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Belxebu

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Everything posted by Belxebu

  1. Admin,qui ancora nn mi arriva 1 rens...
  2. Veramente bello,grazie ancora,confermo lavoro fatto ^^
  3. 1.01 kmq postate il Game_Enemy please
  4. Modificando i vari "Miss" in "Mancato" in Game_Battler2 sono riuscito a tradurre in italiano il miss della battaglia.Ma come faccio a tradurre il Critical in Critico????
  5. Ti ho mandato una demo,dimmi se ti piace altrimenti faccio un altro lavoro(per il pagamento,1 rens va bene...)
  6. Mi ridà di nuovo errore in Game_Enemy,qualcuno[a cui funziona]mi può postare il suo Game_Enemy così controllo che non ci siano errori nel mio?
  7. Nu,non ho caricato nessun salvataggio(Nuova partita faccio ogni volta)
  8. Nu,ne ho abbastanza di script(tanto per nominarne uno il Minkoff[prima che inserivo questo mi dava errore linea 18 in Game_Enemy ora invece che ho il Minkoff mi crasha direttamente])...
  9. il problema è che in un nuovo progetto a me funge ma nel progetto del mio game inspiegabilmente crasha...
  10. Io utilizzo Minkoff(uno speciale che permette di usare Battler standard,chara di qualsiasi numero di frame da 4x4 a 4x11)ebbene ho un problema col bestiario perchè i mostri quando li sconfiggo li segna però appena ci clicco per vedere la descrizione mi crasha il programma(stranamente senza dare nemmeno errore...)come risolvo?
  11. Ecco la demo(funziona per un massimo di 3 avversari che la usano[per fara funzionare dovete copiare l'evento comune,creare lo stato Kamikaze e copiare la magia Kamikaze ed applicarla al mostro del vostro game che la deve usare,buon divertimento ;)]: http://rapidshare.com/files/92060602/Project11.rar.html
  12. Veramente supenda la demo!!!Ma per fare piu di 5 pagine???
  13. Credo che unov alga l'altro(ma un consiglio è il monotype corsiva o qualcosa di simile ma piu simile ad una scrittura ;) )
  14. Appena lo finisci postalo,è stupendissimissimo!!!
  15. mi servirebbe il vampiro e lo scheletro di base...se li trovate avvertitemi!!!Mi servirebbero moltissimo!!!
  16. Si potrebbe impostare per un buon ciclo giorno notte in giorno(ed eventuali orari di chiusura dei negozi ecc ecc)
  17. nessuno ha trovato la risoluzione del problema???E' molto importante!
  18. modificando lo script(è facile da modificare)
  19. Ho un problema appena attivo la scena mi da Errore di Syntax Error a runtime.Come risolvo?
  20. #============================================================================ #============================================================================ #============================================================================ # CIS (Custom Item System) V1.0 # by Samo, the thief # modificato e tradotto by Rinnegatamante # #INSTRUCTIONS: #- Place this script above Main. #- Go to Scene_Menu (or your CMS (CUSTOM MENU SYSTEM)) and find any line that #says this: #$scene = Scene_Item.new #and replace them with ##----------CIS-------------- #$scene = Scene_Samo_Item.new #-#---------CIS--------------- #FEATURES: #<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #- Colors Added. #- Animations of Windows added. #- More Nice and Organized Inventory ##- Better targeting characters #- Information of Items when selecting one #- Map Background added # - You can make Unique items, so they draw in brown (like in D2) # - Giving a better look at a boring window. # ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> # CUSTOMIZING: # ----------- # - Go and find the lines with # $UNIQUE_ITEMS = [X, X, X ,X] # $UNIQUE_WEAPONS = [X, X] # $UNIQUE_ARMORS = [X, X, X, X, X, X, X] # and put there all the numbers you want. Have in mind that these are the ids # of Items, Weapons, and armors that will have the mod [UNIQUE]. # Please, give me the credit if you use it. Enjoy it! # Samo, the thief. # ============================================================================ # ============================================================================ # ============================================================================ class Scene_Samo_Item def initialize $UNIQUE_ITEMS = [] $UNIQUE_WEAPONS = [1] $UNIQUE_ARMORS = [1, 6, 13] end # ------------------------------------ def main @help_window = Window_Help.new @help_window.y = 480 @help_window.opacity = 215 @item_window = Window_Samo_Item.new @item_window.x = -320 @item_window.y = 64 @item_window.opacity = 200 @item_window.help_window = @help_window @target_window = Window_Samo_Target.new @target_window.x = 640 @target_window.y = 0 @target_window.opacity = 175 @inventory_window = Window_Inventory.new @inventory_window.y = -64 @inventory_window.opacity = 215 @item = @item_window.item @spriteset = Spriteset_Map.new @window_information = Window_Information_CIS.new(@item) @window_information.opacity = 200 @window_information.x = 640 @window_information.visible = true @target_window.visible = false @target_window.active = false Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose @spriteset.dispose @item_window.dispose @target_window.dispose @window_information.dispose @inventory_window.dispose end # ------------------------------------ def update if @help_window.y != 416 @help_window.y -= 4 end if @inventory_window.y != 0 @inventory_window.y += 4 end if @item_window.x != 0 @item_window.x += 20 end if @window_information.x != 320 @window_information.x -= 20 end if @target_window.x != 320 @target_window.x -= 20 end @help_window.update @item_window.update @target_window.update @window_information.update if @item_window.active update_item return end if @target_window.active update_target return end end # ------------------------------------ def update_item @item = @item_window.item if Input.repeat?(Input::DOWN) @window_information.refresh (@item) end if Input.repeat?(Input::UP) @window_information.refresh (@item) end if Input.repeat?(Input::L) @window_information.refresh (@item) end if Input.repeat?(Input::R) @window_information.refresh (@item) end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0) return end if Input.trigger?(Input::C) @item = @item_window.item unless @item.is_a?(RPG::Item) $game_system.se_play($data_system.buzzer_se) return end unless $game_party.item_can_use?(@item.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @item.scope >= 3 @item_window.active = false @target_window.visible = true @target_window.active = true @target_window.x = 640 if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end else if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $scene = Scene_Map.new return end end return end end # ------------------------------------ def update_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) unless $game_party.item_can_use?(@item.id) @item_window.refresh end @item_window.active = true @target_window.visible = false @target_window.active = false return end if Input.trigger?(Input::C) if $game_party.item_number(@item.id) == 0 $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.item_effect(@item) end end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end if used $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end @target_window.refresh if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end end #============================================================================== # ■ Window_Item #------------------------------------------------------------------------------ class Window_Samo_Item < Window_Selectable #-------------------------------------------------------------------------- def initialize super(0, 64, 320, 300) @column_max = 1 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items[i]) end end unless $game_temp.in_battle for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons[i]) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors[i]) end end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end case item when RPG::Item number = $game_party.item_number(item.id) color = Color.new(60,175,0,255) when RPG::Weapon number = $game_party.weapon_number(item.id) color = Color.new(0,175,255,255) when RPG::Armor number = $game_party.armor_number(item.id) color =Color.new(0,95,107,255) end case item when RPG::Item if $UNIQUE_ITEMS.include?(item.id) color = Color.new(164,143,121,255) end when RPG::Weapon if $UNIQUE_WEAPONS.include?(item.id) color = Color.new(164,143,121,255) end when RPG::Armor if $UNIQUE_ARMORS.include?(item.id) color = Color.new(164,143,121,255) end end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = color @opacity = 255 else self.contents.font.color = color @opacity = 128 end x = 4 + index % 2 y = index / 1 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(x + 28, y, 212, 32, item.name, @opacity) self.contents.draw_text(x + 240, y, 16, 32, ":", 1) self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2) end #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # Window_Target #------------------------------------------------------------------------------ #Es la ventana que aparece al usar un objeto o una tecnica para seleccionar al objetivo de estos #============================================================================== class Window_Samo_Target < Window_Selectable #-------------------------------------------------------------------------- # - Inicializar objeto #-------------------------------------------------------------------------- def initialize super(320, 0, 320, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Comic Sans MS" self.contents.font.size = 20 self.z += 10 @item_max = $game_party.actors.size refresh end #-------------------------------------------------------------------------- # - Refrescar #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = Color.new(60,175,0,255) for i in 0...$game_party.actors.size x = 10 y = i * 116 actor = $game_party.actors[i] draw_actor_graphic(actor, 12, y + 48) draw_actor_name(actor, x + 12, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x + 8, y + 32) draw_actor_state(actor, x + 8, y + 64) draw_actor_hp(actor, x + 152, y + 32) draw_actor_sp(actor, x + 152, y + 64) end end #-------------------------------------------------------------------------- # -La renovación del rectángulo de cursor #-------------------------------------------------------------------------- def update_cursor_rect # Se eleige la posicion actual -1 if @index < 0 self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20) else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end #============================================================================== # ¡ Window_Information #------------------------------------------------------------------------------ #============================================================================== class Window_Information_CIS < Window_Base #-------------------------------------------------------------------------- #- Inicializar Objeto #-------------------------------------------------------------------------- def initialize(item) super(320, 64, 320, 320) @item = item self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Comic Sans MS" self.contents.font.size = 18 refresh (@item) end #-------------------------------------------------------------------------- # - Refrescar #-------------------------------------------------------------------------- def refresh(item) @item = item self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 200, 32, "Informazioni:") bitmap = RPG::Cache.icon(item.icon_name) case @item when RPG::Item number = $game_party.item_number(@item.id) color = Color.new(60,175,0,255) when RPG::Weapon number = $game_party.weapon_number(@item.id) color = Color.new(0,175,255,255) when RPG::Armor number =$game_party.armor_number(@item.id) color = Color.new(164,143,121,255) end case @item when RPG::Item if $UNIQUE_ITEMS.include?(@item.id) color = Color.new(164,143,121,255) self.contents.draw_text(200, 32, 212, 32, "Unico", 0) end when RPG::Weapon if $UNIQUE_WEAPONS.include?(@item.id) color = Color.new(164,143,121,255) self.contents.draw_text(200, 32, 212, 32, "Unico", 0) end when RPG::Armor if $UNIQUE_ARMORS.include?(@item.id) color = Color.new(164,143,121,255) self.contents.draw_text(200, 32, 212, 32, "Unico", 0) end end self.contents.font.color = color case @item when RPG::Item draw_item_info when RPG::Weapon draw_weapon_info when RPG::Armor draw_armor_info end self.contents.blt(2, 32, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(28, 32, 212, 32, @item.name, 0) end def draw_item_info if @item.price != 0 self.contents.draw_text(28, 56, 212, 32, "Prezzo:", 0) self.contents.draw_text(128, 56, 212, 32, @item.price.to_s, 0) end if @item.recover_hp_rate != 0 self.contents.draw_text(28, 80, 212, 32, "Ristora PV %:", 0) self.contents.draw_text(128, 80, 212, 32, @item.recover_hp_rate.to_s, 0) end if @item.recover_hp != 0 self.contents.draw_text(28, 104, 212, 32, "Ristora PV:", 0) self.contents.draw_text(128,104, 212, 32, @item.recover_hp.to_s, 0) end if @item.recover_sp_rate != 0 self.contents.draw_text(28, 128, 212, 32, "Ristora PM %:", 0) self.contents.draw_text(128, 128, 212, 32,@item.recover_sp_rate.to_s, 0) end if @item.recover_sp != 0 self.contents.draw_text(28, 152, 212, 32, "Ristora PM:", 0) self.contents.draw_text(128,152, 212, 32, @item.recover_sp.to_s, 0) end if @item.consumable == false self.contents.draw_text(28, 176, 212, 32, "Oggetto da missione", 0) end case @item.scope when 0 @range = "Niente" when 1 @range = "Un nemico" when 2 @range ="Tutti i nemici" when 3 @range ="Un alleato" when 4 @range ="Tutti gli alleati" when 5 @range = "Alleati morti" when 6 @range = "Usatore" end if @item.scope != 0 self.contents.draw_text(28, 200, 212, 32, "Raggio:", 0) self.contents.draw_text(128, 200, 212, 32, @range, 0) end end end def draw_weapon_info if @item.price != 0 self.contents.draw_text(28, 56, 212, 32, "Prezzo:", 0) self.contents.draw_text(128, 56, 212, 32, @item.price.to_s, 0) end if @item.atk != 0 self.contents.draw_text(28, 80, 212, 32, "Attacco:", 0) self.contents.draw_text(128, 80, 212, 32, @item.atk.to_s, 0) end if @item.pdef != 0 self.contents.draw_text(28, 104, 212, 32, "Dif.Fis.:", 0) self.contents.draw_text(128,104, 212, 32, @item.pdef.to_s, 0) end if @item.mdef != 0 self.contents.draw_text(28, 128, 212, 32, "Dif.Mag.:", 0) self.contents.draw_text(128, 128, 212, 32,@item.mdef.to_s, 0) end if @item.str_plus != 0 self.contents.draw_text(28, 152, 212, 32, "BonusForza:", 0) self.contents.draw_text(128,152, 212, 32, @item.str_plus.to_s, 0) end if @item.dex_plus != 0 self.contents.draw_text(28, 176, 212, 32, "BonusDestrezza::", 0) self.contents.draw_text(128,176, 212, 32, @item.dex_plus.to_s, 0) end if @item.agi_plus != 0 self.contents.draw_text(28, 200, 212, 32, "BonusAgilità:", 0) self.contents.draw_text(128, 200, 212, 32, @item.agi_plus.to_s, 0) end if @item.int_plus != 0 self.contents.draw_text(28, 224, 212, 32, "BonusIntelligenza:", 0) self.contents.draw_text(128, 224, 212, 32, @item.int_plus.to_s, 0) end self.contents.draw_text(200, 56, 212, 32, "Inflitti:", 0) plus_status_data = [] for i in 1...$data_states.size if @item.plus_state_set.include?(i) plus_status_data.push($data_states[i].name) end end for i in 0...plus_status_data.size self.contents.font.size = 16 self.contents.draw_text(200 + ((i % 2) * 45), 76 + (i / 2 * 12), 120, 32, plus_status_data[i]) end self.contents.draw_text(200, 152, 212, 32, "Elementi:", 0) element_data = [] for i in 1...$data_system.elements.size if @item.element_set.include?(i) element_data.push($data_system.elements[i]) end end for i in 0...element_data.size self.contents.font.size = 16 self.contents.draw_text(200 + ((i % 2) * 45), 176 + (i / 2 * 12), 120, 32, element_data[i]) end end def draw_armor_info if @item.price != 0 self.contents.draw_text(28, 56, 212, 32, "Prezzo:", 0) self.contents.draw_text(128, 56, 212, 32, @item.price.to_s, 0) end if @item.eva != 0 self.contents.draw_text(28, 80, 212, 32, "Evasione:", 0) self.contents.draw_text(128, 80, 212, 32, @item.eva.to_s, 0) end if @item.pdef != 0 self.contents.draw_text(28, 104, 212, 32, "Dif.Fis.:", 0) self.contents.draw_text(128,104, 212, 32, @item.pdef.to_s, 0) end if @item.mdef != 0 self.contents.draw_text(28, 128, 212, 32, "Dif.Mag.:", 0) self.contents.draw_text(128, 128, 212, 32,@item.mdef.to_s, 0) end if @item.str_plus != 0 self.contents.draw_text(28, 152, 212, 32, "BonusForza:", 0) self.contents.draw_text(128,152, 212, 32, @item.str_plus.to_s, 0) end if @item.dex_plus != 0 self.contents.draw_text(28, 176, 212, 32, "BonusDestrezza::", 0) self.contents.draw_text(128,176, 212, 32, @item.dex_plus.to_s, 0) end if @item.agi_plus != 0 self.contents.draw_text(28, 200, 212, 32, "BonusAgilità:", 0) self.contents.draw_text(128, 200, 212, 32, @item.agi_plus.to_s, 0) end if @item.int_plus != 0 self.contents.draw_text(28, 224, 212, 32, "BonusIntelligenza:", 0) self.contents.draw_text(128, 224, 212, 32, @item.int_plus.to_s, 0) end self.contents.draw_text(200, 56, 212, 32, "Protezione:", 0) plus_status_data = [] for i in 1...$data_states.size if @item.guard_state_set.include?(i) plus_status_data.push($data_states[i].name) end end for i in 0...plus_status_data.size self.contents.font.size = 16 self.contents.draw_text(200 + ((i % 2) * 45), 76 + (i / 2 * 12), 120, 32, plus_status_data[i]) end self.contents.draw_text(200, 152, 212, 32, "Elementi Protettivi:", 0) element_data = [] for i in 1...$data_system.elements.size if @item.guard_element_set.include?(i) element_data.push($data_system.elements[i]) end end for i in 0...element_data.size self.contents.font.size = 16 self.contents.draw_text(200 + ((i % 2) * 45), 176 + (i / 2 * 12), 120, 32, element_data[i]) end if @item.auto_state_id != 0 auto_state = $data_states[@item.auto_state_id] name = auto_state.name self.contents.draw_text(200, 200, 212, 32, "Stato Automatico:", 0) self.contents.draw_text(200, 232, 212, 32, name, 0) end end #========================================================================== ==== # ¡ Window_Inventory #------------------------------------------------------------------------------ #============================================================================== class Window_Inventory < Window_Base #-------------------------------------------------------------------------- #- Inicializar Objeto #-------------------------------------------------------------------------- def initialize super(0, 0, 240, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Comic Sans MS" self.contents.font.size = 26 refresh end #-------------------------------------------------------------------------- # - Refrescar #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = text_color(5) self.contents.draw_text(4, 0, 200, 32, "Inventario:") end end Mi da errore alla stringa delle icone n°452 di tipo NoMethodError.Se serve vi passo il progetto del mio game così potete vedere eventuali incompatibilità ma vi prego di rispondermi,è di quasi vitale importanza XD
  21. Ho modificato lo script alla versione 1.2,c'era un piccolo bug in pratica quando cliccavi su Equip,Stato o Magie non potevi scegliere di chi doveva essere stato,magie ecc... ;)
  22. A me servirebbe la realizzazione di un chara in diagonale,dimmi se riusciresti a farla...;)
  23. E' possibile attivare los cript solo in certe mappe?
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