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Squall_Leonheart

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Everything posted by Squall_Leonheart

  1. Come si richiama per metterla nei menù? scene LBboard.new da un errore
  2. No quello che intendo è: Se nel database metto eroe hp 10000 con la percentuale a 100 me lo imposta a 9999...se la metto superiore spara cifre spropositate..
  3. Bel progetto..Mi stupiscono le mappe..Crei tu questi panorama?
  4. Ragà nonostante modifichi le percentuali non mi setta il numero di hp che imposto.. Per farla breve se metto la percentuale a 110 però rimango l'hp a 741,nel database rimane cosi,però quando vado nel gioco è + alta..C'è un modo per far rispettare i parametri del database?
  5. 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?
  6. Si ora mi mostra il face,però non mi mostra + il battler a destraXD(Per modificare le coordinate del face basta fare x + 30 etc?)
  7. 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..
  8. Mi da un errore al codice nella window base
  9. Questo è i compact fatto da me,nel tuo metodo non riesco..Perchè il compact agisce direttamente nella sua classe..Se puoi dirmi cosa modificare secondo qst..SCUSAMIXD
  10. MMM non ci ho capito moltoXD Ho modificato il compact menù,perciò vedo che si svolge tutto nella medesima classe..
  11. Salve,stavo cercando di mettere nel menù un faceset..Però il programma mi da un errore nell'actor che imposto: @face = Sprite.new @face.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.characters_name) @face.x = 300 @face.y = 150 In pratica vorrei che leggesse il nome del chara dell'eroe e che automaticamente ne rilevasse il face.. l'errore credo sia nel come richiamo l'actor..Anche perchè se mette al posto di "characters" la denominazione "battler"mi mette la pictures in base al nome del battler dell'eroe.. Ovviamente mi sono accertato di aver inserito gli sprite.dispose nelle istruzioni successive.
  12. Ragà questo tool è grandioso*.* Ma non esistono patch?Ho provato a patchare il jap ma non ci riuscivo.. comunque ho trovato dei video su youtube che illustrano un giochino di dragon ball fatto con AGM http://www.youtube.com/watch?v=hjEX0fKEPN0 http://www.youtube.com/watch?v=v2EZpIheGyM...feature=related Scusate non sono sicuro che gli ultimi siano di AGM Comunque la grafica è tanto caruccia*.* Ci farei un bel action con Hulk HoganXD
  13. Ho risolto mettendo: c = [$game_variables[1], 3].min $scene = Scene_LBoard.new($game_party.actors[c] ) Però cosi facendo non so se legge tutti gli eroi..Suppongo debba fare quella piccola modifica per il cambio tramite r/l?
  14. Appena finisco di scannerizzare ti mando il progetto in mp...
  15. Si l'editor l'ho copiato...Ho cambiato il numero degli eroi,qualche magia e tileset
  16. Ho provato sia a crearne una che ad utilizzare quella di base e mi dice sempre lo stesso errore
  17. Ma il problema è che quando lo richiamo(Come voi mi avete detto) mi da un errore alla righa 208 ovvero: @item_max = @actor.licenseboard[0][0] * @actor.licenseboard[0][1]
  18. Raga me lo copia tutto su una riga, potete postarlo in code?
  19. 1) Testament 2) Moltheni 3) Chris Darril Mi complimento con tutti..Devo dire che solo un paio non mi gustavano. Spero di rivederlo ancora questo contest in futuro.
  20. Post aggiornato..Sono di nuovo totamente disponibile
  21. Azz per essere il primo contest ho preso la sufficienza e ne vado fieroxD Comunque solo i due cavalieri sono chara del mugen..Sugli scrigni devo lavorarci...Il resto tutto fatto da me^^ Grazie per la valutazione..Farò meglio la prossima volta^^
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