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Valentino

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Posts posted by Valentino

  1. Ho trovato il def dispose multi arrow. Era all'interno di un aggiornamento dell'arrow_base:

     

    class Arrow_Base < Sprite

    #--------------------------------------------------------------------------

    include N01

    #--------------------------------------------------------------------------

    def update_multi_arrow

    return if @arrows == nil or @arrows == []

    for i in 0...@arrows.size

    @blink_count = (@blink_count + 1) % 40

    if @blink_count < 20

    @arrows.src_rect.set(128, 96, 32, 32) if @arrows != nil

    else

    @arrows.src_rect.set(160, 96, 32, 32) if @arrows != nil

    end

    end

    end

    #--------------------------------------------------------------------------

    def dispose_multi_arrow

    for i in 0...@arrows.size

    @arrows.dispose if @arrows != nil

    end

    end

    end

     

    Comunque anche modificando la phase3 il problema persiste. :sisi:

  2. Nono alla fine quello che ho preso dal tankentai è stata solo la funzione per mettere le freccie su tutti i nemici e non...

    La abilità cambia target perfettamente se tolgo tutti gli start e gli end enemy_select ma non cambia le freccie...

    L'unico mio problema è far apparire e sparire le freccie su tutti e un nemico.

  3. Sto agendo direttamente sullo scene_battle di default e per lo start_select_all_enemies e lo end_select_all_enemies li ho presi dal tankentai... comunque @icone_window non centra niente è riguardo una finestra che ho creato nel battle system che fa vedere con delle icone gli status alterati...

    now_action invece è definito nel tankentai ma penso serva solo a richiamare degli effetti legati alla skill o l'oggetto usato che setto nel tankentai.

  4. start_enemy_select e end_enemy_select sono quelli già presenti nella Scene_Battle predefinita.

    Invece per start/end_select_all_enemies ho quelli del side view tankentai XP v 1.9 che sarebbero:

    start_select_all_enemies

     

    def start_select_all_enemies

    now_action

    @status_window.visible = true

    @icone_window.visible = true

    @active_battler_window.visible = false

    @enemy_arrow_all = Arrow_Enemy_All.new(@spriteset.viewport2)

    end

     

    di cui l'arrow_enemy_all è

     

    class Arrow_Enemy_All < Arrow_Base

    #--------------------------------------------------------------------------

    def initialize(viewport)

    super(viewport)

    @arrows = []

    for battler in $game_troop.enemies

    if battler.exist?

    @arrows[battler.index] = Arrow_Enemy.new(viewport)

    @arrows[battler.index].index = battler.index

    end

    end

    end

    #--------------------------------------------------------------------------

    def update_multi_arrow

    super

    for i in 0...@arrows.size

    enemy = $game_troop.enemies

    if enemy != nil && @arrows != nil && @arrows.enemy != nil

    @arrows.x = @arrows.enemy.position_x + CURSOR_POSITION[0]

    @arrows.y = @arrows.enemy.position_y + CURSOR_POSITION[1] + enemy.enemy_height

    end

    end

    end

    end

     

     

    mentre end_select_all_enemies:

     

    def end_select_all_enemies

    @enemy_arrow_all.dispose_multi_arrow

    @enemy_arrow_all = nil

    @active_battler_window.visible = false if @actor_command_window.index == 0

    end

     

    per il de update_phase3_enemy_select intendo quello riguardante la parte 3 della scene battle predefinita.

    Grazie mille!

  5. Salve a tutti.. Avrei un problema con la scene_battle. Ho modificato lo script in modo che premendo un tasto si possa selezionare tutti i nemici e con un altro tornare a uno solo. Ma una volta premuto il tasto, premendo l'altro non succede niente! Questa è la modifica che ho fatto nel def update_phase3_enemy_select

     

    if Input.trigger?(Input::Y)

    if @skill.scope == 1

    $game_system.se_play($data_system.decision_se)

    @skill.scope = 2

    end_enemy_select

    start_select_all_enemies

    end

    end

    if Input.trigger?(Input::X)

    if @skill.scope ==2

    $game_system.se_play($data_system.decision_se)

    @skill.scope = 1

    end_select_all_enemies

    start_enemy_select

    end

    end

     

  6. Sostituisci alla tua scene_statistiche questa:

     

    class Scene_Statistiche

    def main

    @time_window = Window_PlayTime.new

    @step_window = Window_Steps.new

    @gold_window = Window_Gold.new

    @time_window.x = 0 #edita le cordinate

    @time_window.y = 0 #edita le cordinate

    @step_window.x = 200 #edita le cordinate

    @step_window.y = 0 #edita le cordinate

    @gold_window.x = 400 #edita le cordinate

    @gold_window.y = 0 #edita le cordinate

     

    Graphics.transition

    # Main loop

    loop do

    # Update game screen

    Graphics.update

    # Update input information

    Input.update

    # Frame update

    update

    # Abort loop if screen is changed

    if $scene != self

    break

    end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of windows

    @time_window.dispose

    @step_window.dispose

    @gold_window.dispose

    end

     

    def update

    @time_window.update

    @step_window.update

    @gold_window.update

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    $scene = Scene_Menu.new(4)

    return

    end

    end

    end

     

     

    dovrebbe funzionare...

  7. sostituisci nella Scene_Map alle righe 172-176

     

    $game_system.bgm_stop

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    $game_system.bgm_play($game_system.battle_bgm)

     

    con:

     

    if $game_switches[1] == false

    $game_system.bgm_stop

    end

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    if $game_switches[1] == false

    $game_system.bgm_play($game_system.battle_bgm)

    end

     

    Lo switch regola il funzionamento. Se è attivo dalla mappa alla battaglia il BGM è sempre lo stesso altrimenti è normale.

  8. Sostituisci questo al tuo Scene_Title e metti L'ID della mappa e le cordinate X e Y alle righe 136 e 138 poi cambia il nome del comando alla linea 40.

     

     

     

    #======================================================================

    # ** Scene_Title

    #------------------------------------------------------------------------------

    # This class performs title screen processing.

    #==========================================================================

     

    class Scene_Title

    #--------------------------------------------------------------------------

    # * Main Processing

    #--------------------------------------------------------------------------

    def main

    # If battle test

    if $BTEST

    battle_test

    return

    end

    # Load database

    $data_actors = load_data("Data/Actors.rxdata")

    $data_classes = load_data("Data/Classes.rxdata")

    $data_skills = load_data("Data/Skills.rxdata")

    $data_items = load_data("Data/Items.rxdata")

    $data_weapons = load_data("Data/Weapons.rxdata")

    $data_armors = load_data("Data/Armors.rxdata")

    $data_enemies = load_data("Data/Enemies.rxdata")

    $data_troops = load_data("Data/Troops.rxdata")

    $data_states = load_data("Data/States.rxdata")

    $data_animations = load_data("Data/Animations.rxdata")

    $data_tilesets = load_data("Data/Tilesets.rxdata")

    $data_common_events = load_data("Data/CommonEvents.rxdata")

    $data_system = load_data("Data/System.rxdata")

    # Make system object

    $game_system = Game_System.new

    # Make title graphic

    @sprite = Sprite.new

    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

    # Make command window

    s1 = "New Game"

    s2 = "Continue"

    s3 = "Shutdown"

    s4 = "teletrasporto"

    @command_window = Window_Command.new(192, [s1, s2, s3, s4])

    @command_window.back_opacity = 160

    @command_window.x = 320 - @command_window.width / 2

    @command_window.y = 288

    # Continue enabled determinant

    # Check if at least one save file exists

    # If enabled, make @continue_enabled true; if disabled, make it false

    @continue_enabled = false

    for i in 0..3

    if FileTest.exist?("Save#{i+1}.rxdata")

    @continue_enabled = true

    end

    end

    # If continue is enabled, move cursor to "Continue"

    # If disabled, display "Continue" text in gray

    if @continue_enabled

    @command_window.index = 1

    else

    @command_window.disable_item(1)

    end

    # Play title BGM

    $game_system.bgm_play($data_system.title_bgm)

    # Stop playing ME and BGS

    Audio.me_stop

    Audio.bgs_stop

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

    # Update game screen

    Graphics.update

    # Update input information

    Input.update

    # Frame update

    update

    # Abort loop if screen is changed

    if $scene != self

    break

    end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of command window

    @command_window.dispose

    # Dispose of title graphic

    @sprite.bitmap.dispose

    @sprite.dispose

    end

    #--------------------------------------------------------------------------

    # * Frame Update

    #--------------------------------------------------------------------------

    def update

    # Update command window

    @command_window.update

    # If C button was pressed

    if Input.trigger?(Input::C)

    # Branch by command window cursor position

    case @command_window.index

    when 0 # New game

    command_new_game

    when 1 # Continue

    command_continue

    when 2 # Shutdown

    command_shutdown

    when 3

    $inizioalternativo = true

    command_new_game

    end

    end

    end

    #--------------------------------------------------------------------------

    # * Command: New Game

    #--------------------------------------------------------------------------

    def command_new_game

    if $inizioalternativo == true

    $inizioalternativo = false

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $game_temp = Game_Temp.new

    $game_system = Game_System.new

    $game_switches = Game_Switches.new

    $game_variables = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_screen = Game_Screen.new

    $game_actors = Game_Actors.new

    $game_party = Game_Party.new

    $game_troop = Game_Troop.new

    $game_map = Game_Map.new

    $game_player = Game_Player.new

    # Set up initial party

    $game_party.setup_starting_members

    # SCEGLI QUI ID DELLA MAPPA

    $game_map.setup(1)

    # SCEGLI QUI LA X E LA Y DOVE IL PERSONAGGIO SI TROVERà

    $game_player.moveto(0, 0)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

    else

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Stop BGM

    Audio.bgm_stop

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each type of game object

    $game_temp = Game_Temp.new

    $game_system = Game_System.new

    $game_switches = Game_Switches.new

    $game_variables = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_screen = Game_Screen.new

    $game_actors = Game_Actors.new

    $game_party = Game_Party.new

    $game_troop = Game_Troop.new

    $game_map = Game_Map.new

    $game_player = Game_Player.new

    # Set up initial party

    $game_party.setup_starting_members

    # Set up initial map position

    $game_map.setup($data_system.start_map_id)

    # Move player to initial position

    $game_player.moveto($data_system.start_x, $data_system.start_y)

    # Refresh player

    $game_player.refresh

    # Run automatic change for BGM and BGS set with map

    $game_map.autoplay

    # Update map (run parallel process event)

    $game_map.update

    # Switch to map screen

    $scene = Scene_Map.new

    end

    end

    #--------------------------------------------------------------------------

    # * Command: Continue

    #--------------------------------------------------------------------------

    def command_continue

    # If continue is disabled

    unless @continue_enabled

    # Play buzzer SE

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to load screen

    $scene = Scene_Load.new

    end

    #--------------------------------------------------------------------------

    # * Command: Shutdown

    #--------------------------------------------------------------------------

    def command_shutdown

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Fade out BGM, BGS, and ME

    Audio.bgm_fade(800)

    Audio.bgs_fade(800)

    Audio.me_fade(800)

    # Shutdown

    $scene = nil

    end

    #--------------------------------------------------------------------------

    # * Battle Test

    #--------------------------------------------------------------------------

    def battle_test

    # Load database (for battle test)

    $data_actors = load_data("Data/BT_Actors.rxdata")

    $data_classes = load_data("Data/BT_Classes.rxdata")

    $data_skills = load_data("Data/BT_Skills.rxdata")

    $data_items = load_data("Data/BT_Items.rxdata")

    $data_weapons = load_data("Data/BT_Weapons.rxdata")

    $data_armors = load_data("Data/BT_Armors.rxdata")

    $data_enemies = load_data("Data/BT_Enemies.rxdata")

    $data_troops = load_data("Data/BT_Troops.rxdata")

    $data_states = load_data("Data/BT_States.rxdata")

    $data_animations = load_data("Data/BT_Animations.rxdata")

    $data_tilesets = load_data("Data/BT_Tilesets.rxdata")

    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")

    $data_system = load_data("Data/BT_System.rxdata")

    # Reset frame count for measuring play time

    Graphics.frame_count = 0

    # Make each game object

    $game_temp = Game_Temp.new

    $game_system = Game_System.new

    $game_switches = Game_Switches.new

    $game_variables = Game_Variables.new

    $game_self_switches = Game_SelfSwitches.new

    $game_screen = Game_Screen.new

    $game_actors = Game_Actors.new

    $game_party = Game_Party.new

    $game_troop = Game_Troop.new

    $game_map = Game_Map.new

    $game_player = Game_Player.new

    # Set up party for battle test

    $game_party.setup_battle_test_members

    # Set troop ID, can escape flag, and battleback

    $game_temp.battle_troop_id = $data_system.test_troop_id

    $game_temp.battle_can_escape = true

    $game_map.battleback_name = $data_system.battleback_name

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    $game_system.bgm_play($game_system.battle_bgm)

    # Switch to battle screen

    $scene = Scene_Battle.new

    end

    end

     

     

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