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Posts posted by Belxebu
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Ti ho mandato gli script...
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Ok,se hai risolto tutto ok ^^
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La traduzione alla fine l'hai finita Marigno???Sarebbe molto utile...
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tu intendi quindi far si che il face da caricare sia il nome del personaggio???se è cosi vai alla stringa 126
face = RPG::Cache.picture(actor.character_name + "_face")
e sostituiscila con
face = RPG::Cache.picture(actor.name + "_face")
Fammi sapere se funziona ;)
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Altro lavoretto per te(ti renderò ricco anche se ci sei gia XD)questa volta mi servirebbe la creazione di uno sfondo per la scena stato(ti do la img vuota,in pratica devi creare dei quadrati dove stanno inseriti i termini.Dimmi se accetti cosi ti passo le img che ti servono...
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Propongo anche a te quello che ho proposto a The Sleeping Leonhart:
Vorrei richiedere una modifica ad uno script,precisamente l'RTAB.Vorrei togliere in pratica le barre che devono ricaricare prima di poter attaccare e tutto il sistema che ne riguarda(in pratica tenere il sistema di battaglia a turni)e poi se possibile vorrei anche l'inserimento di alcune barre HP e MP sia a mostri che a personaggi(se vuoi lo script per queste barre te lo passo io,bisogna solamente adattarlo).Fammi sapere se puoi farlo.
PS Ultima cosa,quando vinci la lotta voglio anche che richiami un altro script(Ovvero lo script Level Up di MINTO).Dimmi se puoi farlo...sono disposto a pagare anche molti rens per questo lavorone ;)
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Ho modificato lo script alla versione 1.1,prima c'era un piccolo bug in pratica quando cliccavi su Equip o Stato rimaneva l'orario,ora non più ;).
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Allora per cambiare il colore devi andare alla stringa 78:
return Color.new(192, 224, 255, 255)
e cambiare i 4 parametri in base al colore che vuoi ottenere(se tipo vuoi fare bianco devi mettere tutti e 4 i parametri a 255.
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Alla riga 399 puoi cambiare il livello(x=orizzontale,y=verticale)
invece alla riga 401 puoi cambiare l'esperienza ;)
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Super Menu Time V.1.2
Descrizione
Questo script(ho preso uno di mewsterus e rimodificato fino al midollo)permette di avere un nuovo menu:1)Con Una nuova grafica2)Con Orario reale impostato nel PC3)Con Battlers al posto dei Characters dei personaggi4)Con Numero dei passi e dei soldi in alto5)Altamente personalizzabile!Autore
Creditate me(Rinnegatamante) e mewsterusScript(Create una nuova classe sopra Main chiamata SMT)
#------------------------------------------------------------------------------ # Super Menu Time V.1.2 by Rinnegatamante #(Si ringrazia mewsterus per la disposizione dei Battlers) #------------------------------------------------------------------------------ # Con questo script si avrà un nuovo menu con: # 1)Una nuova grafica # 2)Orario reale impostato nel PC # 3)Battlers al posto dei Characters dei personaggi # 4)Numero dei passi e dei soldi in alto # 5)Altamente personalizzabile! #------------------------------------------------------------------------------ class Game_Time # Modulo Main # def initialize hour = Time.new.hour $game_variables[1] = hour if $game_switches[10] == true #-------------------------------------------------------------------------- if hour.between?(0, 3) $game_screen.start_tone_change(Tone.new(-85, -90, -30, 90), 0) #-------------------------------------------------------------------------- elsif hour.between?(3, 5) $game_screen.start_tone_change(Tone.new(-55, -60, -25, 60), 0) #-------------------------------------------------------------------------- elsif hour.between?(5, 7) $game_screen.start_tone_change(Tone.new(-30, -35, -20, 35), 0) #-------------------------------------------------------------------------- elsif hour.between?(7, 9) $game_screen.start_tone_change(Tone.new(-10, -15, -15, 15), 0) #-------------------------------------------------------------------------- elsif hour.between?(9, 11) $game_screen.start_tone_change(Tone.new(0, -5, -5, 5), 0) #-------------------------------------------------------------------------- elsif hour.between?(11, 13) $game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 0) #-------------------------------------------------------------------------- elsif hour.between?(13, 15) $game_screen.start_tone_change(Tone.new(0, -5, -5, 5), 0) #-------------------------------------------------------------------------- elsif hour.between?(15, 17) $game_screen.start_tone_change(Tone.new(-10, -15, -15, 15), 0) #-------------------------------------------------------------------------- elsif hour.between?(17, 19) $game_screen.start_tone_change(Tone.new(-30, -35, -20, 35), 0) #-------------------------------------------------------------------------- elsif hour.between?(19, 21) $game_screen.start_tone_change(Tone.new(-55, -60, -25, 60), 0) #-------------------------------------------------------------------------- elsif hour.between?(21, 23) $game_screen.start_tone_change(Tone.new(-85, -90, -30, 90), 0) end else $game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 0) end end end #============================================================================== # Window_Time #------------------------------------------------------------------------------ # E' la classe che gestisce l'orologio #============================================================================== class Window_Time < Window_Base #-------------------------------------------------------------------------- # Aggiornamento Scritte #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 86) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Arial" self.contents.font.size = 24 refresh end #-------------------------------------------------------------------------- # Aggiornamento Scritte #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Orario:") text = Time.new.strftime("%I:%M:%S %p ") self.contents.font.color = normal_color self.contents.draw_text(4, 30, 120, 32, text, 2) end #-------------------------------------------------------------------------- # Aggiornamento #-------------------------------------------------------------------------- def update super refresh end end class Window_Base #----------------------------------------------------------------------------- # \\\\\\ #----------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text, 2) self.contents.font.size = 22 self.contents.font.name = "Arial" end #----------------------------------------------------------------------------- # \\\\\\\\\ #----------------------------------------------------------------------------- def draw_actor_battler(actor, x, y) if $game_party.actors.size != 0 bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x-(bitmap.width/2), y-bitmap.height, bitmap, src_rect) end end #----------------------------------------------------------------------------- # @ \\\\\\\\\ #----------------------------------------------------------------------------- def draw_actor_exp(actor, x, y, width = 144) self.contents.font.color = system_color self.contents.draw_text(x, y, 48, 32, "Exp") self.contents.font.size = 22 self.contents.font.name = "Arial" self.contents.font.color = normal_color self.contents.draw_text(x + width - 48, y, 48, 32, actor.exp_s, 2) self.contents.font.size = 22 self.contents.font.name = "Arial" end end class Window_MenuStatus < Window_Selectable #----------------------------------------------------------------------------- # @ Make the window #----------------------------------------------------------------------------- def initialize super(0, 240, 640, 0) self.z -= 30 @column_max = 2 self.active = false self.index = -1 end #----------------------------------------------------------------------------- # @ Refresh the window #----------------------------------------------------------------------------- def refresh self.contents = Bitmap.new(608, 448) self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = i % 2 * 400 y = i / 2 * 232 actor = $game_party.actors[i] draw_actor_battler(actor, x + 94, y + 208) draw_actor_name(actor, x, y) draw_actor_state(actor, x + 88, y) draw_actor_exp(actor, x, y + 20, 208) draw_actor_level(actor, x, y + 40) draw_actor_hp(actor, x, y + 168, 208) draw_actor_sp(actor, x, y + 188, 208) self.contents.draw_text(x + 64, y + 40, 144, 32, actor.class_name, 2) self.contents.font.size = 22 self.contents.font.name = "Arial" end end #----------------------------------------------------------------------------- # @ Update the cursor #----------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232) end end end #=============================================================================== # ¦ Window_Play #------------------------------------------------------------------------------- # Written by mewsterus modificato da: Rinnegatamante #=============================================================================== class Window_Play < Window_Selectable #----------------------------------------------------------------------------- # @ Make the window #----------------------------------------------------------------------------- def initialize super(240, 240, 160, 0) self.z -= 20 self.active = false self.index = -1 self.back_opacity = 100 end #----------------------------------------------------------------------------- # @ Refresh the window #----------------------------------------------------------------------------- def refresh self.contents = Bitmap.new(128, 448) #self.contents.font.name = $fontface #self.contents.font.size = $fontsize self.contents.clear $fontsize == 22 $fontface == "Arial" cx = contents.text_size($data_system.words.gold).width self.contents.font.color = system_color self.contents.draw_text(128 - cx, 32, cx, 32, $data_system.words.gold, 2) self.contents.draw_text(0, 0, 128, 32, "Passi: ") self.contents.font.color = normal_color self.contents.draw_text(0, 32, 126 - cx, 32, $game_party.gold.to_s, 2) self.contents.font.color = normal_color self.contents.draw_text(0, 0, 128, 32, $game_party.steps.to_s, 2) if $location_enabled self.contents.draw_text(0,352,128,32,$game_map.name.delete("*").to_s,2) self.contents.font.color = system_color self.contents.draw_text(0,320,128,32,"Locazione") self.contents.font.size = 22 self.contents.font.name = "Arial" end end #----------------------------------------------------------------------------- # @ Update the cursor #----------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232) end end end #----------------------------------------------------------------------------- # @ Classe che gestisce il Menu #----------------------------------------------------------------------------- class Scene_Menu #----------------------------------------------------------------------------- # @ Accept index #----------------------------------------------------------------------------- def initialize(menu_index = 0, equip_index = 0) @menu_index = menu_index @equip_index = equip_index end #----------------------------------------------------------------------------- # @ Main loop #----------------------------------------------------------------------------- def main # @sprite = Spriteset_Map.new @bg_window = Window_Base.new(320, 0, 0, 480) s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Stato" s5 = "Salva Partita" s6 = "Esci Dal Gioco" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, ]) @command_window.index = @menu_index @command_window.opacity = 0 @command_window.x = 240 @command_window.y = 60 @command_window.z -= 10 @command_window.visible = false if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end @playtime_window = Window_Time.new @playtime_window.x = 240 @playtime_window.y = 394 @help_window = Window_Help.new @help_window.visible = false @help_window.back_opacity = 100 @status_window = Window_MenuStatus.new @play_window = Window_Play.new if $itemdrop_enabled @itemdrop = Window_Command.new(160, ["Basiliare", "Equipaggiamento", "Cerca"]) else @itemdrop = Window_Base.new(220, 104, 160, 128) end @itemdrop.x = 240 @itemdrop.y = 144 @itemdrop.z -= 5 @itemdrop.active = false @itemdrop.opacity = 0 @itemdrop.contents_opacity = 0 Graphics.transition loop do Graphics.update Input.update if @status_window.y > 0 @status_window.y -= 16 @status_window.height += 32 @play_window.y -= 16 @play_window.height += 32 else @command_window.visible = true unless @refreshed @status_window.refresh @refreshed = true end update if @resize_item if @bg_window.width < 640 @bg_window.x -= 16 @bg_window.width += 32 else @resize_item = false if $itemdrop_enabled @item_window = Window_Item.new(@itemdrop.index + 20) else @item_window = Window_Item.new end @item_window.help_window = @help_window @item_window.active = true @item_window.x = 0 @item_window.contents_opacity = 255 @item_window.back_opacity = 100 @item_window.opacity = 255 @target_window = Window_Target.new @target_window.active = false @target_window.x = 320 @target_window.contents_opacity = 255 @target_window.opacity = 255 unless $ipm_enabled @target_window.visible = false end if $itemdrop_enabled if @itemdrop.index + 20 > 20 @item_window.width = 640 @item_window.column_max = 2 @target_window.visible = false end end @help_window.visible = true @itemdrop.opacity = 0 @itemdrop.contents_opacity = 0 end end if @resize_skill if @bg_window.width < 640 @bg_window.x -= 16 @bg_window.width += 32 else @resize_skill = false @actor = $game_party.actors[@status_window.index] @skillstatus_window = Window_SkillStatus.new(@actor) @skillstatus_window.contents_opacity = 255 @skillstatus_window.back_opacity = 100 @skillstatus_window.opacity = 255 @skillstatus_window.x = 0 @skill_window = Window_Skill.new(@actor) @skill_window.help_window = @help_window @skill_window.contents_opacity = 255 @skill_window.back_opacity = 100 @skill_window.opacity = 255 if $ipm_enabled @skill_window.y = 184 @skilltarget_window = Window_Target.new(@status_window.index) else @skill_window.y = 128 @skilltarget_window = Window_Target.new end @skilltarget_window.active = false @skilltarget_window.contents_opacity = 255 @skilltarget_window.opacity = 255 @skilltarget_window.x = 320 @help_window.visible = true unless $ipm_enabled @skilltarget_window.visible = false end end end if @resize_equip if @bg_window.width < 640 @bg_window.x -= 16 @bg_window.width += 32 else @resize_equip = false @actor = $game_party.actors[@status_window.index] @equiphelp_window = Window_Help.new @equiphelp_window.back_opacity = 100 @left_window = Window_EquipLeft.new(@actor) @left_window.contents_opacity = 255 @left_window.back_opacity = 100 @left_window.opacity = 255 @left_window.x = 0 @right_window = Window_EquipRight.new(@actor) @right_window.help_window = @equiphelp_window @right_window.index = @equip_index @right_window.contents_opacity = 255 @right_window.back_opacity = 100 @right_window.opacity = 255 @right_window.y = 64 @item_window1 = Window_EquipItem.new(@actor, 0) @item_window2 = Window_EquipItem.new(@actor, 1) @item_window3 = Window_EquipItem.new(@actor, 2) @item_window4 = Window_EquipItem.new(@actor, 3) @item_window5 = Window_EquipItem.new(@actor, 4) @item_window1.help_window = @equiphelp_window @item_window2.help_window = @equiphelp_window @item_window3.help_window = @equiphelp_window @item_window4.help_window = @equiphelp_window @item_window5.help_window = @equiphelp_window @item_window1.back_opacity = 100 @item_window2.back_opacity = 100 @item_window3.back_opacity = 100 @item_window4.back_opacity = 100 @item_window5.back_opacity = 100 if $ipm_enabled @commands = ["Equippaggia", "Opzionale", "Rimuovi", "Svuota", "Annulla"] @equip_window = Window_SideCommand.new(@commands) @equip_window.back_opacity = 100 @equip_window.height = 64 @equiphelp_window.y = 416 @right_window.index = -1 @blank_window = Window_Base.new(272, 256, 368, 160) @blank_window.active = false @blank_window.back_opacity = 100 end equip_refresh end end if @resize_status if @bg_window.width < 448 @bg_window.x -= 16 @bg_window.width += 32 elsif @bg_window.width < 640 and not $ipm_enabled @bg_window.x -= 16 @bg_window.width += 32 else @resize_status = false @actor = $game_party.actors[@status_window.index] @playerstatus_window = Window_Status.new(@actor) @playerstatus_window.contents_opacity = 255 @playerstatus_window.opacity = 255 @playerstatus_window.y = 0 end end if @resize_save if @help_window.x < 0 @help_window.x += 64 @savefile_windows[0].x -= 64 @savefile_windows[1].x += 64 @savefile_windows[2].x -= 64 @savefile_windows[3].x += 64 else @resize_save = false @savefile_windows_active = true end end if @resize_back @status_window.index = -1 if @bg_window.width > 0 @bg_window.x += 16 @bg_window.width -= 32 else @resize_back = false @command_window.active = true end end end if $scene != self break end end @bg_window.dispose @command_window.dispose @help_window.dispose @status_window.cursor_rect.empty @status_window.contents.clear @status_window.contents = nil @play_window.contents.clear @play_window.contents = nil for i in 0..20 @status_window.y += 16 @status_window.height -= 32 @play_window.y += 16 @play_window.height -= 32 @itemdrop.opacity -= 25 @itemdrop.contents_opacity -= 25 Graphics.update end Graphics.freeze # @sprite.dispose @status_window.dispose @playtime_window.dispose @itemdrop.dispose end #----------------------------------------------------------------------------- # @ Update the scene #----------------------------------------------------------------------------- def update @help_window.update @command_window.update @playtime_window.update @status_window.update @play_window.update @play_window.refresh @itemdrop.update if @command_window.active update_command return end if @status_window.active update_status return end if @itemdrop.active update_itemdrop return end if @item_window != nil @item_window.update @target_window.update if @item_window.active update_item return end if @target_window.active update_target return end end if @left_window != nil @equiphelp_window.update @left_window.update @right_window.update @eitem_window.update equip_refresh if $ipm_enabled @equip_window.update if @equip_window.active update_equip return end end if @right_window.active update_right return end if @eitem_window.active update_eitem return end end if @playerstatus_window != nil @playerstatus_window.update update_playerstatus end if @savefile_windows != nil @help_window.update for i in @savefile_windows i.update end if @savefile_windows_active update_save end end end #----------------------------------------------------------------------------- # @ Update the command window #----------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new @command_window.active = false @resize_item = true when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @help_window.set_text("Dove vuoi salvare??", 1) @help_window.back_opacity = 255 @help_window.x = -640 @savefile_windows = [] for i in 0..3 if $ipm_enabled @savefile_windows.push(Window_Save.new(i)) else @savefile_windows.push(Window_SaveFile.new(i, nil)) end @savefile_windows[i].back_opacity = 255 @savefile_windows[i].opacity = 255 end @file_index = $game_temp.last_file_index @savefile_windows[@file_index].selected = true @savefile_windows[0].x = 640 @savefile_windows[1].x = -640 @savefile_windows[2].x = 640 @savefile_windows[3].x = -640 @command_window.active = false @resize_save = true when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end #----------------------------------------------------------------------------- # @ Update the status window #----------------------------------------------------------------------------- def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) @actor_index = @status_window.index case @command_window.index when 1 # Magie # Controlla se la limitazione del personaggio è superiore a 2 if $game_party.actors[@status_window.index].restriction >= 2 # Suona SE Annulla $game_system.se_play($data_system.buzzer_se) return end # Suona SE Azione $game_system.se_play($data_system.decision_se) # Vai alla scena delle magie $scene = Scene_Skill.new(@status_window.index) when 2 # Equipaggiamento # Suona SE Azione $game_system.se_play($data_system.decision_se) # Vai alla scena dell'equipaggiamento $scene = Scene_Equip.new(@status_window.index) when 3 # Stato # Suona SE Azione $game_system.se_play($data_system.decision_se) # Vai alla scena dello stato $scene = Scene_Status.new(@status_window.index) end return end end #----------------------------------------------------------------------------- # @ Update the itemdrop window #----------------------------------------------------------------------------- def update_itemdrop if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) loop do if @itemdrop.opacity > 0 @itemdrop.opacity -= 25 @itemdrop.contents_opacity -= 25 else break end Graphics.update end @itemdrop.active = false @command_window.active = true return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) @itemdrop.active = false @resize_item = true end end #----------------------------------------------------------------------------- # @ Update the item window #----------------------------------------------------------------------------- def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @item_window.dispose @target_window.dispose @item_window = nil @target_window = nil @help_window.visible = false @resize_back = true 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 unless $ipm_enabled @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true end @target_window.active = true 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 if Input.trigger?(Input::R) and $itemdrop_enabled $game_system.se_play($data_system.cursor_se) @itemdrop.index = (@itemdrop.index + 1) % 3 @item_window.dispose @target_window.dispose @resize_item = true return end if Input.trigger?(Input::L) and $itemdrop_enabled $game_system.se_play($data_system.cursor_se) @itemdrop.index = (@itemdrop.index + 2) % 3 @item_window.dispose @target_window.dispose @resize_item = true return end end #----------------------------------------------------------------------------- # @ Update the target window #----------------------------------------------------------------------------- def update_target if $game_party.item_number(@item.id) == 0 @target_window.active = false @item_window.refresh @item_window.active = true unless $ipm_enabled @target_window.visible = false end return end 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 unless $ipm_enabled @target_window.visible = false end @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 $game_party.all_dead? $scene = Scene_Gameover.new return end 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 #----------------------------------------------------------------------------- # @ Refresh the equip screen #----------------------------------------------------------------------------- def equip_refresh unless @remove @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) end item1 = @right_window.item case @right_window.index when -2 @eitem_window = @blank_window when -1 @eitem_window = @blank_window when 0 @eitem_window = @item_window1 newmode = 0 when 1 @eitem_window = @item_window2 newmode = 1 when 2 @eitem_window = @item_window3 newmode = 1 when 3 @eitem_window = @item_window4 newmode = 1 when 4 @eitem_window = @item_window5 newmode = 1 end if @remove @eitem_window = @blank_window end if $ipm_enabled if newmode != @left_window.mode @left_window.mode = newmode @left_window.refresh end if @eitem_window.active or @remove if @eitem_window.active item2 = @eitem_window.item end last_hp = @actor.hp last_sp = @actor.sp old_atk = @actor.atk old_pdef = @actor.pdef old_mdef = @actor.mdef old_str = @actor.str old_dex = @actor.dex old_agi = @actor.agi old_int = @actor.int old_eva = @actor.eva @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef new_str = @actor.str new_dex = @actor.dex new_agi = @actor.agi new_int = @actor.int new_eva = @actor.eva @left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0] @left_window.changes[0] = new_atk - old_atk @left_window.changes[1] = new_pdef - old_pdef @left_window.changes[2] = new_mdef - old_mdef @left_window.changes[3] = new_str - old_str @left_window.changes[4] = new_dex - old_dex @left_window.changes[5] = new_agi - old_agi @left_window.changes[6] = new_int - old_int @left_window.changes[7] = new_eva - old_eva @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva) else @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil) end else if @eitem_window.active item2 = @eitem_window.item last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp @left_window.set_new_parameters(new_atk, new_pdef, new_mdef) else @left_window.set_new_parameters(nil, nil, nil) end end end #----------------------------------------------------------------------------- # @ Update the equip command window #----------------------------------------------------------------------------- def update_equip if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @equiphelp_window = nil @equip_window = nil @left_window = nil @right_window = nil @blank_window = nil @item_window1 = nil @item_window2 = nil @item_window3 = nil @item_window4 = nil @item_window5 = nil @resize_back = true return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case @equip_window.index when 0 @equip_window.active = false @right_window.active = true @right_window.index = @equip_index when 1 optimize @left_window.refresh @right_window.refresh @item_window1.refresh @item_window2.refresh @item_window3.refresh @item_window4.refresh @item_window5.refresh when 2 @remove = true @equip_window.active = false @right_window.active = true @right_window.index = @equip_index when 3 for i in 0..4 @actor.equip(i, 0) end @left_window.refresh @right_window.refresh @item_window1.refresh @item_window2.refresh @item_window3.refresh @item_window4.refresh @item_window5.refresh when 4 @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @equiphelp_window = nil @equip_window = nil @left_window = nil @right_window = nil @blank_window = nil @item_window1 = nil @item_window2 = nil @item_window3 = nil @item_window4 = nil @item_window5 = nil @resize_back = true end return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index+1)%$game_party.actors.size @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @resize_equip = true return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index-1)%$game_party.actors.size @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @resize_equip = true return end end #----------------------------------------------------------------------------- # @ Update the right window #----------------------------------------------------------------------------- def update_right if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) if $ipm_enabled @right_window.active = false @equip_window.active = true if @right_window.index >= 0 @equip_index = @right_window.index end @right_window.index = -1 @remove = false @equiphelp_window.set_text("") @left_window.refresh return end @equiphelp_window.dispose @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @equiphelp_window = nil @left_window = nil @right_window = nil @item_window1 = nil @item_window2 = nil @item_window3 = nil @item_window4 = nil @item_window5 = nil @resize_back = true return end if Input.trigger?(Input::C) if @remove $game_system.se_play($data_system.decision_se) @actor.equip(@right_window.index, 0) @left_window.refresh @right_window.refresh return end if @actor.equip_fix?(@right_window.index) $game_system.se_play($data_system.buzzer_se) return end if $ipm_enabled if @eitem_window.data.size == 0 $game_system.se_play($data_system.buzzer_se) return end end $game_system.se_play($data_system.decision_se) @right_window.active = false @eitem_window.active = true @eitem_window.index = 0 return end if Input.trigger?(Input::R) and not $ipm_enabled $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index+1)%$game_party.actors.size @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @resize_equip = true return end if Input.trigger?(Input::L) and not $ipm_enabled $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index-1)%$game_party.actors.size @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @resize_equip = true return end end #----------------------------------------------------------------------------- # @ Update the equip item window #----------------------------------------------------------------------------- def update_eitem if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = true @eitem_window.active = false @eitem_window.index = -1 return end if Input.trigger?(Input::C) $game_system.se_play($data_system.equip_se) item = @eitem_window.item @actor.equip(@right_window.index, item.id) @right_window.active = true @eitem_window.active = false @eitem_window.index = -1 @right_window.refresh @eitem_window.refresh return end end #----------------------------------------------------------------------------- # @ Optimize equipment (by RPGAdvocate) #----------------------------------------------------------------------------- def optimize object = $data_weapons[@actor.weapon_id] optimal = object.id current = 0.00 if @actor.weapon_id != 0 current = object.atk else optimal = 0 end max_eval = current @actor.equip(0, 0) flag = false zero_flag = true for weapon in $data_weapons if !flag flag = true next end evaluation = weapon.atk if evaluation > 0 zero_flag = false end if @actor.equippable?(weapon) && $game_party.weapon_number(weapon.id) > 0 && evaluation > max_eval max_eval = evaluation optimal = weapon.id end end if zero_flag optimal = 0 end @actor.equip(0, optimal) not_equipped = false for i in 1..4 case i when 1 if @actor.armor1_id == 0 not_equipped = true else object = $data_armors[@actor.armor1_id] end when 2 if @actor.armor2_id == 0 not_equipped = true else object = $data_armors[@actor.armor2_id] end when 3 if @actor.armor3_id == 0 not_equipped = true else object = $data_armors[@actor.armor3_id] end when 4 if @actor.armor4_id == 0 not_equipped = true else object = $data_armors[@actor.armor4_id] end end optimal = object.id current = 0.00 if not_equipped = false current = object.pdef * 0.75 + object.mdef * 0.25 else optimal = 0 end max_eval = current @actor.equip(i, 0) flag = false zero_flag = true for armor in $data_armors if !flag flag = true next end if armor.kind != i-1 next end evaluation = armor.pdef * 0.75 + armor.mdef * 0.25 if evaluation > 0 zero_flag = false end if @actor.equippable?(armor) && $game_party.armor_number(armor.id) > 0 && evaluation > max_eval max_eval = evaluation optimal = armor.id end end if zero_flag optimal = 0 end @actor.equip(i, optimal) end end #---------------------------------------------------------------------------- # @ Update the large status window #---------------------------------------------------------------------------- def update_playerstatus if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @playerstatus_window.dispose @playerstatus_window = nil @resize_back = true return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index+1)%$game_party.actors.size @playerstatus_window.dispose @resize_status = true return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index-1)%$game_party.actors.size @playerstatus_window.dispose @resize_status = true return end end #----------------------------------------------------------------------------- # @ Update the save screen #----------------------------------------------------------------------------- def update_save if Input.trigger?(Input::C) $game_system.se_play($data_system.save_se) file = File.open("Save#{@file_index + 1}.rxdata", "wb") characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) file.close @savefile_windows[@file_index].refresh $game_temp.last_file_index = @file_index for i in 0..10 @help_window.x += 64 @savefile_windows[0].x -= 64 @savefile_windows[1].x += 64 @savefile_windows[2].x -= 64 @savefile_windows[3].x += 64 Graphics.update end @savefile_windows_active = false @command_window.active = true @help_window.back_opacity = 100 @help_window.visible = false @help_window.x = 0 return end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) for i in 0..10 @help_window.x += 64 @savefile_windows[0].x -= 64 @savefile_windows[1].x += 64 @savefile_windows[2].x -= 64 @savefile_windows[3].x += 64 Graphics.update end @savefile_windows_active = false @command_window.active = true @help_window.back_opacity = 100 @help_window.visible = false @help_window.x = 0 return end if Input.repeat?(Input::DOWN) if Input.trigger?(Input::DOWN) or @file_index < 3 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index + 1) % 4 @savefile_windows[@file_index].selected = true return end end if Input.repeat?(Input::UP) if Input.trigger?(Input::UP) or @file_index > 0 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index + 3) % 4 @savefile_windows[@file_index].selected = true return end end end endIstruzioni per l'uso
Basta inserire questo script in una nuova classe sopra Main chiamata SMT.Screenshot
http://img221.imageshack.us/img221/5334/supermenutimejw3.png
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Vorrei richiedere una modifica ad uno script,precisamente l'RTAB.Vorrei togliere in pratica le barre che devono ricaricare prima di poter attaccare e tutto il sistema che ne riguarda(in pratica tenere il sistema di battaglia a turni)e poi se possibile vorrei anche l'inserimento di alcune barre HP e MP sia a mostri che a personaggi(se vuoi lo script per queste barre te lo passo io,bisogna solamente adattarlo).Fammi sapere se puoi farlo.
PS Ultima cosa,quando vinci la lotta voglio anche che richiami un altro script(Ovvero lo script Level Up di MINTO).Dimmi se puoi farlo...sono disposto a pagare anche molti rens per questo lavorone ;)
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Manca la demo per la DLL,qualcuno la puo ripostare che mi servirebbe moltissimo!!!
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gia,credo di si,poi a me da anche un errore in Game_Enemy linea 18,come risolvo??(parla della enemy_id)
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si va,un altra cosa,come faccio a fare che quando finisce apre il menu(questo l'hom fatto)e stia gia posizionato su Opzioni(questo invece no)?
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Se è per questo nemmeno io :(
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Siccome sn disperato visto che non riesco a farlo chiedo a te la "modifica dello script" ovvero:
when 6 $game_system.se_play($data_system.decision_se)
Sotto a questo cosa metto per far attivare l'evento comune numero 0006?
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Come faccioa richiamare un evento comune con l'RGSS???(del tipo che se io clicco su opzioni grazie all'rgss si attiva un evento comune o cose simili...)
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sull'RGSS ho provato a richiamarlo così:
$game_common_events[0006]
ma mi da errore,qualcuno puo dirmi la sintassi giusta per avviarlo tramite RGSS????
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Confermo il lavoro ricevuto,1 rens da trasferire ^^
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io invece ho risolto i controlla tasti mettili dopo le IF e vedrai che ti funziona ;)
Rimane solos apere come attivarlo sull'RGSS
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e ai controlla tasti che variabile metto???
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Beh,richiamarlo nello script del menu altrimenti non è possibile accedervici kmq ecco uno screen(sotto si ripete un po tutto)
http://img254.imageshack.us/img254/1566/opzionifr8.png
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Sto creando un menu opzioni di gioco ad eventi ma io metto le IF tipo se tasto giu premuto allora cambia figura ma lui nn cambia.Perchè???E poi come lo richiamo tramite script???(è un evento comune)
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http://rapidshare.com/files/89102800/Project8.rar.html
Ecco da dove scaricare la demo.
Oggi non avevo niente da fare allora mi sono messo sotto con gli eventi ed ho sviluppato questo minigioco della corsa dei cavalli.Provatelo e ditemi cosa ne pensate(E' completamente personalizzabile,però nel progetto se lo volete mettere nel vostro gioco guardate attentamente(perchè la demo usa 7 variabili e 4 switch se non ricordo male ;) )

*Random Game Over
in Scripts RGSS (XP)
Posted
Vorrei richiedere una piccola modifica a questo script:vorrei compatibilizzarlo con questo:
#============================================================================== # ** Scene_Gameover by Kanta fixxato by Rinnegatamante #============================================================================== # www.rpgart.org #------------------------------------------------------------------------------ # Questa classe gestisce la schermata di Game Over #============================================================================== class Scene_Gameover #-------------------------------------------------------------------------- # * Processo principale #-------------------------------------------------------------------------- def main # Visualizza l'immagine del Game Over @sprite = Sprite.new @sprite.bitmap = RPG::Cache.gameover($data_system.gameover_name) # Ferma i BGM e i BGS $game_system.bgm_play(nil) $game_system.bgs_play(nil) # Riproduce il ME del Game Over $game_system.me_play($data_system.gameover_me) # Creiamo la finestra con le opzioni Carica, Torna al Titolo e Chiudi Programma s1 = "Carica Partita" s2 = "Torna al menù principale" s3 = "Esci dal gioco" @command_window = Window_Command.new(192, [s1, s2, s3 ]) @command_window.back_opacity = 160 @command_window.x = 0 @command_window.y = 480 - @command_window.height # Se almeno un file di salvataggio esiste, allora il caricamento è abilitato @continue_enabled = false for i in 0..99 if FileTest.exist?("Saves/Save#{i+1}.rxdata") @continue_enabled = true end end # Esegue la transizione Graphics.transition(120) # Loop principale (esegue all'infinito) loop do # Aggiorna lo schermo Graphics.update # Aggiorna l'input da tastiera Input.update # Aggiorna la finestra update # Se cambia la classe, termina il processo di questa classe if $scene != self break end end # Prepara per la transizione Graphics.freeze # Dispone l'immagine e la finestra @sprite.bitmap.dispose @sprite.dispose @command_window.dispose # Esegue la transizione Graphics.transition(40) # Prepara la transizione Graphics.freeze # If battle test if $BTEST $scene = nil end end #-------------------------------------------------------------------------- # * Aggiornamento #-------------------------------------------------------------------------- def update @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 carica when 1 titolo when 2 chiudi end end end #------------------------------------------------------------------------- # * Comandi aggiuntivi #------------------------------------------------------------------------- def carica # Quando "Carica" è disabilitato unless @continue_enabled # Suona SE Azione impossibile $game_system.se_play($data_system.buzzer_se) return end # Suona SE Azione $game_system.se_play($data_system.decision_se) # Passa alla scena del caricamento $scene = Scene_LoadGameOver.new end def titolo # Esegui SE $game_system.se_play($data_system.decision_se) # Vai al titolo+ $scene = Scene_Title.new end def chiudi # Esegui SE $game_system.se_play($data_system.decision_se) # Dissolvenza sonoro Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Chiusura applicazione $scene = nil end endmi da errore linea 71...