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Posts posted by Lusianl
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Io te l'ho un pò modificato..
http://img181.imageshack.us/img181/2209/ninjamj4.png
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Va bene!Dimmi pure :rox:
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Buonissimo!Ma quando esce dall'acqua non c'e' nessuna animazione?
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Ecco la lista degli script
SDK setup
Window_base
Window_Status_battle
Window_battle face
Window _Skill battle
Window_item battle
Window_battle command
Real time active battle (RTAB) ver 1.16
Skill casting time counter ver 1.00
Cooperative skill ver 1.02
RTAB changes
Battle_status
Hp/Sp/Od bars
animation sistem
Game_actor
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Sai dirmi quale sono quelle che usano le sdk per favore?
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Il Window_Battle_command
#======================================================================
========
# ■ Window_Battle_command
#------------------------------------------------------------------------------
# バトル画面で、戦うか逃げるかを選択するウィンドウです。
#==============================================================================
class Window_Battle_command < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype # "Battle Command" (Initial Battle Choices) window font
self.contents.font.size = $defaultfontsize
self.opacity = 0
@commands = ["Attack", "Sigil", "Gaurd", "Items", "Escape"]
@item_max = 5
@column_max = 5
@txtc = Color.new(255,255,255,255)
@txtc_dis = Color.new(0,0,0,200)
draw_item(0, @txtc)
draw_item(1, @txtc)
draw_item(2, @txtc)
draw_item(3, @txtc)
draw_item(4, $game_temp.battle_can_escape ? @txtc : @txtc_dis)
self.active = false
self.visible = false
self.index = 0
end
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
# color : 文字色
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4 + index * 90, 0, 100 - 10, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
# ● カーソルの矩形更新
#--------------------------------------------------------------------------
Il Battle_status
#======================================================================
=========
# ** BattleStatus Modification (RTAB Version) Credits
# by DerVVulfman
# Version 2.1
# 02-18-07
#
#-------------------------------------------------------------------------------
# ** A MODIFICATION OF
# ** Real time active battle (RTAB) Ver 1.12-1.16
# ** RTAB engine available at...
# ** http://members.jcom.home.ne.jp/cogwheel/
#-------------------------------------------------------------------------------
# This script is a response to a friend who wanted the battle status window to
# display the hero(s) information in a different manner. Instead of displaying
# each hero's information directly underneath of them, it displays it along a
# single horizontal line in the style of the Final Fantasy games.
#
# EX: ARSHES HP 204 / SP 199 [Normal ] [=========]
# BASIL HP 184 / SP 49 [Knockout] [=========]
# GLORIA HP 234 / SP 299 [Normal ] [=========]
# HILDA HP 214 / SP 129 [Normal ] [=========]
#
# As a bonus, the system can Right-Justify the display and set the transparency
# of the status window. The only caveat of this is that it doesn't highlight
# the name of the hero in action. But, I have altered the battle command window
# to change its height to appear just over the name (or atb bar) of the current
# hero in action (instead of moving left to right).
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Configuration Section
# Behavior Controls
$bstat_align = 1 # Left/Right alignment of text (either 0 or 1)
$bstat_cmnd = 1 # Type of Command Window (0 = Original / 1 = New)
$bstat_min_size = 6 # Minimum # of slots in the window
# Positioning System
$bstat_cmnd_ht = 200 # Height of the default 'Command' window 180
$bstat_top = 480 # Bottom most position of the window (480 is default)
$bstat_dist = 40 # Vertical distance between actors (24 is tight)
$bstat_marg = 12 # Margin distance from top (12 is pretty tight)
# Opacity settings
$bstat_opa = 0 # Opacity of the window's border
$bstat_b_opa = 0 # Opacity of the window's background
$bcmnd_opa = 0 # Opacity of the Command window's border
$bcmnd_b_opa = 0 # Opacity of the Command window's background
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Name (battler)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_battler_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name, 2)
end
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the party member in the
# battle picture.
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
y = $game_party.actors.size * (64 - $bstat_dist)
height = ($game_party.actors.size * (64 - $bstat_dist))
if $bstat_min_size > $game_party.actors.size
y = $bstat_min_size * (64 - $bstat_dist)
height = ($bstat_min_size * (64 - $bstat_dist))
end
super(110, 0, 166, 640)
self.back_opacity = $bstat_b_opa
self.opacity = $bstat_opa
self.z = 120
@actor_window = []
offset = $bstat_top - height - $bstat_marg
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))#(i, (i * 110) + offset ))
end
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
for window in @actor_window
window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(number = 0)
if number == 0
cnt = 0
for window in @actor_window
window.refresh(@level_up_flags[cnt])
cnt += 1
end
else
@actor_window[number - 1].refresh(@level_up_flags[number - 1])
end
end
#--------------------------------------------------------------------------
# * AT gauge refreshment
#--------------------------------------------------------------------------
def at_refresh(number = 0)
if number == 0
for window in @actor_window
window.at_refresh
end
else
@actor_window[number - 1].at_refresh
end
end
#--------------------------------------------------------------------------
# * Frame Renewal
#--------------------------------------------------------------------------
def update
super
# Establish if using a set window size, or expandable
checkvalue = $game_party.actors.size
if $bstat_min_size > $game_party.actors.size
checkvalue = $bstat_min_size
end
# See if the window size is altered
if self.y != $bstat_top - (checkvalue * (110 - $bstat_dist)) or
$game_party.actors.size != @oldsize
self.y = $bstat_top - (checkvalue * (110 - $bstat_dist))
self.height = (checkvalue * (110 - $bstat_dist))
for window in @actor_window
window.dispose
end
@actor_window = []
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))
end
@oldsize = $game_party.actors.size
refresh
end
for window in @actor_window
window.update
end
end
end
#==============================================================================
# ** Window_ActorStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the party member respectively
# in the battle picture.
#==============================================================================
class Window_ActorStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(id, y)
@actor_num = id
super(0, $bstat_top - y, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.z = 120
self.back_opacity = 0
actor = $game_party.actors[@actor_num]
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
@status_window = []
for i in 0...5
@status_window.push(Window_DetailsStatus.new(actor, i, y))
end
refresh(false)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
for i in 0...5
@status_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(level_up_flags)
self.contents.clear
actor = $game_party.actors[@actor_num]
@status_window[0].refresh(actor) if @actor_nm != actor.name
@status_window[1].refresh(actor) if
@actor_mhp != actor.maxhp or @actor_hp != actor.hp
@status_window[2].refresh(actor) if
@actor_msp != actor.maxsp or @actor_sp != actor.sp
@status_window[4].refresh(actor, level_up_flags) if
@actor_st != make_battler_state_text(actor, 120, true) or level_up_flags
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
end
#--------------------------------------------------------------------------
# * AT gauge refreshment
#--------------------------------------------------------------------------
def at_refresh
@status_window[4].refresh($game_party.actors[@actor_num])
end
#--------------------------------------------------------------------------
# * Frame Renewal
#--------------------------------------------------------------------------
def update
for window in @status_window
window.update
end
end
end
#==============================================================================
# ** Window_DetailsStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the actor in individually in the battle picture.
#==============================================================================
class Window_DetailsStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor, id, y)
@status_id = id
super(0 , y , 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.z = 120
self.back_opacity = 0
refresh(actor, false)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor, level_up_flags = false)
self.contents.clear
if $bstat_align == 0
# Draw Name/Hp etc left to right
case @status_id
when 0
draw_actor_name(actor, 4, -8)
when 1
draw_actor_hp(actor, 152, -8, 80)
when 2
draw_actor_sp(actor, 248, -8, 80)
when 3
if level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(344, -8, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, 344, -8)
end
when 4
draw_actor_atg(actor, 488, -8, 50)
end
else
# Draw Name/Hp etc right to left
case @status_id
when 4
if level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(160, -8, 120, 32, "LEVEL UP!")
else
draw_actor_atg(actor, 0, -8, 120)
end
end
end
end
#--------------------------------------------------------------------------
# * Frame renewal
#--------------------------------------------------------------------------
def update
#At the time of main phase opacity is lowered a little
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
#==============================================================================
# ** Scene_Battle (Division definition 3)
#------------------------------------------------------------------------------
# * It is the class which processes the battle picture.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Setup of actor command window
#--------------------------------------------------------------------------
def phase3_setup_command_window
offset = $bstat_top - ($game_party.actors.size * 64)
# Nullifying the party command window
# @party_command_window.active = false
# @party_command_window.visible = false
# Enabling the actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
if $bstat_cmnd == 0
# Get relative position of window in percentages
x_perc = ((@actor_index +1) * 100) / $game_party.actors.size
# Apply position to 640 width of screen
xpos = ((640 * x_perc) / 100)
# Get window width difference in percentages
wperc = (($game_party.actors.size - 1) * 100) / $game_party.actors.size
# Get amount of window to remove
wperc2 = @actor_command_window.width
if $game_party.actors.size > 4
wperc2 = (@actor_command_window.width * wperc) / 100
end
if xpos - wperc2 <0
wperc2 = xpos
end
if xpos - wperc2 > (640 - @actor_command_window.width)
wperc2 = @actor_command_window.width
end
# Apply command window difference
xpos = xpos - wperc2
#(@actor_command_window.width)
# Set position
@actor_command_window.x = -32
@actor_command_window.y = 200
#print wperc
else
@actor_command_window.x = -32
if $bstat_align != 0
@actor_command_window.x = -32
end
checkvalue = ($game_party.actors.size * (64 - $bstat_dist))
if $bstat_min_size > $game_party.actors.size
checkvalue = $bstat_min_size * (64 - $bstat_dist)
end
@actor_command_window.y = 350#($bstat_top - (checkvalue)) -
#(@actor_command_window.height - (@actor_index * (64 - $bstat_dist)))
end
@actor_command_window.back_opacity = $bcmnd_b_opa
il battle_sprite
#======================================================================
=========
# ** BattleStatus Modification (RTAB Version) Credits
# by DerVVulfman
# Version 2.1
# 02-18-07
#
#-------------------------------------------------------------------------------
# ** A MODIFICATION OF
# ** Real time active battle (RTAB) Ver 1.12-1.16
# ** RTAB engine available at...
# ** http://members.jcom.home.ne.jp/cogwheel/
#-------------------------------------------------------------------------------
# This script is a response to a friend who wanted the battle status window to
# display the hero(s) information in a different manner. Instead of displaying
# each hero's information directly underneath of them, it displays it along a
# single horizontal line in the style of the Final Fantasy games.
#
# EX: ARSHES HP 204 / SP 199 [Normal ] [=========]
# BASIL HP 184 / SP 49 [Knockout] [=========]
# GLORIA HP 234 / SP 299 [Normal ] [=========]
# HILDA HP 214 / SP 129 [Normal ] [=========]
#
# As a bonus, the system can Right-Justify the display and set the transparency
# of the status window. The only caveat of this is that it doesn't highlight
# the name of the hero in action. But, I have altered the battle command window
# to change its height to appear just over the name (or atb bar) of the current
# hero in action (instead of moving left to right).
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Configuration Section
# Behavior Controls
$bstat_align = 1 # Left/Right alignment of text (either 0 or 1)
$bstat_cmnd = 1 # Type of Command Window (0 = Original / 1 = New)
$bstat_min_size = 6 # Minimum # of slots in the window
# Positioning System
$bstat_cmnd_ht = 200 # Height of the default 'Command' window 180
$bstat_top = 480 # Bottom most position of the window (480 is default)
$bstat_dist = 40 # Vertical distance between actors (24 is tight)
$bstat_marg = 12 # Margin distance from top (12 is pretty tight)
# Opacity settings
$bstat_opa = 0 # Opacity of the window's border
$bstat_b_opa = 0 # Opacity of the window's background
$bcmnd_opa = 0 # Opacity of the Command window's border
$bcmnd_b_opa = 0 # Opacity of the Command window's background
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Name (battler)
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_battler_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name, 2)
end
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the party member in the
# battle picture.
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
y = $game_party.actors.size * (64 - $bstat_dist)
height = ($game_party.actors.size * (64 - $bstat_dist))
if $bstat_min_size > $game_party.actors.size
y = $bstat_min_size * (64 - $bstat_dist)
height = ($bstat_min_size * (64 - $bstat_dist))
end
super(110, 0, 166, 640)
self.back_opacity = $bstat_b_opa
self.opacity = $bstat_opa
self.z = 120
@actor_window = []
offset = $bstat_top - height - $bstat_marg
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))#(i, (i * 110) + offset ))
end
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
for window in @actor_window
window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(number = 0)
if number == 0
cnt = 0
for window in @actor_window
window.refresh(@level_up_flags[cnt])
cnt += 1
end
else
@actor_window[number - 1].refresh(@level_up_flags[number - 1])
end
end
#--------------------------------------------------------------------------
# * AT gauge refreshment
#--------------------------------------------------------------------------
def at_refresh(number = 0)
if number == 0
for window in @actor_window
window.at_refresh
end
else
@actor_window[number - 1].at_refresh
end
end
#--------------------------------------------------------------------------
# * Frame Renewal
#--------------------------------------------------------------------------
def update
super
# Establish if using a set window size, or expandable
checkvalue = $game_party.actors.size
if $bstat_min_size > $game_party.actors.size
checkvalue = $bstat_min_size
end
# See if the window size is altered
if self.y != $bstat_top - (checkvalue * (110 - $bstat_dist)) or
$game_party.actors.size != @oldsize
self.y = $bstat_top - (checkvalue * (110 - $bstat_dist))
self.height = (checkvalue * (110 - $bstat_dist))
for window in @actor_window
window.dispose
end
@actor_window = []
for i in 0...$game_party.actors.size
@actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))
end
@oldsize = $game_party.actors.size
refresh
end
for window in @actor_window
window.update
end
end
end
#==============================================================================
# ** Window_ActorStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the party member respectively
# in the battle picture.
#==============================================================================
class Window_ActorStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(id, y)
@actor_num = id
super(0, $bstat_top - y, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.z = 120
self.back_opacity = 0
actor = $game_party.actors[@actor_num]
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
@status_window = []
for i in 0...5
@status_window.push(Window_DetailsStatus.new(actor, i, y))
end
refresh(false)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
for i in 0...5
@status_window.dispose
end
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(level_up_flags)
self.contents.clear
actor = $game_party.actors[@actor_num]
@status_window[0].refresh(actor) if @actor_nm != actor.name
@status_window[1].refresh(actor) if
@actor_mhp != actor.maxhp or @actor_hp != actor.hp
@status_window[2].refresh(actor) if
@actor_msp != actor.maxsp or @actor_sp != actor.sp
@status_window[4].refresh(actor, level_up_flags) if
@actor_st != make_battler_state_text(actor, 120, true) or level_up_flags
@actor_nm = actor.name
@actor_mhp = actor.maxhp
@actor_msp = actor.maxsp
@actor_hp = actor.hp
@actor_sp = actor.sp
@actor_st = make_battler_state_text(actor, 120, true)
end
#--------------------------------------------------------------------------
# * AT gauge refreshment
#--------------------------------------------------------------------------
def at_refresh
@status_window[4].refresh($game_party.actors[@actor_num])
end
#--------------------------------------------------------------------------
# * Frame Renewal
#--------------------------------------------------------------------------
def update
for window in @status_window
window.update
end
end
end
#==============================================================================
# ** Window_DetailsStatus
#------------------------------------------------------------------------------
# It is the window which indicates the status of the actor in individually in the battle picture.
#==============================================================================
class Window_DetailsStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor, id, y)
@status_id = id
super(0 , y , 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.z = 120
self.back_opacity = 0
refresh(actor, false)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor, level_up_flags = false)
self.contents.clear
if $bstat_align == 0
# Draw Name/Hp etc left to right
case @status_id
when 0
draw_actor_name(actor, 4, -8)
when 1
draw_actor_hp(actor, 152, -8, 80)
when 2
draw_actor_sp(actor, 248, -8, 80)
when 3
if level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(344, -8, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, 344, -8)
end
when 4
draw_actor_atg(actor, 488, -8, 50)
end
else
# Draw Name/Hp etc right to left
case @status_id
when 4
if level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(160, -8, 120, 32, "LEVEL UP!")
else
draw_actor_atg(actor, 0, -8, 120)
end
end
end
end
#--------------------------------------------------------------------------
# * Frame renewal
#--------------------------------------------------------------------------
def update
#At the time of main phase opacity is lowered a little
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
#==============================================================================
# ** Scene_Battle (Division definition 3)
#------------------------------------------------------------------------------
# * It is the class which processes the battle picture.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Setup of actor command window
#--------------------------------------------------------------------------
def phase3_setup_command_window
offset = $bstat_top - ($game_party.actors.size * 64)
# Nullifying the party command window
# @party_command_window.active = false
# @party_command_window.visible = false
# Enabling the actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
if $bstat_cmnd == 0
# Get relative position of window in percentages
x_perc = ((@actor_index +1) * 100) / $game_party.actors.size
# Apply position to 640 width of screen
xpos = ((640 * x_perc) / 100)
# Get window width difference in percentages
wperc = (($game_party.actors.size - 1) * 100) / $game_party.actors.size
# Get amount of window to remove
wperc2 = @actor_command_window.width
if $game_party.actors.size > 4
wperc2 = (@actor_command_window.width * wperc) / 100
end
if xpos - wperc2 <0
wperc2 = xpos
end
if xpos - wperc2 > (640 - @actor_command_window.width)
wperc2 = @actor_command_window.width
end
# Apply command window difference
xpos = xpos - wperc2
#(@actor_command_window.width)
# Set position
@actor_command_window.x = -32
@actor_command_window.y = 200
#print wperc
else
@actor_command_window.x = -32
if $bstat_align != 0
@actor_command_window.x = -32
end
checkvalue = ($game_party.actors.size * (64 - $bstat_dist))
if $bstat_min_size > $game_party.actors.size
checkvalue = $bstat_min_size * (64 - $bstat_dist)
end
@actor_command_window.y = 350#($bstat_top - (checkvalue)) -
#(@actor_command_window.height - (@actor_index * (64 - $bstat_dist)))
end
@actor_command_window.back_opacity = $bcmnd_b_opa
@actor_command_window.opacity = $bcmnd_opa
@actor_command_window.z = 125
@actor_command_window.index = 0
end
Poi ci sono i window_base-RTAB_change-Cooperative skill ver 1.02-real time active battle-windows_battle face-windows-skill_battle e l'animation sistem...
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Ok!! :smile: Comunque tra non molto postero' anche le animazioni che faranno gli eroi contro gli uomini lucetola, e vedrete una mappa mezza demolita!! :rox:
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Ehm ci sono molti script..Ti serve il window base?
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Allora, ci ho messo:
Alcune crepe
i rampicanti
Dei cumuli di terra
E la nebbia
Come vi sembra?
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Davvero?E come si fà?
Ehi hai messo Hinata come avatar!Bella Marigno!!
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molti script hanno questo "inconveniente", ma non è male
Non e' che l'sdk sia un inconveniente, ma quando provo qualche demo dove c'e, l'rpg maker neache mi parte..
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Benvenuto!! :rox:
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Uao!Sembra un bs fortissimo..Peccato per le sdk.. :rox:
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Ho creato questa mappa di una cava..Mi potreste dare qualche consiglio per arrichirla un pò?
http://img361.imageshack.us/img361/7929/screffgq7.jpg
Graziee!! :rox:
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Bravo Mizard! :rox:
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Inviato..
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Tanti auguri Wiz :rox:
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Pertecipo!
Cambio lo screnn!Partecipo con questo:
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Dopo aver copiato il codice sopra main, crea un evento nella mappa,fai un call script e ci scrivi "chiama_banca"!!
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Ehi!Bel lavoro!! :Ok:
hai usato uno di quei siti copia-incolla testa-busto?Ma c'e' un sito dove si fanno i charset??

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Siamo lieti di darle il benvenuto nella nostra comunity!Siamo certi che vostra presenza renderà il mondo dell'rpg maker ancora più evoluto e interessante!Benvenuto!!
Più professionale di così!!!!!

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Benvenuto!!
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Ok!Ci proverò..Grazie a tutti per l'aiuto!!
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Ultimato chara per Luigi!

Album carte.[urgente]
in Richieste scripts RGSS (XP)
Posted