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Everything posted by Belxebu
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Admin,qui ancora nn mi arriva 1 rens...
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Veramente bello,grazie ancora,confermo lavoro fatto ^^
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1.01 kmq postate il Game_Enemy please
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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????
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Aspetto pagamento...
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Ti ho mandato una demo,dimmi se ti piace altrimenti faccio un altro lavoro(per il pagamento,1 rens va bene...)
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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?
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Nu,non ho caricato nessun salvataggio(Nuova partita faccio ogni volta)
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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])...
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il problema è che in un nuovo progetto a me funge ma nel progetto del mio game inspiegabilmente crasha...
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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?
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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
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Veramente supenda la demo!!!Ma per fare piu di 5 pagine???
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Credo che unov alga l'altro(ma un consiglio è il monotype corsiva o qualcosa di simile ma piu simile ad una scrittura ;) )
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Appena lo finisci postalo,è stupendissimissimo!!!
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*[Battlers] Battlers per Minkoff
Belxebu replied to marigno's topic in Donazione risorse grafiche XP
mi servirebbe il vampiro e lo scheletro di base...se li trovate avvertitemi!!!Mi servirebbero moltissimo!!! -
Si potrebbe impostare per un buon ciclo giorno notte in giorno(ed eventuali orari di chiusura dei negozi ecc ecc)
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nessuno ha trovato la risoluzione del problema???E' molto importante!
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Ok,ora va,grazie ^^
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modificando lo script(è facile da modificare)
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Ho un problema appena attivo la scena mi da Errore di Syntax Error a runtime.Come risolvo?
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#============================================================================ #============================================================================ #============================================================================ # 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
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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... ;)
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A me servirebbe la realizzazione di un chara in diagonale,dimmi se riusciresti a farla...;)
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E' possibile attivare los cript solo in certe mappe?
