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Squall_Leonheart

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Posts posted by Squall_Leonheart

  1. Ti ringrazio per aver commentato,ultimamente sto avendo problemi con il com perciò il lavoro procede a rilento...Nel frattempo però ho finito di programmare il menù(Trovate uno screen qui sotto)di cui ho fatto anche la grafica;

    Inoltre ho deciso come far sviluppare i personaggi:

    In pratica si avranno dei livelli(Come un normale RPG)però si potranno inserire delle pietre che aumenteranno e abbasseranno i parametri a seconda della loro qualità.

     

    ENJOY!!!

     

    http://img32.imageshack.us/i/screen7fqc.png

  2. Che crepiXD

    Dunque per gli sfondi ogni tanto li ritocco un pò...Parlando dei personaggi,quelli che vedi presi dal mugen alcuni li ho fatti io e altri sono messi a disposizione da alcuni utenti che successivamente aggiungerò nei credit;

    Mi fa piacere che tu sia interessato^^Che dire spero di fare un buon lavoro;)

  3. SQUALL LEONHEART(ANCESTRAL)

     

    presenta

     

    SAINT SEIYA UNIVERSE

     

    1. Introduzione

    Dunque,molti di voi diranno che un progetto molto ambizioso,ma con il tempo conto di riuscirci.

     

    2. Storia

    La storia seguirà quella dell'anime con bonus in più.Ovvero le avventure dei cavalieri dello zodiaco.

     

    3. Personaggi

    Usabili saranno:Seiya(Pegasus),Shun(Andromeda),Shiryu(Sirio)Hyoga(Cristal)Ikki(Phoenix)P

    oi ci saranno anche tutti gli altri opzionali e avversari.

     

    4. Disegni/Fan Art

    N/A

     

    5. Caratteristiche Tecniche/Gameplay

    Dunque,la principale caratteristica è quella della grafica tutta da zero,sto cercando di renderla il più piacevole possibile.Poi vediamo in linea di massima sarà un classico rpg alla final fantasy,però ci saranno alcuni combattimenti orchestrati con un battle system in tempo reale fatto con le variabili

     

    6. Screenshot

    http://img190.imageshack.us/img190/8783/screen1zcn.th.png

    *Questo è la schermata dei titoli,ci tengo a precisare che la galassia è scorrevole.

     

    *Questa è l'introduzione,l'unicorno si muove.

     

    *Al tempio.

     

    *Ancora al tempio,prima che inizi il combattimento.

     

    *Durante il combattimento in cui vengono spiegate le funzioni,il panorama si muove.

     

    *Dopo aver preso l'armatura,in casa di Pegasus e Castalia.

     

    7. Demo/Link alla versione giocabile

    N/A

     

    8. Crediti Vari

    Da definire.

     

     

     

    Dunque,accetto qualsiasi tipo di critica che mi aiuti a crescere...Se qualcuno vuole aiutarmi può benissimo farlo,valuterò l'offerta...Ora a voi la parola,ci risentiamo al prossimo aggiornamento.

  4. Se vuoi utilizzarle come scorrimento orizzontale senza frame che vadino su e giù basta copiare una per un movimento e ruotarla per l'altro lato...Se invece vuoi usare tutte e 4 i lati(Se non 8)devi metterti con una buona dose di pazienza per creare i frame mancanti...
  5. Non mi piaceva che si vedessero quella miriade di scritte...Comunque se lo metto nella riga 588 non va..Se lo inserisco alla fine insieme non mi muove il cursore...Stesso se lo metto solo alla fine..Come mai?
  6. Ciao grazie della risposta..Funziona però siccome uso il compact menù modificato da me blocca tutti gli altri comandi...

    Ora ti posto la mia versione cosi magari mi dici come fare precisamente..

    #==============================================================================# ** Compact Menu#------------------------------------------------------------------------------#  Autore: The Sleeping Leonhart#  Versione: 1.1#  Data di rilascio: 2/06/2008#------------------------------------------------------------------------------#  Descrizione:#	Menu che permette l'uso di oggetti, magie ed equipaggiamento tutto nella#	stessa schermata#------------------------------------------------------------------------------#  Istruzioni:#	Editate le immagini per adattare il menu al vostro gusto.#	Le immagini dei membri del party vanno messe nella cartella Pictures#	e vanno chiamate come la grafica del loro Battler.#============================================================================== class Game_Actor < Game_Battler  def now_exp	return @exp - @exp_list[@level]  end  def next_exp	return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0  endend class Window_Base < Window  def draw_actor_exps(actor, x, y)	self.contents.font.color = system_color	self.contents.draw_text(x, y, 28, 32, "Exp")	self.contents.font.color = normal_color	if actor.now_exp != 0	  text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00	  text = text.round	else	  text = 0	end	self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%")  end  def draw_actor_parameter(actor, x, y, type)	case type	when 0	  parameter_name = $data_system.words.atk	  parameter_value = actor.atk	when 1	  parameter_name = $data_system.words.pdef	  parameter_value = actor.pdef	when 2	  parameter_name = $data_system.words.mdef	  parameter_value = actor.mdef	when 3	  parameter_name = $data_system.words.str	  parameter_value = actor.str	when 4	  parameter_name = $data_system.words.dex	  parameter_value = actor.dex	when 5	  parameter_name = $data_system.words.agi	  parameter_value = actor.agi	when 6	  parameter_name = $data_system.words.int	  parameter_value = actor.int	when 7	  parameter_name = "Evasione"	  parameter_value = actor.eva	end	self.contents.font.color = system_color	self.contents.draw_text(x, y, 120, 32, parameter_name)	self.contents.font.color = normal_color	self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2)  endend class Window_MenuStatus < Window_Selectable  def initialize(actor)	super(0, 0, 405, 96+32)	self.contents = Bitmap.new(width - 32, height - 32)	self.opacity = 100	@actor = actor	refresh	self.active = false	self.index = -1  end  def refresh	self.contents.clear	@item_max = 1	x = -0	y = 0	actor = @actor	self.contents.font.size = 18	draw_actor_name(actor, x + 100, y)	draw_actor_face(actor, x, y + 100)	draw_actor_class(actor, x + 180, y + 30)	draw_actor_hp(actor, x + 180, y)	draw_actor_sp(actor, x + 180, y + 15)	draw_actor_state(actor, x + 100, y + 18)	draw_actor_level(actor, x + 100, y + 36)	draw_actor_exps(actor, x + 100, y + 54)   end  def update_cursor_rect	if @index < 0	  self.cursor_rect.empty	else	  self.cursor_rect.set(0, @index * 96, self.width - 32, 96)	end  endend class Window_MenuSkill < Window_Selectable  def initialize(actor)	super(20, 305, 380, 56)	@actor = actor	@column_max = 10	@row_max = 1	refresh	self.opacity = 0	self.index = 0  end  def skill	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	for i in 0...@actor.skills.size	  skill = $data_skills[@actor.skills[i]]	  if skill != nil		@data.push(skill)	  end	end	@item_max = @data.size	if @item_max > 0	  self.contents = Bitmap.new(width-32, row_max*32)	  for i in 0...@item_max		draw_item(i)	  end	end  end  def draw_item(index)	skill = @data[index]	if @actor.skill_can_use?(skill.id)	  self.contents.font.color = normal_color	else	  self.contents.font.color = disabled_color	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(skill.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s)  end  def update_help	@help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuItem < Window_Selectable  def initialize	super(10, 365, 278, 56+24)	@column_max = 10	refresh	self.index = 0	self.opacity = 0  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	for i in 1...$data_items.size	  if $game_party.item_number(i) > 0		@data.push($data_items[i])	  end	end	@item_max = @data.size	if @item_max > 0	  self.contents = Bitmap.new(width - 32, row_max * 32)	  for i in 0...@item_max		draw_item(i)	  end	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Item	  number = $game_party.item_number(item.id)	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	if item.is_a?(RPG::Item) and	   $game_party.item_can_use?(item.id)	  self.contents.font.color = normal_color	else	  self.contents.font.color = disabled_color	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, 24, 24)	self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  if @index < 0		self.cursor_rect.empty		return	  end	  row = @index / @column_max	  if row < self.top_row		self.top_row = row	  end	  if row > self.top_row + 1		self.top_row = row - 1	  end	  cursor_width = self.width / @column_max - 32	  self.oy = (self.oy/32)*24	  x = @index % @column_max * 24	  y = @index / @column_max * 24 - (self.oy/24)*24	  self.cursor_rect.set(x, y, 24, 24)	 else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_Target < Window_Selectable  def initialize	super(0, 0, $game_party.actors.size*48+32, 96)	self.contents = Bitmap.new(width - 32, height - 32)	self.z += 10	@column_max = @item_max = $game_party.actors.size	refresh  end  def refresh	self.contents.clear	for i in 0...$game_party.actors.size	  x = 48*i+24	  y = 52	  actor = $game_party.actors[i]	  draw_actor_graphic(actor, x, y)	end  end  def update_cursor_rect	if @index <= -2	  self.cursor_rect.set((@index + 10) * 48, 0, 48, 64)	elsif @index == -1	  self.cursor_rect.set(0, 0, @item_max * 48, 64)	else	  self.cursor_rect.set(@index * 48, 0, 48, 64)	end  endend class Window_MenuEquipped < Window_Selectable  def initialize(actor)	super(0, 158, 368, 96)	self.contents = Bitmap.new(width - 32, height - 32)	self.opacity = 0	self.active = false	self.index = 0	@actor = actor	refresh  end  def item	return @data[self.index]  end  def refresh	self.contents.clear	@data = []	@data.push($data_weapons[@actor.weapon_id])	@data.push($data_armors[@actor.armor3_id])	@item_max = @data.size	self.contents.font.color = system_color	self.contents.font.size = 16	self.contents.draw_text(16, 0, 92, 32, $data_system.words.weapon)	self.contents.draw_text(16, 26, 92, 32, $data_system.words.armor3)	draw_item_name(@data[0], 76, 0)	draw_item_name(@data[1], 76, 26)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(12, @index * 26+9, 244, 16)	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuArmor < Window_Selectable  def initialize(actor)	super(10, 243, 272, 56)	@actor = actor	@column_max = 10	@row_max = 1	self.index = 0	self.opacity = 0	self.active = false	refresh  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	armor_set = $data_classes[@actor.class_id].armor_set	for i in 1...$data_armors.size	  if $game_party.armor_number(i) > 0 and armor_set.include?(i)		if $data_armors[i].kind == 2		  @data.push($data_armors[i])		end	  end	end	@data.push(nil)	@item_max = @data.size	self.contents = Bitmap.new(width - 32, row_max * 32)	for i in 0...@item_max-1	  draw_item(i)	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuWeapon < Window_Selectable  def initialize(actor)	super(10, 243-24, 272, 56)	@actor = actor	@column_max = 10	@row_max = 1	self.index = 0	self.opacity = 0	self.active = false	refresh  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	weapon_set = $data_classes[@actor.class_id].weapon_set	for i in 1...$data_weapons.size	  if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)		@data.push($data_weapons[i])	  end	end	@data.push(nil)	@item_max = @data.size	self.contents = Bitmap.new(width - 32, row_max * 32)	for i in 0...@item_max-1	  draw_item(i)	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Scene_Menu  def initialize(menu_index = 0)	@menu_index = menu_index  end   def main	@actor_index = 0	@target = ""	scene_window	Graphics.transition	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	Graphics.freeze	scene_dispose  end   def scene_window	@actor = $game_party.actors[@actor_index]	@map = Spriteset_Map.new	@bg = Sprite.new	@bg.bitmap = Bitmap.new("Graphics/Pictures/Menù")	@pg = Sprite.new	@pg.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.battler_name)	@pg.x = 400	@pg.y = 150	@arrow = Sprite.new	@arrow.x = 274	@arrow.y = 170	@arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow")	@lr = Sprite.new	@lr.x = -75	@lr.y = -24	@lr.bitmap = Bitmap.new("Graphics/Pictures/QW") if $game_party.actors.size > 1	s1 = ""	@command_window = Window_Command.new(160, [s1, s1, s1, s1, s1, s1,s1])	@menu_index = 3 if @menu_index == 4	@menu_index = 4 if @menu_index == 5	@command_window.index = @menu_index	@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	@help_window = Window_Help.new	@help_window.opacity = 0	@help_window.y = 430	@item_window = Window_MenuItem.new	@skill_window = Window_MenuSkill.new(@actor)	@status_window = Window_MenuStatus.new(@actor)	@target_window = Window_Target.new	@right_window = Window_MenuEquipped.new(@actor)	@item_window1 = Window_MenuWeapon.new(@actor)	@item_window2 = Window_MenuArmor.new(@actor)	@skill_window.help_window = @help_window	@item_window.help_window = @help_window	@right_window.help_window = @help_window	@item_window1.help_window = @help_window	@item_window2.help_window = @help_window	@item_window.active = false	@help_window.visible = false	@skill_window.active = false	@target_window.visible = false	@target_window.active = false  end   def scene_dispose	@command_window.dispose	@item_window.dispose	@item_window1.dispose	@item_window2.dispose	@skill_window.dispose	@status_window.dispose	@target_window.dispose	@right_window.dispose	@help_window.dispose	@map.dispose	@bg.dispose	@pg.dispose	@arrow.dispose	@lr.dispose  end   def update	@command_window.update	@item_window.update	@item_window1.update	@item_window2.update	@skill_window.update	@status_window.update	@target_window.update	@right_window.update	@map.update	case @right_window.index	when 0	  @item_equip_window = @item_window1	when 1	  @item_equip_window = @item_window2	end	if $game_party.actors.size > 1	  if Input.trigger?(Input::R)		$game_system.se_play($data_system.cursor_se)		@actor_index += 1		@actor_index %= $game_party.actors.size		scene_dispose		scene_window		return	  end	  if Input.trigger?(Input::L)		$game_system.se_play($data_system.cursor_se)		@actor_index += $game_party.actors.size - 1		@actor_index %= $game_party.actors.size		scene_dispose		scene_window		return	  end	end	if @command_window.active	  update_command	  return	end	if @item_window.active	  update_item	  return	end	if @skill_window.active	  update_skill	  return	end	if @right_window.active	  update_right	  return	end	if @item_equip_window.active	  update_equip_item	  return	end	if @target_window.active	  update_item_target if @target == "Oggetti"	  update_skill_target if @target == "Speciali"	  return	end  end   def update_command	case @command_window.index	when 2	  @help_window.set_text("Visualizza e usa gli oggetti.")	  @arrow.x = 0	  @arrow.y = 355	when 1	  @help_window.set_text("Visualizza e usa le tecniche speciali.")	  @arrow.x = 0	  @arrow.y = 290	when 0	  @help_window.set_text("Equipaggia eventuali Armi e Armature.")	  @arrow.x = 0	  @arrow.y = 155	when 4	  @help_window.set_text("Salva i progressi Gioco.")	  @arrow.x = 530	  @arrow.y = 10	when 5	  @help_window.set_text("Esci dal Gioco.")	  @arrow.x = 590	  @arrow.y = 10	when 3	  @help_window.set_text("Carica i progressi Gioco.")	  @arrow.x = 470	  @arrow.y = 10	when 6	  @help_window.set_text("Apre il menù di sviluppo.")	  @arrow.x = 430	  @arrow.y = 10 	end	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 2		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@item_window.active = true	  when 1		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@skill_window.active = true	  when 0		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@right_window.active = true	  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)		$scene = Scene_Save.new	  when 3  		$game_system.se_play($data_system.decision_se)		$scene = Scene_Loading.new	  when 6  		$game_system.se_play($data_system.decision_se)		$scene = Scene_LBoard.new($game_party.actors[@index])	  when 5		$game_system.se_play($data_system.decision_se)		$scene = Scene_End.new	  end	  return	end  end     def update_item	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @item_window.active = false	  @item_window.help_window.visible = false	  @command_window.active = 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		@target_window.x = 287		@target_window.y = 355		@target_window.visible = true		@target_window.active = true		@target = "Oggetti"		if @item.scope == 4 || @item.scope == 6		  @target_window.index = -1		else		  @target_window.index = 0		end	  else		if @item.common_event_id > 0		  $game_temp.common_event_id = @item.common_event_id		  $game_system.se_play(@item.menu_se)		  if @item.consumable			$game_party.lose_item(@item.id, 1)			@item_window.draw_item(@item_window.index)		  end		  $scene = Scene_Map.new		  return		end	  end	  return	end  end   def update_item_target	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  unless $game_party.item_can_use?(@item.id)		@item_window.refresh	  end	  @target = ""	  @item_window.active = true	  @target_window.visible = false	  @target_window.active = false	  return	end	if Input.trigger?(Input::C)	  if $game_party.item_number(@item.id) == 0		$game_system.se_play($data_system.buzzer_se)		return	  end	  if @target_window.index == -1		used = false		for i in $game_party.actors		  used |= i.item_effect(@item)		end	  end	  if @target_window.index >= 0		target = $game_party.actors[@target_window.index]		used = target.item_effect(@item)	  end	  if used		$game_system.se_play(@item.menu_se)		if @item.consumable		  $game_party.lose_item(@item.id, 1)		  @item_window.draw_item(@item_window.index)		end		@target_window.refresh		if $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		@status_window.refresh	  end	  unless used		$game_system.se_play($data_system.buzzer_se)	  end	  return	end  end   def update_skill	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @skill_window.active = false	  @skill_window.help_window.visible = false	  @command_window.active = true	  return	end	if Input.trigger?(Input::C)	  @skill = @skill_window.skill	  if @skill == nil or not @actor.skill_can_use?(@skill.id)		$game_system.se_play($data_system.buzzer_se)		return	  end	  $game_system.se_play($data_system.decision_se)	  if @skill.scope >= 3		@skill_window.active = false		@target_window.x = 287		@target_window.y = 299		@target_window.visible = true		@target_window.active = true		@target = "skill"		if @skill.scope == 4 || @skill.scope == 6		  @target_window.index = -1		elsif @skill.scope == 7		  @target_window.index = @actor_index - 10		else		  @target_window.index = 0		end	  else		if @skill.common_event_id > 0		  $game_temp.common_event_id = @skill.common_event_id		  $game_system.se_play(@skill.menu_se)		  @status_window.refresh		  @skill_window.refresh		  @target_window.refresh		  $scene = Scene_Map.new		  return		end	  end	  return	end  end   def update_skill_target	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @skill_window.active = true	  @target_window.visible = false	  @target_window.active = false	  @target = ""	  return	end	if Input.trigger?(Input::C)	  unless @actor.skill_can_use?(@skill.id)		$game_system.se_play($data_system.buzzer_se)		return	  end	  if @target_window.index == -1		used = false		for i in $game_party.actors		  used |= i.skill_effect(@actor, @skill)		end	  end	  if @target_window.index <= -2		target = $game_party.actors[@target_window.index + 10]		used = target.skill_effect(@actor, @skill)	  end	  if @target_window.index >= 0		target = $game_party.actors[@target_window.index]		used = target.skill_effect(@actor, @skill)	  end	  if used		$game_system.se_play(@skill.menu_se)		@actor.sp -= @skill.sp_cost		@status_window.refresh		@skill_window.refresh		@target_window.refresh		if $game_party.all_dead?		  $scene = Scene_Gameover.new		  return		end		if @skill.common_event_id > 0		  $game_temp.common_event_id = @skill.common_event_id		  $scene = Scene_Map.new		  return		end	  end	  unless used		$game_system.se_play($data_system.buzzer_se)	  end	  return	end  end     def update_right	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @right_window.active = false	  @right_window.help_window.visible = false	  @command_window.active = true	  return	end	if Input.trigger?(Input::C)	  if @actor.equip_fix?(@right_window.index)		$game_system.se_play($data_system.buzzer_se)		return	  end	  $game_system.se_play($data_system.decision_se)	  @right_window.active = false	  @item_equip_window.active = true	  return	end  end  def update_equip_item	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @right_window.active = true	  @item_equip_window.help_window.visible = false	  @item_equip_window.active = false	  return	end	if Input.trigger?(Input::C)	  $game_system.se_play($data_system.equip_se)	  type = 0	  type = 3 if @right_window.index == 1	  item = @item_equip_window.item	  @actor.equip(type, item == nil ? 0 : item.id)	  @right_window.active = true	  @item_equip_window.active = false	  @right_window.refresh	  @item_equip_window.refresh	  @status_window.refresh	  return	end  endend

  7. Salve,apro un nuovo topic poichè l'argomento è diverso..

    Stavolta cercavo di fare due cose..Far si che premendo A nel menù si apra la finestra degli status e poi volevo mettere visibile il parametro lp allegato al license board(Possibilmente se mi dite come richiamare la scena perchè mi da solo errori)

  8. Si,però inserendo il face al posto del battler mi mette un altro faceO.O,nonostante abbiano nomi diversi

     

    EDIT:Scusami s'era tolto il battler dal database ecco perchè non andava..Ora però sto cercando di aggiungere due comandi..

    Però mi da degli errori di sintassi...Ora ti posto come li ho messi cosi eventualmente mi correggi...

      end  def next_exp	return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0  endend class Window_Base < Window  def draw_actor_exps(actor, x, y)	self.contents.font.color = system_color	self.contents.draw_text(x, y, 28, 32, "Exp")	self.contents.font.color = normal_color	if actor.now_exp != 0	  text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00	  text = text.round	else	  text = 0	end	self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%")  end  def draw_actor_parameter(actor, x, y, type)	case type	when 0	  parameter_name = $data_system.words.atk	  parameter_value = actor.atk	when 1	  parameter_name = $data_system.words.pdef	  parameter_value = actor.pdef	when 2	  parameter_name = $data_system.words.mdef	  parameter_value = actor.mdef	when 3	  parameter_name = $data_system.words.str	  parameter_value = actor.str	when 4	  parameter_name = $data_system.words.dex	  parameter_value = actor.dex	when 5	  parameter_name = $data_system.words.agi	  parameter_value = actor.agi	when 6	  parameter_name = $data_system.words.int	  parameter_value = actor.int	when 7	  parameter_name = "Evasione"	  parameter_value = actor.eva	end	self.contents.font.color = system_color	self.contents.draw_text(x, y, 120, 32, parameter_name)	self.contents.font.color = normal_color	self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2)  endend class Window_MenuStatus < Window_Selectable  def initialize(actor)	super(0, 0, 480, 96+32)	self.contents = Bitmap.new(width - 32, height - 32)	self.opacity = 0	@actor = actor	refresh	self.active = false	self.index = -1  end  def refresh	self.contents.clear	@item_max = 1	x = -0	y = 0	actor = @actor	self.contents.font.size = 18	draw_actor_name(actor, x, y)	draw_actor_face(actor, x + 360, y + 100)	draw_actor_hp(actor, x + 92, y)	draw_actor_sp(actor, x + 236, y)	draw_actor_state(actor, x, y + 18)	draw_actor_level(actor, x, y + 36)	draw_actor_exps(actor, x, y + 54) 	draw_actor_parameter(actor, x + 92, y + 16, 0)	draw_actor_parameter(actor, x + 92, y + 32, 1)	draw_actor_parameter(actor, x + 92, y + 48, 2)	draw_actor_parameter(actor, x + 92, y + 64, 6)	draw_actor_parameter(actor, x + 236, y + 16, 3)	draw_actor_parameter(actor, x + 236, y + 32, 4)	draw_actor_parameter(actor, x + 236, y + 48, 5)	draw_actor_parameter(actor, x + 236, y + 64, 7)  end  def update_cursor_rect	if @index < 0	  self.cursor_rect.empty	else	  self.cursor_rect.set(0, @index * 96, self.width - 32, 96)	end  endend class Window_MenuSkill < Window_Selectable  def initialize(actor)	super(0, 299, 278, 56)	@actor = actor	@column_max = 10	@row_max = 1	refresh	self.opacity = 0	self.index = 0  end  def skill	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	for i in 0...@actor.skills.size	  skill = $data_skills[@actor.skills[i]]	  if skill != nil		@data.push(skill)	  end	end	@item_max = @data.size	if @item_max > 0	  self.contents = Bitmap.new(width-32, row_max*32)	  for i in 0...@item_max		draw_item(i)	  end	end  end  def draw_item(index)	skill = @data[index]	if @actor.skill_can_use?(skill.id)	  self.contents.font.color = normal_color	else	  self.contents.font.color = disabled_color	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(skill.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s)  end  def update_help	@help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuItem < Window_Selectable  def initialize	super(0, 355, 278, 56+24)	@column_max = 10	refresh	self.index = 0	self.opacity = 0  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	for i in 1...$data_items.size	  if $game_party.item_number(i) > 0		@data.push($data_items[i])	  end	end	@item_max = @data.size	if @item_max > 0	  self.contents = Bitmap.new(width - 32, row_max * 32)	  for i in 0...@item_max		draw_item(i)	  end	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Item	  number = $game_party.item_number(item.id)	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	if item.is_a?(RPG::Item) and	   $game_party.item_can_use?(item.id)	  self.contents.font.color = normal_color	else	  self.contents.font.color = disabled_color	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, 24, 24)	self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  if @index < 0		self.cursor_rect.empty		return	  end	  row = @index / @column_max	  if row < self.top_row		self.top_row = row	  end	  if row > self.top_row + 1		self.top_row = row - 1	  end	  cursor_width = self.width / @column_max - 32	  self.oy = (self.oy/32)*24	  x = @index % @column_max * 24	  y = @index / @column_max * 24 - (self.oy/24)*24	  self.cursor_rect.set(x, y, 24, 24)	 else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_Target < Window_Selectable  def initialize	super(0, 0, $game_party.actors.size*48+32, 96)	self.contents = Bitmap.new(width - 32, height - 32)	self.z += 10	@column_max = @item_max = $game_party.actors.size	refresh  end  def refresh	self.contents.clear	for i in 0...$game_party.actors.size	  x = 48*i+24	  y = 52	  actor = $game_party.actors[i]	  draw_actor_graphic(actor, x, y)	end  end  def update_cursor_rect	if @index <= -2	  self.cursor_rect.set((@index + 10) * 48, 0, 48, 64)	elsif @index == -1	  self.cursor_rect.set(0, 0, @item_max * 48, 64)	else	  self.cursor_rect.set(@index * 48, 0, 48, 64)	end  endend class Window_MenuEquipped < Window_Selectable  def initialize(actor)	super(0, 158, 368, 96)	self.contents = Bitmap.new(width - 32, height - 32)	self.opacity = 0	self.active = false	self.index = 0	@actor = actor	refresh  end  def item	return @data[self.index]  end  def refresh	self.contents.clear	@data = []	@data.push($data_weapons[@actor.weapon_id])	@data.push($data_armors[@actor.armor3_id])	@item_max = @data.size	self.contents.font.color = system_color	self.contents.font.size = 16	self.contents.draw_text(16, 0, 92, 32, $data_system.words.weapon)	self.contents.draw_text(16, 26, 92, 32, $data_system.words.armor3)	draw_item_name(@data[0], 76, 0)	draw_item_name(@data[1], 76, 26)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(12, @index * 26+9, 244, 16)	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuArmor < Window_Selectable  def initialize(actor)	super(0, 243, 272, 56)	@actor = actor	@column_max = 10	@row_max = 1	self.index = 0	self.opacity = 0	self.active = false	refresh  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	armor_set = $data_classes[@actor.class_id].armor_set	for i in 1...$data_armors.size	  if $game_party.armor_number(i) > 0 and armor_set.include?(i)		if $data_armors[i].kind == 2		  @data.push($data_armors[i])		end	  end	end	@data.push(nil)	@item_max = @data.size	self.contents = Bitmap.new(width - 32, row_max * 32)	for i in 0...@item_max-1	  draw_item(i)	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuWeapon < Window_Selectable  def initialize(actor)	super(0, 243-24, 272, 56)	@actor = actor	@column_max = 10	@row_max = 1	self.index = 0	self.opacity = 0	self.active = false	refresh  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	weapon_set = $data_classes[@actor.class_id].weapon_set	for i in 1...$data_weapons.size	  if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)		@data.push($data_weapons[i])	  end	end	@data.push(nil)	@item_max = @data.size	self.contents = Bitmap.new(width - 32, row_max * 32)	for i in 0...@item_max-1	  draw_item(i)	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Scene_Menu  def initialize(menu_index = 0)	@menu_index = menu_index  end   def main	@actor_index = 0	@target = ""	scene_window	Graphics.transition	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	Graphics.freeze	scene_dispose  end   def scene_window	@actor = $game_party.actors[@actor_index]	@map = Spriteset_Map.new	@bg = Sprite.new	@bg.bitmap = Bitmap.new("Graphics/Pictures/Menù")	@pg = Sprite.new	@pg.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.battler_name)	@pg.x = 400	@pg.y = 150	@arrow = Sprite.new	@arrow.x = 274	@arrow.y = 170	@arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow")	@lr = Sprite.new	@lr.x = -135	@lr.y = -24	@lr.bitmap = Bitmap.new("Graphics/Pictures/QW") if $game_party.actors.size > 1	s1 = ""	@command_window = Window_Command.new(160, [s1, s1, s1, s1, s1, s1,s1])	@menu_index = 3 if @menu_index == 4	@menu_index = 4 if @menu_index == 5	@command_window.index = @menu_index	@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	@help_window = Window_Help.new	@help_window.opacity = 0	@help_window.y = 430	@item_window = Window_MenuItem.new	@skill_window = Window_MenuSkill.new(@actor)	@status_window = Window_MenuStatus.new(@actor)	@target_window = Window_Target.new	@right_window = Window_MenuEquipped.new(@actor)	@item_window1 = Window_MenuWeapon.new(@actor)	@item_window2 = Window_MenuArmor.new(@actor)	@skill_window.help_window = @help_window	@item_window.help_window = @help_window	@right_window.help_window = @help_window	@item_window1.help_window = @help_window	@item_window2.help_window = @help_window	@item_window.active = false	@help_window.visible = false	@skill_window.active = false	@target_window.visible = false	@target_window.active = false  end   def scene_dispose	@command_window.dispose	@item_window.dispose	@item_window1.dispose	@item_window2.dispose	@skill_window.dispose	@status_window.dispose	@target_window.dispose	@right_window.dispose	@help_window.dispose	@map.dispose	@bg.dispose	@pg.dispose	@arrow.dispose	@lr.dispose  end   def update	@command_window.update	@item_window.update	@item_window1.update	@item_window2.update	@skill_window.update	@status_window.update	@target_window.update	@right_window.update	@map.update	case @right_window.index	when 0	  @item_equip_window = @item_window1	when 1	  @item_equip_window = @item_window2	end	if $game_party.actors.size > 1	  if Input.trigger?(Input::R)		$game_system.se_play($data_system.cursor_se)		@actor_index += 1		@actor_index %= $game_party.actors.size		scene_dispose		scene_window		return	  end	  if Input.trigger?(Input::L)		$game_system.se_play($data_system.cursor_se)		@actor_index += $game_party.actors.size - 1		@actor_index %= $game_party.actors.size		scene_dispose		scene_window		return	  end	end	if @command_window.active	  update_command	  return	end	if @item_window.active	  update_item	  return	end	if @skill_window.active	  update_skill	  return	end	if @right_window.active	  update_right	  return	end	if @item_equip_window.active	  update_equip_item	  return	end	if @target_window.active	  update_item_target if @target == "Oggetti"	  update_skill_target if @target == "Speciali"	  return	end  end   def update_command	case @command_window.index	when 2	  @help_window.set_text("Visualizza e usa gli oggetti.")	  @arrow.x = 0	  @arrow.y = 360	when 1	  @help_window.set_text("Visualizza e usa le tecniche speciali.")	  @arrow.x = 0	  @arrow.y = 300	when 0	  @help_window.set_text("Equipaggia eventuali Armi e Armature.")	  @arrow.x = 0	  @arrow.y = 170	when 3	  @help_window.set_text("Salva i progressi Gioco.")	  @arrow.x = 556	  @arrow.y = 10	when 4	  @help_window.set_text("Esci dal Gioco.")	  @arrow.x = 590	  @arrow.y = 10	when 5	  @help_window.set_text("Carica i progressi Gioco.")	  @arrow.x = 500	  @arrow.y = 10	when 6	  @help_window.set_text("Apre menù sviluppo.")	  @arrow.x = 430	  @arrow.y = 10 	end	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 2		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@item_window.active = true	  when 1		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@skill_window.active = true	  when 0		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@right_window.active = true	  when 3		if $game_system.save_disabled		  $game_system.se_play($data_system.buzzer_se)		  return		end		$game_system.se_play($data_system.decision_se)		$scene = Scene_Save.new	  when 5  		if $game_system.load_disabled		  $game_system.se_play($data_system.buzzer_se)		  return		end		$game_system.se_play($data_system.decision_se)		$scene = Scene_Load.new	  when 6  		$game_system.se_play($data_system.decision_se)		$scene = License Boad.new	  when 4		$game_system.se_play($data_system.decision_se)		$scene = Scene_End.new	  end	  return	end  end     def update_item	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @item_window.active = false	  @item_window.help_window.visible = false	  @command_window.active = 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		@target_window.x = 287		@target_window.y = 355		@target_window.visible = true		@target_window.active = true		@target = "Oggetti"		if @item.scope == 4 || @item.scope == 6		  @target_window.index = -1		else		  @target_window.index = 0		end	  else		if @item.common_event_id > 0		  $game_temp.common_event_id = @item.common_event_id		  $game_system.se_play(@item.menu_se)		  if @item.consumable			$game_party.lose_item(@item.id, 1)			@item_window.draw_item(@item_window.index)		  end		  $scene = Scene_Map.new		  return		end	  end	  return	end  end   def update_item_target	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  unless $game_party.item_can_use?(@item.id)		@item_window.refresh	  end	  @target = ""	  @item_window.active = true	  @target_window.visible = false	  @target_window.active = false	  return	end	if Input.trigger?(Input::C)	  if $game_party.item_number(@item.id) == 0		$game_system.se_play($data_system.buzzer_se)		return	  end	  if @target_window.index == -1		used = false		for i in $game_party.actors		  used |= i.item_effect(@item)		end	  end	  if @target_window.index >= 0		target = $game_party.actors[@target_window.index]		used = target.item_effect(@item)	  end	  if used		$game_system.se_play(@item.menu_se)		if @item.consumable		  $game_party.lose_item(@item.id, 1)		  @item_window.draw_item(@item_window.index)		end		@target_window.refresh		if $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		@status_window.refresh	  end	  unless used		$game_system.se_play($data_system.buzzer_se)	  end	  return	end  end   def update_skill	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @skill_window.active = false	  @skill_window.help_window.visible = false	  @command_window.active = true	  return	end	if Input.trigger?(Input::C)	  @skill = @skill_window.skill	  if @skill == nil or not @actor.skill_can_use?(@skill.id)		$game_system.se_play($data_system.buzzer_se)		return	  end	  $game_system.se_play($data_system.decision_se)	  if @skill.scope >= 3		@skill_window.active = false		@target_window.x = 287		@target_window.y = 299		@target_window.visible = true		@target_window.active = true		@target = "skill"		if @skill.scope == 4 || @skill.scope == 6		  @target_window.index = -1		elsif @skill.scope == 7		  @target_window.index = @actor_index - 10		else		  @target_window.index = 0		end	  else		if @skill.common_event_id > 0		  $game_temp.common_event_id = @skill.common_event_id		  $game_system.se_play(@skill.menu_se)		  @status_window.refresh		  @skill_window.refresh		  @target_window.refresh		  $scene = Scene_Map.new		  return		end	  end	  return	end  end   def update_skill_target	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @skill_window.active = true	  @target_window.visible = false	  @target_window.active = false	  @target = ""	  return	end	if Input.trigger?(Input::C)	  unless @actor.skill_can_use?(@skill.id)		$game_system.se_play($data_system.buzzer_se)		return	  end	  if @target_window.index == -1		used = false		for i in $game_party.actors		  used |= i.skill_effect(@actor, @skill)		end	  end	  if @target_window.index <= -2		target = $game_party.actors[@target_window.index + 10]		used = target.skill_effect(@actor, @skill)	  end	  if @target_window.index >= 0		target = $game_party.actors[@target_window.index]		used = target.skill_effect(@actor, @skill)	  end	  if used		$game_system.se_play(@skill.menu_se)		@actor.sp -= @skill.sp_cost		@status_window.refresh		@skill_window.refresh		@target_window.refresh		if $game_party.all_dead?		  $scene = Scene_Gameover.new		  return		end		if @skill.common_event_id > 0		  $game_temp.common_event_id = @skill.common_event_id		  $scene = Scene_Map.new		  return		end	  end	  unless used		$game_system.se_play($data_system.buzzer_se)	  end	  return	end  end     def update_right	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @right_window.active = false	  @right_window.help_window.visible = false	  @command_window.active = true	  return	end	if Input.trigger?(Input::C)	  if @actor.equip_fix?(@right_window.index)		$game_system.se_play($data_system.buzzer_se)		return	  end	  $game_system.se_play($data_system.decision_se)	  @right_window.active = false	  @item_equip_window.active = true	  return	end  end   def update_equip_item	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @right_window.active = true	  @item_equip_window.help_window.visible = false	  @item_equip_window.active = false	  return	end	if Input.trigger?(Input::C)	  $game_system.se_play($data_system.equip_se)	  type = 0	  type = 3 if @right_window.index == 1	  item = @item_equip_window.item	  @actor.equip(type, item == nil ? 0 : item.id)	  @right_window.active = true	  @item_equip_window.active = false	  @right_window.refresh	  @item_equip_window.refresh	  @status_window.refresh	  return	end  endend

     

    RI:EDIT Ok ora mi va..Credo d'aver fatto bene..Però non riesco a richiamare il menù delle licenze..Che devo inserire?

  9. l'ho incollata dentro window base cosi:

    --------------------------------------------------------------------------  # * Draw Graphic  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------  def draw_actor_graphic(actor, x, y)	bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)	cw = bitmap.width / 4	ch = bitmap.height / 4	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)  end  def draw_actor_face(actor, x, y, opacity = 255)	face = RPG::Cache.picture(actor.character_name,actor.character_hue)	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end

     

    Mi da l'errore all'rpg chache picture..

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