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Belxebu

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Posts posted by Belxebu

  1. 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
    end

    mi da errore linea 71...

  2. 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 ;)

  3. 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...
  4. 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 ;)

  5. 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.

  6. 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 grafica

    2)Con Orario reale impostato nel PC

    3)Con Battlers al posto dei Characters dei personaggi

    4)Con Numero dei passi e dei soldi in alto

    5)Altamente personalizzabile!

    Autore

    Creditate me(Rinnegatamante) e mewsterus

     

     

    Script(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
    end

     

    Istruzioni per l'uso

    Basta inserire questo script in una nuova classe sopra Main chiamata SMT.

     

    Screenshot

    http://img221.imageshack.us/img221/5334/supermenutimejw3.png

  7. 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 ;)

  8. 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 ;) )

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