, 192, 1, 3)
    draw_equipment(armor4, 0, 304, 192, 1, 4)
    # Draws Equipment Fix
    self.contents.font.color = system_color
    self.contents.draw_text(212, 176, 192, 32, "#{$data_system.words.weapon} Fix?")
    self.contents.draw_text(212, 208, 192, 32, "#{$data_system.words.armor1} Fix?")
    self.contents.draw_text(212, 240, 192, 32, "#{$data_system.words.armor2} Fix?")
    self.contents.draw_text(212, 272, 192, 32, "#{$data_system.words.armor3} Fix?")
    self.contents.draw_text(212, 304, 192, 32, "#{$data_system.words.armor4} Fix?")
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 176, 192, 32, (actor.weapon_fix ? 'Fixed' : 'Unfixed'), 2)
    self.contents.draw_text(204, 208, 192, 32, (actor.armor1_fix ? 'Fixed' : 'Unfixed'), 2)
    self.contents.draw_text(204, 240, 192, 32, (actor.armor2_fix ? 'Fixed' : 'Unfixed'), 2)
    self.contents.draw_text(204, 272, 192, 32, (actor.armor3_fix ? 'Fixed' : 'Unfixed'), 2)
    self.contents.draw_text(204, 304, 192, 32, (actor.armor4_fix ? 'Fixed' : 'Unfixed'), 2)
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    return unless @actor.is_a?(RPG::Actor)
    # Checks to Refresh Sprite
    if Graphics.frame_count % 10 == 0
      @frame == 3 ? @frame = 0 : @frame += 1
      draw_sprite(0, 0, 96, 80, @actor.character_name, @actor.character_hue, 0, @frame)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Equipment
  #     item : item
  #     x    : draw spot x-coordinate
  #     y    : draw spot y-coordinate
  #     width : draw text width
  #     align  : text align
  #--------------------------------------------------------------------------
  def draw_equipment(item, x, y, width = 212, align = 0, type = 0, txt = 'Nothing')
    if item.nil?
      case type
      when 0  # Weapon
        bitmap = RPG::Cache.icon("001-Weapon01")
      when 1  # Shield
        bitmap = RPG::Cache.icon("009-Shield01")
      when 2  # Helmet
        bitmap = RPG::Cache.icon("010-Head01")
      when 3  # Armor
        bitmap = RPG::Cache.icon("014-Body02")
      when 4  # Accessory
        bitmap = RPG::Cache.icon("016-Accessory01")
      end
      contents.font.color, alpha = disabled_color, disabled_color.alpha
    else
      bitmap = RPG::Cache.icon(item.icon_name)
      contents.font.color, alpha, txt = normal_color, 255, item.name
    end
    # Draws Icon
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), alpha)
    self.contents.draw_text(x + 28, y, width - 28, 24, txt, align)
  end
  #--------------------------------------------------------------------------
  # * Draw Sprite
  #--------------------------------------------------------------------------
  def draw_sprite(x, y, w, h, name, hue, stance, frame)
    # Gets Bitmap
    bitmap = RPG::Cache.character(name, hue)
    # Bitmap Division
    cw, ch = bitmap.width / 4,  bitmap.height / 4
    # Gets Animation Offsets
    x_off, y_off = cw * frame, ch * stance
    # Clears Area
    self.contents.fill_rect(Rect.new(x, y, w, h), Color.new(0, 0, 0, 0))
    # Draws Bitmap
    self.contents.scale_blt(Rect.new(x, y, w, h), bitmap, Rect.new(x_off, y_off, cw, ch))
  end
  #--------------------------------------------------------------------------
  # * Draw Slant Bar
  #--------------------------------------------------------------------------
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end

#==============================================================================
# ** Window_ScoutList
#==============================================================================

class Window_ScoutList < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :item_max
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(640, 96, 160, 64)
    self.opacity, self.active = 160, false
  end
  #--------------------------------------------------------------------------
  # * Get Actor
  #--------------------------------------------------------------------------
  def actor
    return @actors[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(group)
    @actors = []
    if $game_chargenerator.scouted_characters.has_key?(group)
      @actors = $game_chargenerator.scouted_characters[group].dup
    end
    @actors << 'Back'
    self.height = [[@actors.size * 32 + 32, 64].max, 224].min
    self.contents = Bitmap.new(128, @actors.size * 32)
    @item_max = @actors.size
    self.index = 0
    for i in 0...@actors.size
      cmd, y = @actors[i], 32 * i
      if cmd.is_a?(RPG::Actor)
        bitmap = RPG::Cache.character(cmd.character_name , cmd.character_hue)
        x = bitmap.width / 8 - 12
        self.contents.blt(4, y + 4, bitmap, Rect.new(x, 0, 24, 24))
        self.contents.draw_text(32, y, 96, 32, cmd.name)
      else
        self.contents.draw_text(4, y, 120, 32, 'Back')
      end
    end
  end
end

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_randchargen_scenetitle_cmg command_new_game
  #--------------------------------------------------------------------------
  # * Command : New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Original Command : New Game
    seph_randchargen_scenetitle_cmg
    # Adds Character Generator Data
    $game_chargenerator = Game_CharacterGenerator.new
  end
end

#==============================================================================
# ** Scene_Save
#==============================================================================

class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_randchargen_scenesave_wd write_data
  #--------------------------------------------------------------------------
  # * Write Data
  #--------------------------------------------------------------------------
  def write_data(file)
    # Original Write Save Data
    seph_randchargen_scenesave_wd(file)
    # Dumps Character Generator Data
    Marshal.dump($game_chargenerator, file)
  end
end

#==============================================================================
# ** Scene_Load
#==============================================================================

class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias seph_randchargen_sceneload_rd read_data
  #--------------------------------------------------------------------------
  # * Read Data
  #--------------------------------------------------------------------------
  def read_data(file)
    # Original Read Save Data
    seph_randchargen_sceneload_rd(file)
    # Loads Character Generator Data
    $game_chargenerator = Marshal.load(file)
    # Adds Generated Actors
    for actor in $game_chargenerator.hired_characters
      # Adds to Data Class
      $data_actors << actor
    end
  end
end

#==============================================================================
# ** Scene_Character_Generator
#==============================================================================

class Scene_Character_Generator
  #--------------------------------------------------------------------------
  # * Include Random Character Generator
  #--------------------------------------------------------------------------
  include Character_Generator
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Creates Spriteset
    @spriteset = Spriteset_Map.new
    # Creates Help Window
    @help_window = Window_Help.new
      @help_window.x, @help_window.y = 16, - 64
      @help_window.width, @help_window.opacity = 608, 160
      @help_window.contents = Bitmap.new(576, 32)
      @help_window.set_text('Welcome to the Soilder Office', 1)
    # Creates Main Command
    @main_command = Window_Command.new(160, ['Scout', 'Hire', 'Exit'])
      @main_command.x, @main_command.y = 640, 96
      @main_command.opacity = 160
    # Creates Scout Level Window
    commands = SCOUT_GROUPS.dup << 'Back'
    @scout_command = Window_Command.new(160, commands)
      @scout_command.x, @scout_command.y = 640, 96
      @scout_command.opacity, @scout_command.active = 160, false
      @scout_command.height = 224 if @scout_command.height > 224
    # Creates Scout List Window
    @scout_list_window = Window_ScoutList.new
    # Creates Scout Price Window
    @scout_price_window = Window_CharacterPrice.new
    # Creates Gold Window
    @gold_window = Window_Gold.new
      @gold_window.x, @gold_window.y = 640, 400
      @gold_window.opacity = 160
    # Character Profile Window
    @character_profile_window = Window_CharacterGenerator.new
    # Organizes Scene Objects
    @objects = [@spriteset, @help_window, @main_command, @scout_command, @scout_list_window, @scout_price_window, @gold_window, @character_profile_window]
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Updates Scene Objects
      @objects.each {|x| x.update}
      # Frame update
      update
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of Scene Objects
    @objects.each {|x| x.dispose}
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Main Commands
    if @main_command.active
      update_main_command
      return
    # Scout Selection
    elsif @scout_command.active
      update_scout_command
      return
    # Scout Profile Viewing
    elsif @character_profile_window.active
      update_scout_viewing
      return
    # Scout List Update
    elsif @scout_list_window.active
      update_hiring_command
      return
    end
    # Exits Scene
    update_exit
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Main Command
  #--------------------------------------------------------------------------
  def update_main_command
    # Moves Windows
    @help_window.y += 10 if @help_window.y < 16
    @main_command.x -= 22 if @main_command.x > 464
    @gold_window.x -= 22 if @gold_window.x > 464
    @scout_list_window.x += 22 if @scout_list_window.x < 640
    @scout_command.x += 22 if @scout_command.x < 640
    @scout_list_window.x += 22 if @scout_list_window.x < 640
    @scout_price_window.x += 22 if @scout_price_window.x < 640
    @character_profile_window.x -= 56 if @character_profile_window.x > - 432    
    # If B Button Is Pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Turns Off Main Command
      @main_command.active = false
      # Sets Help Text
      @help_window.set_text('Thank You!', 1)
    end
    # If C button Is Pressed
    if Input.trigger?(Input::C)
      # Play Decision SE
      $game_system.se_play($data_system.decision_se)
      # Turns Off Main Command
      @main_command.active = false
      # Checks Commands
      case @main_command.index
      when 0  # Scout
        # Turns On Scout Command
        @scout_command.active = true
        # Refresh Scout Price Window
        if @scout_command.index == SCOUT_GROUPS.size
          price = nil
        else
          group = SCOUT_GROUPS[@scout_command.index]
          price = SCOUTING_PRICES.has_key?(group) ?
          SCOUTING_PRICES[group] : DEFAULT_SCOUTING_PRICE
        end
        @scout_price_window.refresh(price)
        # Sets Scouting Flag
        @scouting = true
        # Sets Help Text
        @help_window.set_text('Select Troop Group to Scout', 1)
      when 1  # Hire
        # Turns On Scout Command
        @scout_command.active = true
        # Refresh Scout Price Window
        if @scout_command.index == SCOUT_GROUPS.size
          price = nil
        else
          group = SCOUT_GROUPS[@scout_command.index]
          price = HIRING_PRICES.has_key?(group) ?
          HIRING_PRICES[group] : DEFAULT_HIRING_PRICE
        end
        @scout_price_window.refresh(price)
        # Sets Hiring Flag
        @scouting = false
        # Sets Help Text
        @help_window.set_text('Select Troop Group to Hire From', 1)
      when 2  # Exit
        # Sets Help Text
        @help_window.set_text('Thank You!', 1)
        return
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Scout Command
  #--------------------------------------------------------------------------
  def update_scout_command
    # Moves Windows
    @help_window.y += 10 if @help_window.y < 16
    @gold_window.x -= 22 if @gold_window.x > 464
    @scout_command.x -= 22 if @scout_command.x > 464
    @scout_price_window.x -= 22 if @scout_price_window.x > 464
    @main_command.x += 22 if @main_command.x < 640
    @scout_list_window.x += 22 if @scout_list_window.x < 640
    @character_profile_window.x -= 56 if @character_profile_window.x > - 432    
    # If Up or Down is Pressed
    if Input.press?(Input::UP) || Input.press?(Input::DOWN)
      # Gets Prices
      if @scout_command.index == SCOUT_GROUPS.size
        price = nil
      else
        group = SCOUT_GROUPS[@scout_command.index]
        if @scouting
          price = SCOUTING_PRICES.has_key?(group) ? 
          SCOUTING_PRICES[group] : DEFAULT_SCOUTING_PRICE
        else
          price = HIRING_PRICES.has_key?(group) ?
          HIRING_PRICES[group] : DEFAULT_HIRING_PRICE
        end
      end
      # Refreshes Scout Price Window
      @scout_price_window.refresh(price)
    end
    # If B Button Is Pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Turns Off Scout Command
      @scout_command.active = false
      # Turns On Main Command
      @main_command.active = true
      # Sets Help Text
      @help_window.set_text('Welcome to the Soilder Office', 1)
    end
    # If C button Is Pressed
    if Input.trigger?(Input::C)
      # If Back
      if @scout_command.index == SCOUT_GROUPS.size
        # Play Decision SE
        $game_system.se_play($data_system.decision_se)
        # Turns Off Scout Command
        @scout_command.active = false
        # Turns On Main Command
        @main_command.active = true
        # Sets Help Text
        @help_window.set_text('Welcome to the Soilder Office', 1)
        return
      end
      # Gets Scout Group
      group = SCOUT_GROUPS[@scout_command.index]
      # Souting
      if @scouting
        # Checks Price
        price = SCOUTING_PRICES.has_key?(group) ? 
          SCOUTING_PRICES[group] : DEFAULT_SCOUTING_PRICE
        if $game_party.gold < price
          # Play Buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          # Set Help Text
          @help_window.set_text('Cannot Afford to Scout from this Group', 1)
          return
        end
        # Play Decision SE
        $game_system.se_play($data_system.decision_se)
        # Turns Off Scout Command
        @scout_command.active = false
        # Lose Gold
        $game_party.lose_gold(price)
        # Refresh Gold Window
        @gold_window.refresh
        # Gets Random Actor
        actor = Character_Generator.generate_random_character(group)
        # Adds Actor to Scout Report
        $game_chargenerator.scout_character(group, actor)
        # Refreshes Profile Window
        @character_profile_window.refresh(actor)
        @character_profile_window.active = true
        # Sets Help Text
        @help_window.set_text('Press B or C to Continue', 1)
      # Hiring
      else
        # Turns Off Scout Command
        @scout_command.active = false
        # Play Decision SE
        $game_system.se_play($data_system.decision_se)
        # Refreshes Scout 
        @scout_list_window.refresh(group)
        # Makes Active
        @scout_list_window.active = true
        # Refreshes Window
        @character_profile_window.refresh(@scout_list_window.actor)
        # Sets Help Text
        @help_window.set_text('Select Troop To Hire', 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Scout Viewing
  #--------------------------------------------------------------------------
  def update_scout_viewing
    # Moves Windows
    @help_window.y += 10 if @help_window.y < 16
    @gold_window.x -= 22 if @gold_window.x > 464
    @scout_price_window.x -= 22 if @scout_price_window.x > 464
    @main_command.x += 22 if @main_command.x < 640
    @character_profile_window.x += 56 if @character_profile_window.x < 16
    # If B or C button is pressed
    if Input.trigger?(Input::B) || Input.trigger?(Input::C)
      # Play Decision SE
      $game_system.se_play($data_system.decision_se)
      # Turns Off Profile Window
      @character_profile_window.active = false
      # Turns On Main Command
      @main_command.active = true
      # Sets Help Text
      @help_window.set_text('Welcome to the Soilder Office', 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Hiring Command
  #--------------------------------------------------------------------------
  def update_hiring_command
    # Moves Objects
    @help_window.y += 10 if @help_window.y < 16
    @gold_window.x -= 22 if @gold_window.x > 464
    @scout_command.x += 22 if @scout_command.x < 640
    @main_command.x += 22 if @main_command.x < 640
    @scout_list_window.x -= 22 if @scout_list_window.x > 464
    @scout_price_window.x -= 22 if @scout_price_window.x > 464
    @character_profile_window.x += 56 if @character_profile_window.x < 16
    # If Up or Down is pressed
    if Input.press?(Input::UP) || Input.press?(Input::DOWN)
      # Gets Actor
      actor = @scout_list_window.actor
      # Refreshes Window
      @character_profile_window.refresh(actor)
    end
    # If A Button Is Pressed
    if Input.trigger?(Input::A)
      # If Back
      if @scout_list_window.index == @scout_list_window.item_max - 1
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Gets Scout Group
      group = SCOUT_GROUPS[@scout_command.index]
      # Gets Index
      index = @scout_list_window.index
      # Deletes Actor
      $game_chargenerator.scouted_characters[group].delete_at(index)
      # Refreshes Windows
      @scout_list_window.refresh(group)
      # Refreshes Window
      @character_profile_window.refresh(@scout_list_window.actor)
    end
    # If B Button Is Pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Turns On Main Command
      @scout_command.active = true
      # Turn off Scout List
      @scout_list_window.active = false
      # Sets Help Text
      @help_window.set_text('Select Troop Group to Hire From', 1)
    end
    # If C buton is Pressed
    if Input.trigger?(Input::C)
      # If Back
      if @scout_list_window.index == @scout_list_window.item_max - 1
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Turns On Scout Command
        @scout_command.active = true
        # Turn off Scout List
        @scout_list_window.active = false
        # Sets Help Text
        @help_window.set_text('Select Troop Group to Hire From', 1)
        return
      end
      # Checks Price
      if $game_party.gold < @scout_price_window.price
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        # Sets Help Text
        @help_window.set_text('Not Enough Gold', 1)
        return
      end
      # Play Decision SE
      $game_system.se_play($data_system.decision_se)
      # Turn Off Scout List Command
      @scout_list_window.active = false
      # Lose Gold
      $game_party.lose_gold(@scout_price_window.price)
      # Refresh Gold Window
      @gold_window.refresh
      # Gets Group
      group = SCOUT_GROUPS[@scout_command.index]
      # Gets Random Actor
      actor = $game_chargenerator.hire_character(group, @scout_list_window.index)
      # Refreshes Profile Window
      @character_profile_window.refresh(actor)
      @character_profile_window.active = true
      # Generates Character
      Character_Generator.finialize_character(actor)
      # Sets Help Text
      @help_window.set_text('Press B or C to Continue', 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Exit
  #--------------------------------------------------------------------------
  def update_exit
    # Moves Out Objects
    @help_window.y -= 10 if @help_window.y > - 64
    @main_command.x += 22 if @main_command.x < 640
    @gold_window.x += 22 if @gold_window.x < 640
    @scout_command.x += 22 if @scout_command.x < 640
    # Changes to Map Scene
    $scene = Scene_Map.new unless @help_window.y > - 64
  end
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
autor, site, canal ou publisher SephirothSpawn tamanho 1,955 KB licençaGrátis sistemas operacionais compativeisWindows 98/98SE/Me/2000/XP/Vista/7 download link DOWNLOAD

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