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Squall_Leonheart

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Posts posted by Squall_Leonheart

  1. #==============================================================================

    # ** 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

    end

    end

     

    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)

    end

    end

     

    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_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

    end

    end

     

    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]

    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

    end

    end

     

    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)

    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

    end

    end

     

    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

    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

    end

    end

     

    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

    end

    end

     

    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.kind == 2

    @data.push($data_armors)

    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

    end

    end

     

    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)

    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

    end

    end

     

    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")

    @face= Sprite.new

    @face = Bitmap.new("Graphics/Pictures/"+@face.character_name)

    @face = 300

    @face = 150

    @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])

    @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

    @face.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

    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 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

    end

    end

     

     

    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

  2. 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.

  3. 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

  4. Ragà non riesco a copiare lo script nel maker..Siccome mi da un errore alla riga (208)(e noto che è diversa quella sul forum)Potreste riscriverla?Senza il code possibilmente

     

    EDIT:No sul forum è diversa perkè qualke rigo esce fuorixD

    Forse è incompatibile con alcuni script che uso..Ve li elenco:

     

    RTAB

    RTAB/CTBChanges

    Animation System

    HP/SP/EXP bars

    Antilag event script

    Panorama mover

    AMS

    Light effect

    Scene_Pretitle

    Scene loads

    Scene Enter

    Scene loading

     

    Ha dei conflitti con qualcuno di qst?Please reply meXD

  5. Ok,risolto mettendo la percentuale di danno nella magia che,al suo eseguimento,richiama un evento comune che ricarica l'mp dell'ero di 10,cosi però il danno è casuale..

     

    Edit:dovrebbe bastare fare lo stesso con l'hp

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