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payam

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Everything posted by payam

  1. On map regeneration Descrizione L`eroe rigenera hp, mp camminando sulla mappa (rigenerazione differente per eroe) Autore Caldaron Istruzioni per l'uso Inserite sopra main: Script: Inserite sopra main: Bugs e Conflitti Noti N/A
  2. Script vx: http://www.rpg2s.net/forum/index.php?showt...amp;#entry77419 Script xp: http://www.rpg2s.net/forum/index.php?showtopic=5325 FATTO.
  3. Titolo: Job Changing/EXP Script Autore: Prexus Istruzioni: All`interno dello script (in inglese) Link per lo script: http://rm-dev.org"" target="_blank">SCRIPT
  4. Mode07 Descrizione Provvede a trasformare il vostro gioco in 3d Autore MGCaladtogel Allegati Nessuno Istruzioni per l'uso Lo script e` diviso in varie parti da sostituire con i codici originali di rmxp Bugs e Conflitti Noti Io stesso non l ho ancora provato perche sono in inghilterra, se non funge, potete cancellare pure il topic EDIT: OPPPS! hO FATTO UNA CAZ...A!!Lo aveva gia postato marigno!! Chiedo la cancellazione della discusasione.
  5. Credo di sì, cosa ti serve?
  6. Ho deciso di aprire una bottega molto semplice, anche se purtroppo non potrò essere sempre presente... Comunque le mie creazioni saranno: -Chara civili e guerrieri (per xp) -Faceset (per vx) -Sfondi fantasy (da usare scome immagini o titoli) EDIT: Nuove aggiunte: -Musiche (mp3, wav,...) -Pacchetto di risorse(facce, battler, chara non miei, in base a richiesta): 5 rens. Per pacchetto intendo un insieme minimo di 10 risorse (es. battler rpgmakerxp predefiniti disegnati in modo diverso) a secondo del tipo di richiesta (battler, chara, face,...) Ogni cosa costerà 1 ren (penso che sia già troppo, contando la mia scarsa creatività) Credo che potrò verificare le richieste una volta a settimana e di sicuro entro Sabato. Grazie mille!! :rovatfl:
  7. Ho messo il link su una discussione su risorse grafiche per xp. Prova a vedere lì, ci sono anche le istruzioni!
  8. D: Scusate, ma sulla recensione di rpgmakervx del forum c'è scritto che si possono inserire i video senza script, ma io non ho capito come si fa...
  9. Ragazzi, ho trovato una nuova versione di facemaker. ecco qui il link su megaupload: Cliccami :)
  10. L'ho modificato in italiano!
  11. Eccoti delle informazioni dal sito in inglese: Io non l'ho ancora provato xkè il computer si è fulminato, ma l'ha fatto un io compagno di classe, che l'ha trovato sul sito che sono andato a vedere: Guarda qui!
  12. Battaglia automatica Descrizione Inserisce nei comandi di battaglia questa opzione (per vx) Autore Dargor Allegati Nessuno Istruzioni per l'uso Incollare sopra main #====================================================================== ======== # ** Auto Battle #------------------------------------------------------------------------------ # © Dargor, 2008 # 13/05/08 # Version 1.2 #------------------------------------------------------------------------------ # VERSION HISTORY: # - 1.0 (24/03/08), Initial release # - 1.1 (13/05/08), Added auto-battle modes (Single Turn/Whole Battle) # - 1.2 (13/05/08), Added auto-battle cancelation (use SHIFT) #------------------------------------------------------------------------------ # INSTRUCTIONS: # 1) Paste the script above main # 2) To change an actor's auto battle option, use: # $game_actors[actor_id].auto_battle = true/false # 3) To enable/disable the auto battle option, useL # $game_system.auto_battle_disabled = true/false #============================================================================== # Vocabulary: Auto Battle Command Vocab::AutoBattle = 'Auto' #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles system-related data. Also manages vehicles and BGM, etc. # The instance of this class is referenced by $game_system. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :auto_battle_disabled attr_accessor :auto_battle_mode #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_system_auto_battle_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @auto_battle_disabled = false # Enable/Disable flag @auto_battle_mode = 0 # 0: Single Turn 1: Whole Battle dargor_vx_system_auto_battle_initialize end end #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # The instance of this class is referenced by $game_temp. #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :in_auto_battle # in-battle flag attr_accessor :auto_battle_canceled #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_temp_auto_battle_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @in_auto_battle = false @auto_battle_canceled = false dargor_vx_temp_auto_battle_initialize end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :auto_battle #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_actor_auto_battle_setup setup #-------------------------------------------------------------------------- # * Setup # actor_id : actor ID #-------------------------------------------------------------------------- def setup(actor_id) actor = $data_actors[actor_id] @auto_battle = actor.auto_battle dargor_vx_actor_auto_battle_setup(actor_id) end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_battle_auto_battle_update_basic update_basic alias dargor_vx_battle_auto_battle_create_info_viewport create_info_viewport alias dargor_vx_battle_auto_battle_start_party_command_selection start_party_command_selection alias dargor_vx_battle_auto_battle_update_party_command_selection update_party_command_selection alias dargor_vx_battle_auto_battle_process_victory process_victory #-------------------------------------------------------------------------- # * Basic Update Processing # main : Call from main update method #-------------------------------------------------------------------------- def update_basic(main = false) if Input.trigger?(Input::SHIFT) $game_temp.in_auto_battle = false $game_temp.auto_battle_canceled = true end dargor_vx_battle_auto_battle_update_basic(main) end #-------------------------------------------------------------------------- # * Create Information Display Viewport #-------------------------------------------------------------------------- def create_info_viewport commands = $game_system.party_commands $game_system.add_party_command(commands.size-1, Vocab::AutoBattle) dargor_vx_battle_auto_battle_create_info_viewport index = commands.index(Vocab::AutoBattle) @party_command_window.draw_item(index, !$game_system.auto_battle_disabled) end #-------------------------------------------------------------------------- # * Start party command selection #-------------------------------------------------------------------------- def start_party_command_selection if $game_system.auto_battle_mode == 1 && $game_temp.in_auto_battle for actor in $game_party.members actor.make_action end start_main return end dargor_vx_battle_auto_battle_start_party_command_selection end #-------------------------------------------------------------------------- # * Update Party Command Selection #-------------------------------------------------------------------------- def update_party_command_selection dargor_vx_battle_auto_battle_update_party_command_selection if Input.trigger?(Input::C) case $game_system.party_commands[@party_command_window.index] when Vocab::AutoBattle # Auto Battle if $game_system.auto_battle_disabled Sound.play_buzzer return end if $game_system.auto_battle_mode == 1 $game_temp.in_auto_battle = true end for actor in $game_party.members actor.make_action end Sound.play_decision start_main end end end #-------------------------------------------------------------------------- # * Victory Processing #-------------------------------------------------------------------------- def process_victory $game_temp.in_auto_battle = false dargor_vx_battle_auto_battle_process_victory end end Bugs e Conflitti Noti N/A Altri Dettagli Nessuno
  13. Skill Draw Descrizione Come in ff8, assimila le magie Autore Dargor Allegati Nessuno Istruzioni per l'uso Inserire sopra main #====================================================================== ======== # ** Skill Draw (FFVIII) #------------------------------------------------------------------------------ # © Dargor, 2008 # 08/05/08 # Version 1.2 #------------------------------------------------------------------------------ # VERSION HISTORY: # - 1.0 (11/05/08), Initial release # - 1.1 (14/05/08), Bug fixed with consuming skill number # - 1.2 (14/05/08), Bug fixed with initial skill number #------------------------------------------------------------------------------ # INSTRUCTIONS: # 1) Paste the script above main # 2) Edit the Vocab variables # 2) Edit the constants in the Skill_Draw module #============================================================================== # Command name Vocab::CommandDraw = 'Draw' Vocab::CommandDrawStock = 'Stock' Vocab::CommandDrawCast = 'Cast' Vocab::UnknownSkill = '??????' Vocab::UseDraw = "%s uses #{Vocab::CommandDraw}!" Vocab::DrawGain = "%s draw %s %s!" Vocab::DrawFail = "%s's draw failed." module Skill_Draw # The Draw Animation Animation_id = 41 # Prevent from drawing specific enemy skills # SYNTAX: enemy_id => [skill_id, ...] Dont_Draw = { 1 => [2,3] } end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles system-related data. Also manages vehicles and BGM, etc. # The instance of this class is referenced by $game_system. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :skill_drawned #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_draw_system_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize dargor_vx_draw_system_initialize @skill_drawned = [] end end #============================================================================== # ** Game_BattleAction #------------------------------------------------------------------------------ # This class handles battle actions. This class is used within the # Game_Battler class. #============================================================================== class Game_BattleAction #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :draw_kind # draw kind (stock/cast) #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_draw_battle_action_clear clear alias dargor_vx_draw_battle_action_make_targets make_targets #-------------------------------------------------------------------------- # * Clear #-------------------------------------------------------------------------- def clear @draw_kind = -1 # The usual dargor_vx_draw_battle_action_clear end #-------------------------------------------------------------------------- # * Set Skill # skill_id : skill ID # draw_kind: draw kind (stock/cast) #-------------------------------------------------------------------------- def set_skill(skill_id, draw_kind = -1) @kind = 1 @skill_id = skill_id @draw_kind = draw_kind end #-------------------------------------------------------------------------- # * Draw Determination #-------------------------------------------------------------------------- def draw? return @kind == 1 && [0,1].include?(@draw_kind) end #-------------------------------------------------------------------------- # * Create Target Array #-------------------------------------------------------------------------- def make_targets targets = [] if draw? targets.push(opponents_unit.smooth_target(@target_index)) return targets end dargor_vx_draw_battle_action_make_targets end end #============================================================================== # ** Game_Battler #------------------------------------------------------------------------------ # This class deals with battlers. It's used as a superclass of the Game_Actor # and Game_Enemy classes. #============================================================================== class Game_Battler #-------------------------------------------------------------------------- # * Draw Success # skill : skill # number: number to draw #-------------------------------------------------------------------------- def draw_success?(skill, number) return false unless self.is_a?(Game_Actor) return false if number == 0 level_factor = (self.level / 10) / 2 random = [10-level_factor, 0].max success = (self.level / 10) + rand(random) return success >= number end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :skills_number #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_draw_actor_skill_can_use? skill_can_use? alias dargor_vx_draw_actor_setup setup #-------------------------------------------------------------------------- # * Setup # actor_id : actor ID #-------------------------------------------------------------------------- def setup(actor_id) @skills_number = [] dargor_vx_draw_actor_setup(actor_id) for i in self.class.learnings @skills_number[i.skill_id] == 1 if i.level <= @level end # Add battle commands case @actor_id when 1,2,3,4,5,6,7,8 # Add 'Draw' to actor 1 add_command(1, Vocab::CommandDraw) end end #-------------------------------------------------------------------------- # * Learn Skill # skill_id : skill ID #-------------------------------------------------------------------------- def learn_skill(skill_id) $game_system.skill_drawned << skill_id unless skill_learn?($data_skills[skill_id]) @skills.push(skill_id) @skills.sort! end end #-------------------------------------------------------------------------- # * Get Number of Items Possessed # item : item #-------------------------------------------------------------------------- def skill_number(skill) number = @skills_number[skill.id] return number == nil ? 0 : number end #-------------------------------------------------------------------------- # * Determine Usable Skills # skill : skill #-------------------------------------------------------------------------- def skill_can_use?(skill) return false unless skill_number(skill) > 0 dargor_vx_draw_actor_skill_can_use?(skill) end #-------------------------------------------------------------------------- # * Gain Items (or lose) # item : Item # n : Number # include_equip : Include equipped items #-------------------------------------------------------------------------- def gain_skill(skill, n) $game_system.skill_drawned << skill.id number = skill_number(skill) @skills_number[skill.id] = [[number + n, 0].max, 99].min n += number end #-------------------------------------------------------------------------- # * Lose Items # item : Item # n : Number # include_equip : Include equipped items #-------------------------------------------------------------------------- def lose_skill(skill, n) gain_skill(skill, -n) end end #============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ # This class handles enemy characters. It's used within the Game_Troop class # ($game_troop). #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # * Skills #-------------------------------------------------------------------------- def skills result = [] for action in enemy.actions next unless action.skill? result << $data_skills[action.skill_id] end return result end end #============================================================================== # ** Window_Skill #------------------------------------------------------------------------------ # This window displays a list of usable skills on the skill screen, etc. #============================================================================== class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 enabled = @actor.skill_can_use?(skill) draw_item_name(skill, rect.x, rect.y, enabled) self.contents.draw_text(rect, @actor.calc_mp_cost(skill), 2) # Draw skill number rect.x -= 24 self.contents.draw_text(rect, ":", 2) rect.x -= 12 skill_number = @actor.skill_number(skill) if enabled self.contents.font.color = text_color(3) end self.contents.draw_text(rect, skill_number.to_s, 2) end end end #============================================================================== # ** Window_Skill #------------------------------------------------------------------------------ # This window displays a list of usable skills on the skill screen, etc. #============================================================================== class Window_EnemySkill < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :enemy #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height # actor : actor #-------------------------------------------------------------------------- def initialize(x, y, width, height, enemy) super(x, y, width, height) @enemy = enemy @column_max = 2 self.index = 0 refresh end #-------------------------------------------------------------------------- # * Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh @data = [] for skill in @enemy.skills unless Skill_Draw::Dont_Draw[@enemy.id].nil? next if Skill_Draw::Dont_Draw[@enemy.id].include?(skill.id) end @data.push(skill) end @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) skill = @data[index] if skill != nil rect.width -= 4 draw_item_name(skill, rect.x, rect.y, true) end end #-------------------------------------------------------------------------- # * Draw Item Name # item : Item (skill, weapon, armor are also possible) # x : draw spot x-coordinate # y : draw spot y-coordinate # enabled : Enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- def draw_item_name(item, x, y, enabled = true) if item != nil draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 if item.is_a?(RPG::Skill) && !$game_system.skill_drawned.include?(item.id) self.contents.draw_text(x + 24, y, 172, WLH, Vocab::UnknownSkill) else self.contents.draw_text(x + 24, y, 172, WLH, item.name) end end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help if $game_system.skill_drawned.include?(skill.id) @help_window.set_text(skill == nil ? "" : skill.description) else @help_window.set_text(skill == nil ? "" : Vocab::UnknownSkill) end end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_draw_battle_update update alias dargor_vx_draw_update_actor_command_selection update_actor_command_selection alias dargor_vx_draw_execute_action execute_action alias dargor_vx_draw_execute_action_skill execute_action_skill alias dargor_vx_draw_update_target_enemy_selection update_target_enemy_selection #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update unless @enemy_skill_window != nil or @draw_command_window != nil dargor_vx_draw_battle_update else super update_basic(true) update_info_viewport # Update information viewport if $game_message.visible @info_viewport.visible = false @message_window.visible = true end unless $game_message.visible # Unless displaying a message return if judge_win_loss # Determine win/loss results update_scene_change if @enemy_skill_window.active update_enemy_skill_selection # Select party changer command elsif @draw_command_window.active update_draw_command_selection # Select party changer command end end end end #-------------------------------------------------------------------------- # * Update Actor Command Selection #-------------------------------------------------------------------------- def update_actor_command_selection dargor_vx_draw_update_actor_command_selection if Input.trigger?(Input::C) case @actor_command_window.commands[@actor_command_window.index] when Vocab::CommandDraw Sound.play_decision start_target_enemy_selection end end end #-------------------------------------------------------------------------- # * Update Target Enemy Selection #-------------------------------------------------------------------------- def update_target_enemy_selection if Input.trigger?(Input::C) && @actor_command_window.selection == Vocab::CommandDraw Sound.play_decision Sound.play_decision @active_battler.action.target_index = @target_enemy_window.enemy.index start_draw_command_selection end_target_enemy_selection end_skill_selection end_item_selection return end dargor_vx_draw_update_target_enemy_selection end #-------------------------------------------------------------------------- # * Start Draw Command Selection #-------------------------------------------------------------------------- def start_draw_command_selection enemy = @target_enemy_window.enemy @help_window = Window_Help.new @help_window.y = 56 @enemy_skill_window = Window_EnemySkill.new(0, 112, 544, 176, enemy) @enemy_skill_window.help_window = @help_window @enemy_skill_window.active = false s1 = Vocab::CommandDrawStock s2 = Vocab::CommandDrawCast @draw_command_window = Window_Command.new(544, [s1,s2], 2) end #-------------------------------------------------------------------------- # * Update Draw Command Selection #-------------------------------------------------------------------------- def update_draw_command_selection @draw_command_window.update @actor_command_window.active = false if Input.trigger?(Input::B) end_draw_command_selection return end if Input.trigger?(Input::C) @enemy_skill_window.active = true return end end #-------------------------------------------------------------------------- # * End Draw Command Selection #-------------------------------------------------------------------------- def end_draw_command_selection if @enemy_skill_window != nil @enemy_skill_window.dispose @enemy_skill_window = nil @draw_command_window.dispose @draw_command_window = nil @help_window.dispose @help_window = nil end @actor_command_window.active = true end #-------------------------------------------------------------------------- # * Update Enemy Skill Selection #-------------------------------------------------------------------------- def update_enemy_skill_selection @help_window.update @enemy_skill_window.update @actor_command_window.active = false if Input.trigger?(Input::B) @draw_command_window.active = true @enemy_skill_window.active = false return end if Input.trigger?(Input::C) case @draw_command_window.selection when Vocab::CommandDrawStock # Play decision SE Sound.play_decision @active_battler.action.set_skill(@enemy_skill_window.skill.id, 0) # Force the action to be executed @active_battler.action.forcing = true # End draw selection end_draw_command_selection # Switch to next actor next_actor when Vocab::CommandDrawCast Sound.play_decision # Prepare to cast a drawned skill @active_battler.action.set_skill(@enemy_skill_window.skill.id, 1) # Force the action to be executed @active_battler.action.forcing = true @active_battler.action.target_index = @enemy_skill_window.enemy.index # End draw selection end_draw_command_selection # Switch to next actor next_actor end end end #-------------------------------------------------------------------------- # * Execute Battle Actions #-------------------------------------------------------------------------- def execute_action if @active_battler.action.draw? case @active_battler.action.draw_kind when 0 # Stock execute_action_draw_stock return when 1 # Cast execute_action_draw_cast return end end # The usual dargor_vx_draw_execute_action end #-------------------------------------------------------------------------- # * Execute Battle Action: Skill #-------------------------------------------------------------------------- def execute_action_skill skill = @active_battler.action.skill # Remove 1 skill number if @active_battler.is_a?(Game_Actor)# && #!@active_battler.action.draw_kind == 0 @active_battler.lose_skill(skill, 1) end # The usual dargor_vx_draw_execute_action_skill end #-------------------------------------------------------------------------- # * Execute Battle Action: Draw Stock #-------------------------------------------------------------------------- def execute_action_draw_stock text = sprintf(Vocab::UseDraw, @active_battler.name) @message_window.add_instant_text(text) targets = @active_battler.action.make_targets display_animation(targets, Skill_Draw::Animation_id) # Add skill number skill = @active_battler.action.skill gain = rand(9) if @active_battler.draw_success?(skill, gain) if @active_battler.is_a?(Game_Actor) @active_battler.gain_skill(skill, gain) @active_battler.learn_skill(skill.id) end name = skill.name name += 's' if gain > 1 text = sprintf(Vocab::DrawGain, @active_battler.name, gain, name) @message_window.add_instant_text(text) wait(60) else text = sprintf(Vocab::DrawFail, @active_battler.name) @message_window.add_instant_text(text) wait(60) end end #-------------------------------------------------------------------------- # * Execute Battle Action: Draw Cast #-------------------------------------------------------------------------- def execute_action_draw_cast # Add skill to known skills skill = @active_battler.action.skill $game_system.skill_drawned << skill.id # Cast the skill execute_action_skill end end Bugs e Conflitti Noti N/A Altri Dettagli Preso da http://www.rmxp.org/forums/index.php?PHPSE...p;topic=47012.0
  14. Come già detto, usero questa discussione per metterci i miei link. Ho trovato un gioco di rpgmaker, solo che si gioca online, con altri giocatori. Ecco qui il link per il scaricare il gioco: clicccccaaaaa!!!! Ed ecco alcuni screenshot: Vedi! Il gioco è in italiano e si chiama "Net Rmxp Online". ps:(magari l'hanno già messo sul forum...) Ecco qui invece un gioco mooolto interessante su megaupload: clicca C'è anche un programma che a quanto pare contiene un sacco di script, alcuni nuovi (se ho ben capito): Scarica qui Qui ho messo uno script abs per xp, il migliore mai visto!! Abs script
  15. Spero che non dispiaccia a nessuno se uso questa discussione per metterci sopra le ie cose. (tipo link, risorse grafiche,...)
  16. payam

    Spiegazioni...

    Io ho Vista e non so se centra molto. Nel mio gioco ho messo dopo Nuova partita un video. Cioè play BGM: il video che era nella cartella. Si apre una finestra con scritto "Active movie (window)". Ma poi il video parte anche sugli altri pc?
  17. Un utilissimo programma per sfondi 3d. Utilizzato personalmente. Clicca qui! Ho trovato anche questo sito, ma non so se c'è qualcosa di utile. Sito giapponese della enterbrain! Questo invece è per creare tilesets: Cliccami!! Questo per i characters, ma penso che sia già stato messo. Characters! Qui due siti per fare le facce: face castelorpg oppure prendete il tool: Facemaker Ho allegato anche un pacchetto speciale, con tutti gli rgss. Per non avere problemi di copatibilità. Dovete copiarli nella cartella del gioco che volete fare e anche in c:Windows. Ecco qui il link su megaupload: Rgsspack Spero che sia utile!!!
  18. Se vuoi rpg prendi Final Fantasy revenant wings.
  19. Il problema è che non so come fare se uno decide di usare il pedone (ad es.) per mangiare. Il pedone deve procedere in diagonale solo se c'è un'altra pedina che possa essere mangiata e tral'altro devo stare attento che il re non cada sotto scacco. Per questo non riesco a farlo a eventi.
  20. Nome Script Descrizione Permette di impostare il rigenero di vita e mana (o tutti e due) in difesa Autore Ojiro; tradotto da me Allegati Nessuno Istruzioni per l'uso ICreate una classe su Main e chiamatela "Défense Régénération" incollate poi il codice: Bugs e Conflitti Noti N/A Altri Dettagli Per impostare il numero di HP ed MP da recuperare modificare queste 2 stringhe: class Scene_Battle # HP Regen % RECOVER_HP_RATE = 5 # SP Regen % RECOVER_SP_RATE = 0 end
  21. Sì, va bene. Ma il problema è che non so scriptare!
  22. Mi servirebbe uno script che appena si seleziona il pedone (o la regina,...) esca fuori un riquadro con tre opzioni: Muovi Mangia Annulla Usando mangia, se è possibile selezionare l'avversario, avviene una battaglia. Io non sono capace di fare scripts, specie di questo genere in cui bisogna dare ogni mossa possibile ad ogni scacco. C'è qualcuno disposto a farlo?
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