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Valentino

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Everything posted by Valentino

  1. Si potrebbe fare in modo che i danni vengano visualizzati solo dopo l'animazione? mi servirebbe tantissimo O_O grazie!
  2. Penso che lo script di SephirothSpawn faccia al caso tuo..
  3. poi usare lo script di SephirothSpawn (necessità dell'SDK)
  4. Per settarlo con il terrian tag, basta che vai in tileset e a destra ci sono varie opzioni (passaggio, priorità....) clicca su terrain tag e metti un numero a il pezzo di mappa che ti serve, poi in un evento metti una variabile che prende il terrain tag del player e metti una condizione if se il terrain tag è = a.... allora succede questo... altrimenti....qualcosaltro.
  5. Ecco lo script per rubare. Le istruzioni sono all'interno!
  6. Oddio XD Comunque se trovi una soluzione via script fammi sapere! :rovatfl:
  7. ok ho trovato il modo per mettere tutto in uno mettendo un if in più... comunque per queste abilità le faccio comprare in un negozio non tramite livelli.
  8. Ok la cosa funziona però mi vedo costretto a usare: - 2 skill per ogni mossa - 2 common event per ogni mossa più uno switch di attivazione -poi considerato che queste abilità le possono apprendere più di una persona diventa lunghissima la cosa... Spero di riuscire con gli script a trovare qualcosa senno posso fare pochissime skill. :(
  9. Comunque mi è venuto in mente adesso che in questo modo scompaiono totalmente le skill, io volevo farle apparire in neretto perchè senno sembra che l'abbia persa per sempre XD. comunque mi accontenterò.
  10. È vero! Non ci avevo pensato. Però per più skill a seconda di una condizione forse è meglio creare una nuova classe del personaggio con tutte le skill disponibili o meno. Grazie! :rovatfl:
  11. Salve... Ho un problema semplice da risolvere, vorrei disabilitare o meno via script delle skill a seconda del valore di una variabile. Ho provato ma riesco solo a far annerire la scritta della skill facendola eseguire comunque!
  12. Ma non capisco... Perchè diventa notte anche se c'è l'orologio che segna mezzogiorno?
  13. Bello... Se funzionasse anche con l'UMS XD.
  14. Basta che lo copi su word e poi lo ricopi.
  15. Copia i file graphics audio e data in un nuovo progetto e fai andare quello, dovrebbe funzionare. :Ok:
  16. http://www.megaupload.com/?d=KQ08ZSKZ L'ho riuppato. Prova adesso. :Ok:
  17. Ho trovato un altra incompatibilità con lo script di Sleeping Leonarth Degli incontri randomizzati.
  18. Grazieeeeeeeee!!! Funziona!! :)
  19. Non riesco a far si che quando compro una abilità, mi scenda la variabile scelta del prezzo dell'abilità. (Non uso i soldi normali, in quanto voglio differenziare i due valori). Ecco lo script #================================================================ ============== # Skill Shop for RMXP #============================================================================== # By Nechigawara Sanzenin # WARNING!! : This script can use on RPG Maker XP Only!! (VX Not Support) #============================================================================== # ระบบซื้อสกิลของ RMXP #============================================================================== =begin วิธีใช้: ใส่ "$skill_shop =[หมายเลขสกิล]" ในคำสั่งใช้สคริปต์ เพื่อกำหนดสกิลที่จะขาย ใส่ "$scene = Scene_Skill_Shop.new" ในคำสั่งใช้สคริปต์ เพื่อเรียกหน้าต่างซื้อสกิล ตัวอย่าง : $skill_shop =[1,2,3,6,7] $scene = Scene_Skill_Shop.new ตั้งค่าข้อความในหน้าต่างที่ใต้ "# Learn Text". ตั้งค่าราคาที่ใต้ "# Price Data". ตั้งค่าฮีโร่คนใด้ซื้อสกิลใดได้บ้างที่ใต้ "# Hero Data".. =end #============================================================================== #module SKILL_SHOP #============================================================================== module SKILL_SHOP # Learn Text How_Learn = "Qual'è eroe vuole impararla?" Can_Learn = "Può inpararla" Cant_Learn = "Non può impararla" Learnt = "Imparata" Teach = "Impara" Cancel = "Esci" # Price Data PRICE = { # for No Set Price 0 => 100, # Add Price Here 28 => 5, 29 => 15, 30 => 25, # End } # Hero Data SKILL_BUY = { # Add what skill can hero buy Here 1 => [28,29,30], 2 => [28,29,30], # End } # Add Price def self.skill_price(id) if PRICE.include?(id) return PRICE[id] else return PRICE[0] end end # Add Hero id def self.skill_buy(id) if SKILL_BUY.include?(id) return SKILL_BUY[id] else return [] end end end #============================================================================== #class Game_Actor #============================================================================== class Game_Actor < Game_Battler def learn?(skill) learn = skill_learn?(skill.id) if learn return false else return true end end end #============================================================================== #class Window_Skill_ShopCommand #============================================================================== class Window_Skill_ShopCommand < Window_Selectable #-------------------------------------------------------------------------- def initialize super(0, 64, 480, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @item_max = 2 @column_max = 2 s1 = SKILL_SHOP::Teach s2 = SKILL_SHOP::Cancel @commands = [s1, s2] refresh self.index = 0 end #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- def draw_item(index) x = 4 + index * 240 self.contents.draw_text(x, 0, 128, 32, @commands[index]) end end #============================================================================== #class Window_Skill_ShopBuy #============================================================================== class Window_Skill_ShopBuy < Window_Selectable #-------------------------------------------------------------------------- def initialize(shop_goods) super(0, 128, 368, 352) @skill_shop_goods = $skill_shop refresh 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...@skill_shop_goods.size skill = $data_skills[@skill_shop_goods[i]] if skill != nil @data.push(skill) end end # If the number of items is not 0, it draws up bit map, drawing all item @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] # Acquiring the frequency of possession of the item price = SKILL_SHOP.skill_price(skill.id) enabled = (price <= $game_variables[50]) # If price is not below the money in hand, at the same time the frequency of possession 99, usually in letter color # So if is not, it sets to invalid letter color if enabled self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 212, 32, skill.name, 0) self.contents.draw_text(x + 240, y, 88, 32, price.to_s, 2) end #-------------------------------------------------------------------------- def update_help @help_window.set_text(skill == nil ? "" : skill.description) end end #============================================================================== #class Window_Skill_ShopStatus #============================================================================== class Window_Skill_ShopStatus < Window_Selectable #-------------------------------------------------------------------------- def initialize super(368, 128, 272, 352) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @item = nil refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size if @item == nil return end self.contents.font.color = system_color self.contents.draw_text(4, 0, 200, 32, SKILL_SHOP::How_Learn) self.contents.font.color = normal_color # Equipment supplementary information for i in 0...$game_party.actors.size # Acquiring the actor actor = $game_party.actors[i] can_learn = SKILL_SHOP.skill_buy(actor.id) id = @item.id enabled = (can_learn.include?(id) and actor.learn?(@item)) # If equipment possibility if usually in letter color, the impossibility, it sets to invalid letter color if enabled self.contents.font.color = normal_color else self.contents.font.color = disabled_color end # Drawing the name of the actor self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name) # Check Skill if can_learn.include?(id) == false text = SKILL_SHOP::Cant_Learn elsif actor.learn?(@item) == false text = SKILL_SHOP::Learnt else text = SKILL_SHOP::Can_Learn end # Drawing the item self.contents.draw_text(124, 64 + 64 * i, 112, 32, text, 2) end end #-------------------------------------------------------------------------- def item=(item) if @item != item @item = item refresh end end #-------------------------------------------------------------------------- def update_cursor_rect # Cursor position as for -1 all selection, -2 below independence selection (user himself) if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, 64 + @index * 64, self.width - 32, 32) end end end #============================================================================== #class Scene_Skill_Shop #============================================================================== class Scene_Skill_Shop #-------------------------------------------------------------------------- def main # Drawing up the help window @help_window = Window_Help.new # Drawing up the command window @command_window = Window_Skill_ShopCommand.new # Drawing up the Goldwyn dough @gold_window = Window_Gold3.new @gold_window.x = 480 @gold_window.y = 64 # Drawing up the dummy window @dummy_window = Window_Base.new(0, 128, 640, 352) # Drawing up the purchase window @buy_window = Window_Skill_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window # Drawing up the status window @status_window = Window_Skill_ShopStatus.new @status_window.visible = false @status_window.active # Transition execution Graphics.transition # Main loop loop do # Renewing the game picture Graphics.update # Updating the information of input Input.update # Frame renewal update # When the picture changes, discontinuing the loop if $scene != self break end end # Transition preparation Graphics.freeze # Releasing the window @help_window.dispose @command_window.dispose @gold_window.dispose @dummy_window.dispose @buy_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- def update # Renewing the window @help_window.update @command_window.update @gold_window.update @dummy_window.update @buy_window.update @status_window.update # When the command window is active,: Update_command is called if @command_window.active update_command return end # When the purchase window is active,: Update_buy is called if @buy_window.active update_buy return end # When the target window is active,: Update_target is called if @status_window.active update_target return end end #-------------------------------------------------------------------------- def update_command # The B when button is pushed if Input.trigger?(Input::B) # Performing cancellation SE $game_system.se_play($data_system.cancel_se) # Change to map picture $scene = Scene_Map.new return end # When C button is pushed if Input.trigger?(Input::C) # Eliminating the help text @help_window.set_text("") # It diverges at cursor position of the command window case @command_window.index when 0 # It purchases # Performing decision SE $game_system.se_play($data_system.decision_se) # State of window to purchase mode @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.visible = true @buy_window.refresh @status_window.visible = true when 1 # It stops # Performing decision SE $game_system.se_play($data_system.decision_se) # Change to map picture $scene = Scene_Map.new end return end end #-------------------------------------------------------------------------- def update_buy # Setting the item of the status window @status_window.item = @buy_window.skill # The B when button is pushed if Input.trigger?(Input::B) # Performing cancellation SE $game_system.se_play($data_system.cancel_se) # State of window to early mode @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil # Eliminating the help text @help_window.set_text("") return end # When C button is pushed if Input.trigger?(Input::C) # Acquiring the item @item = @buy_window.skill @price = SKILL_SHOP.skill_price(@item.id) enabled = (@price <= $game_variables[50]) # When the item is invalid, or when price it is on from the money in hand unless enabled # Performing buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Performing decision SE $game_system.se_play($data_system.decision_se) @buy_window.active = false @status_window.active = true @status_window.index = 0 end end #-------------------------------------------------------------------------- def update_target # The B when button is pushed if Input.trigger?(Input::B) # Performing cancellation SE $game_system.se_play($data_system.cancel_se) # Eliminating the target window @buy_window.active = true @status_window.index =- 1 @status_window.active = false return end # When C button is pushed if Input.trigger?(Input::C) @actor = $game_party.actors[@status_window.index] can_learn = SKILL_SHOP.skill_buy(@actor.id) id = @item.id enabled = (can_learn.include?(id) and @actor.learn?(@item)) $game_variables[50]-@price # When with SP and so on is cut off and it becomes not be able to use unless enabled # Performing buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Performing shop SE $game_system.se_play($data_system.shop_se) @actor.learn_skill(@item.id) @buy_window.refresh @gold_window.refresh @status_window.refresh @buy_window.active = true @status_window.index =- 1 @status_window.active = false end end end Grazie in anticipo!
  20. Ma come si fa a scaricarlo? XD Nel sito non viene fuori niente.
  21. Per far iniziare il gioco di giorno basta mettere lo switch attivo, invece per togliere il timer basta emttere False al posto di true nella riga 42 : self.visible = true---->>>self.visible = false
  22. Devo ancora trovare un utilizzo ma vabbe XD http://www.megaupload.com/?d=7DZ7AAV6
  23. Scusate, ho risolto!
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