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daiano

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Posts posted by daiano

  1. Ciao a tutti e grazie di essere sempre ben disposti ad aiutare nel forum i niubbi come me!!

    ho due richieste:

    una è un dubbio atroce che come a me viene a tutti i niubbi di rmxp o altri rm! in pratica, quando faccio un progetto e poi voglio renderlo giocabile su un pc che non ha rmxp installato devo mettere tutte le risorse ma nelle guide non è spiegato sufficentemente bene per la mia stupidità! 20 anni buttati via :Ok:

     

    quindi quali risorse devo mettere? inoltre, le risorse grafiche che utilizzo e tutto il resto devo metterlo nella cartella in c: (quella proprio di rpgmaker) oppure nella cartella del mio progetto?!

     

     

    domanda numero 2: come faccio a cambiare lo stile e la dimensione dei fonts nel menu?! sono solo riuscito a cambiare il colore ma nulla piu, inoltre non tutte le scritte son cambiate di colore ma solo alcune!!

     

    HEEEEEEELP!! :sisi:

     

    GRAZIE DEL VOSTRO CORTESE AIUTO!

  2. Il codice è lunghissimo e sinceramente non ho voglia di leggerlo tutto però ti posso dire che :

    il colore del font si definisce con font.color (es. font.color = normal_color ) normal_color è definito nella window_base

    es . (255,255,255,255 ) se non erro sono rosso , blu , verde , opacità .

    Per quanto riguarda le finestre in battaglia se guardi bene c'è if $game_temp.in_battle (usa ctrl+f) proprio lì sotto puoi definire x,y e larghezza , altezza dellafinestra .

    Spero di essere stato chiaro e utile

     

     

    graazie millee!! quindi nella window base cambio il colore del font e poi nel menu mi cambia il colore:)!! graziee!!

  3. CIAO A TUTTI ANCORA UNA RICHIESTA, SONO STRESSANTE LO SO MA QUESTO FORUM MI ISPIRA SERIETA' E FIDUCIA!! HO UNO SCRIPT DI UN MENU PERSONALIZZATO CHE MI PIACE PARECCHIO IN QUANTO PERMETTE DI VEDERE LE IMMAGINI IN GRANDE DEI PG. QUESTO E' LO SCRIPT:

     

    # * Menù personalizzato: by mewsterus modificato da: Alex'94

    # * Fate una nuova classe e chiamatela Custom_Menù

    # * Dopodicchè avviate il gioco e...divertitevi!! :-)

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

    # ¦ Window_Base

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

    # Creato by mewsterus e tradotto e modificato da Alex'94

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

     

    class Window_Base

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

    # \\\\\\

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

    def draw_actor_state(actor, x, y, width = 120)

    text = make_battler_state_text(actor, width, true)

    self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color

    self.contents.draw_text(x, y, width, 32, text, 2)

    end

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

    # \\\\\\\\\

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

    def draw_actor_battler(actor, x, y)

    if $game_party.actors.size != 0

    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)

    src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)

    self.contents.blt(x-(bitmap.width/2), y-bitmap.height, bitmap, src_rect)

    end

    end

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

    # @ \\\\\\\\\

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

    def draw_actor_exp(actor, x, y, width = 144)

    self.contents.font.color = system_color

    self.contents.draw_text(x, y, 48, 32, "Exp")

    self.contents.font.color = normal_color

    self.contents.draw_text(x + width - 48, y, 48, 32, actor.exp_s, 2)

    end

    end

     

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

    # ¦ Window_MenuStatus

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

    # Creato by mewsterus modificato by Alex'94

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

     

    class Window_MenuStatus < Window_Selectable

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

    # @ Make the window

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

    def initialize

    super(0, 240, 640, 0)

    self.z -= 30

    @column_max = 2

    self.active = false

    self.index = -1

    end

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

    # @ Refresh the window

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

    def refresh

    self.contents = Bitmap.new(608, 448)

    self.contents.clear

    @item_max = $game_party.actors.size

    for i in 0...$game_party.actors.size

    x = i % 2 * 400

    y = i / 2 * 232

    actor = $game_party.actors

    draw_actor_battler(actor, x + 104, y + 208)

    draw_actor_name(actor, x, y)

    draw_actor_state(actor, x + 88, y)

    draw_actor_exp(actor, x, y + 20, 208)

    draw_actor_level(actor, x, y + 40)

    draw_actor_hp(actor, x, y + 168, 208)

    draw_actor_sp(actor, x, y + 188, 208)

    self.contents.draw_text(x + 64, y + 40, 144, 32, actor.class_name, 2)

    end

    end

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

    # @ Update the cursor

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

    def update_cursor_rect

    if @index < 0

    self.cursor_rect.empty

    else

    self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232)

    end

    end

    end

     

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

    # ¦ Window_Play

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

    # Written by mewsterus modificato da: Alex'94

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

     

    class Window_Play < Window_Selectable

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

    # @ Make the window

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

    def initialize

    super(240, 240, 160, 0)

    self.z -= 20

    self.active = false

    self.index = -1

    self.back_opacity = 100

    end

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

    # @ Refresh the window

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

    def refresh

    self.contents = Bitmap.new(128, 448)

    #self.contents.font.name = $fontface

    #self.contents.font.size = $fontsize

    self.contents.clear

    cx = contents.text_size($data_system.words.gold).width

    self.contents.font.color = system_color

    self.contents.draw_text(0, 0, 128, 32, "Tempo: ")

    self.contents.draw_text(128 - cx, 64, cx, 32, $data_system.words.gold, 2)

    self.contents.draw_text(0, 384, 128, 32, "Passi: ")

    @total_sec = Graphics.frame_count / Graphics.frame_rate

    hour = @total_sec / 60 / 60

    min = @total_sec / 60 % 60

    sec = @total_sec % 60

    text = sprintf("%02d:%02d:%02d", hour, min, sec)

    self.contents.font.color = normal_color

    self.contents.draw_text(0, 32, 128, 32, text, 2)

    self.contents.draw_text(0, 64, 126 - cx, 32, $game_party.gold.to_s, 2)

    self.contents.font.color = normal_color

    self.contents.draw_text(0, 416, 128, 32, $game_party.steps.to_s, 2)

    if $location_enabled

    self.contents.draw_text(0,352,128,32,$game_map.name.delete("*").to_s,2)

    self.contents.font.color = system_color

    self.contents.draw_text(0,320,128,32,"Location")

    end

    end

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

    # @ Update the cursor

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

    def update_cursor_rect

    if @index < 0

    self.cursor_rect.empty

    else

    self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232)

    end

    end

    end

     

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

    # ¦ Scene_Menu

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

    # Creato by mewsterus Modificato by Alex'94

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

     

    class Scene_Menu

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

    # @ Accept index

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

    def initialize(menu_index = 0, equip_index = 0)

    @menu_index = menu_index

    @equip_index = equip_index

    end

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

    # @ Main loop

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

    def main

    # @sprite = Spriteset_Map.new

    @bg_window = Window_Base.new(320, 0, 0, 480)

    s1 = $data_system.words.item

    s2 = $data_system.words.skill

    s3 = $data_system.words.equip

    s4 = "State"

    s5 = "Save"

    s6 = "Quit game"

    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])

    @command_window.index = @menu_index

    @command_window.opacity = 0

    @command_window.x = 240

    @command_window.y = 96

    @command_window.z -= 10

    @command_window.visible = false

    if $game_party.actors.size == 0

    @command_window.disable_item(0)

    @command_window.disable_item(1)

    @command_window.disable_item(2)

    @command_window.disable_item(3)

    end

    if $game_system.save_disabled

    @command_window.disable_item(4)

    end

    @help_window = Window_Help.new

    @help_window.visible = false

    @help_window.back_opacity = 100

    @status_window = Window_MenuStatus.new

    @play_window = Window_Play.new

    if $itemdrop_enabled

    @itemdrop = Window_Command.new(160, ["Basilare", "Equipaggiamento", "Cerca"])

    else

    @itemdrop = Window_Base.new(240, 144, 160, 128)

    end

    @itemdrop.x = 240

    @itemdrop.y = 144

    @itemdrop.z -= 5

    @itemdrop.active = false

    @itemdrop.opacity = 0

    @itemdrop.contents_opacity = 0

    Graphics.transition

    loop do

    Graphics.update

    Input.update

    if @status_window.y > 0

    @status_window.y -= 16

    @status_window.height += 32

    @play_window.y -= 16

    @play_window.height += 32

    else

    @command_window.visible = true

    unless @refreshed

    @status_window.refresh

    @refreshed = true

    end

    update

    if @resize_item

    if @bg_window.width < 640

    @bg_window.x -= 16

    @bg_window.width += 32

    else

    @resize_item = false

    if $itemdrop_enabled

    @item_window = Window_Item.new(@itemdrop.index + 20)

    else

    @item_window = Window_Item.new

    end

    @item_window.help_window = @help_window

    @item_window.active = true

    @item_window.x = 0

    @item_window.contents_opacity = 255

    @item_window.back_opacity = 100

    @item_window.opacity = 255

    @target_window = Window_Target.new

    @target_window.active = false

    @target_window.x = 320

    @target_window.contents_opacity = 255

    @target_window.opacity = 255

    unless $ipm_enabled

    @target_window.visible = false

    end

    if $itemdrop_enabled

    if @itemdrop.index + 20 > 20

    @item_window.width = 640

    @item_window.column_max = 2

    @target_window.visible = false

    end

    end

    @help_window.visible = true

    @itemdrop.opacity = 0

    @itemdrop.contents_opacity = 0

    end

    end

    if @resize_skill

    if @bg_window.width < 640

    @bg_window.x -= 16

    @bg_window.width += 32

    else

    @resize_skill = false

    @actor = $game_party.actors[@status_window.index]

    @skillstatus_window = Window_SkillStatus.new(@actor)

    @skillstatus_window.contents_opacity = 255

    @skillstatus_window.back_opacity = 100

    @skillstatus_window.opacity = 255

    @skillstatus_window.x = 0

    @skill_window = Window_Skill.new(@actor)

    @skill_window.help_window = @help_window

    @skill_window.contents_opacity = 255

    @skill_window.back_opacity = 100

    @skill_window.opacity = 255

    if $ipm_enabled

    @skill_window.y = 184

    @skilltarget_window = Window_Target.new(@status_window.index)

    else

    @skill_window.y = 128

    @skilltarget_window = Window_Target.new

    end

    @skilltarget_window.active = false

    @skilltarget_window.contents_opacity = 255

    @skilltarget_window.opacity = 255

    @skilltarget_window.x = 320

    @help_window.visible = true

    unless $ipm_enabled

    @skilltarget_window.visible = false

    end

    end

    end

    if @resize_equip

    if @bg_window.width < 640

    @bg_window.x -= 16

    @bg_window.width += 32

    else

    @resize_equip = false

    @actor = $game_party.actors[@status_window.index]

    @equiphelp_window = Window_Help.new

    @equiphelp_window.back_opacity = 100

    @left_window = Window_EquipLeft.new(@actor)

    @left_window.contents_opacity = 255

    @left_window.back_opacity = 100

    @left_window.opacity = 255

    @left_window.x = 0

    @right_window = Window_EquipRight.new(@actor)

    @right_window.help_window = @equiphelp_window

    @right_window.index = @equip_index

    @right_window.contents_opacity = 255

    @right_window.back_opacity = 100

    @right_window.opacity = 255

    @right_window.y = 64

    @item_window1 = Window_EquipItem.new(@actor, 0)

    @item_window2 = Window_EquipItem.new(@actor, 1)

    @item_window3 = Window_EquipItem.new(@actor, 2)

    @item_window4 = Window_EquipItem.new(@actor, 3)

    @item_window5 = Window_EquipItem.new(@actor, 4)

    @item_window1.help_window = @equiphelp_window

    @item_window2.help_window = @equiphelp_window

    @item_window3.help_window = @equiphelp_window

    @item_window4.help_window = @equiphelp_window

    @item_window5.help_window = @equiphelp_window

    @item_window1.back_opacity = 100

    @item_window2.back_opacity = 100

    @item_window3.back_opacity = 100

    @item_window4.back_opacity = 100

    @item_window5.back_opacity = 100

    if $ipm_enabled

    @commands = ["Equippaggia", "Opzionale", "Rimuovi", "Svuota", "Annulla"]

    @equip_window = Window_SideCommand.new(@commands)

    @equip_window.back_opacity = 100

    @equip_window.height = 64

    @equiphelp_window.y = 416

    @right_window.index = -1

    @blank_window = Window_Base.new(272, 256, 368, 160)

    @blank_window.active = false

    @blank_window.back_opacity = 100

    end

    equip_refresh

    end

    end

    if @resize_status

    if @bg_window.width < 448

    @bg_window.x -= 16

    @bg_window.width += 32

    elsif @bg_window.width < 640 and not $ipm_enabled

    @bg_window.x -= 16

    @bg_window.width += 32

    else

    @resize_status = false

    @actor = $game_party.actors[@status_window.index]

    @playerstatus_window = Window_Status.new(@actor)

    @playerstatus_window.contents_opacity = 255

    @playerstatus_window.opacity = 255

    @playerstatus_window.y = 0

    end

    end

    if @resize_save

    if @help_window.x < 0

    @help_window.x += 64

    @savefile_windows[0].x -= 64

    @savefile_windows[1].x += 64

    @savefile_windows[2].x -= 64

    @savefile_windows[3].x += 64

    else

    @resize_save = false

    @savefile_windows_active = true

    end

    end

    if @resize_back

    @status_window.index = -1

    if @bg_window.width > 0

    @bg_window.x += 16

    @bg_window.width -= 32

    else

    @resize_back = false

    @command_window.active = true

    end

    end

    end

    if $scene != self

    break

    end

    end

    @bg_window.dispose

    @command_window.dispose

    @help_window.dispose

    @status_window.cursor_rect.empty

    @status_window.contents.clear

    @status_window.contents = nil

    @play_window.contents.clear

    @play_window.contents = nil

    for i in 0..20

    @status_window.y += 16

    @status_window.height -= 32

    @play_window.y += 16

    @play_window.height -= 32

    @itemdrop.opacity -= 25

    @itemdrop.contents_opacity -= 25

    Graphics.update

    end

    Graphics.freeze

    # @sprite.dispose

    @status_window.dispose

    @itemdrop.dispose

    end

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

    # @ Update the scene

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

    def update

    @help_window.update

    @command_window.update

    @status_window.update

    @play_window.update

    @play_window.refresh

    @itemdrop.update

    if @command_window.active

    update_command

    return

    end

    if @status_window.active

    update_status

    return

    end

    if @itemdrop.active

    update_itemdrop

    return

    end

    if @item_window != nil

    @item_window.update

    @target_window.update

    if @item_window.active

    update_item

    return

    end

    if @target_window.active

    update_target

    return

    end

    end

    if @skill_window != nil

    @skill_window.update

    @skillstatus_window.update

    @skilltarget_window.update

    if @skill_window.active

    update_skill

    return

    end

    if @skilltarget_window.active

    update_skilltarget

    return

    end

    if @skillstatus_window.active

    update_skillstatus

    return

    end

    end

    if @left_window != nil

    @equiphelp_window.update

    @left_window.update

    @right_window.update

    @eitem_window.update

    equip_refresh

    if $ipm_enabled

    @equip_window.update

    if @equip_window.active

    update_equip

    return

    end

    end

    if @right_window.active

    update_right

    return

    end

    if @eitem_window.active

    update_eitem

    return

    end

    end

    if @playerstatus_window != nil

    @playerstatus_window.update

    update_playerstatus

    end

    if @savefile_windows != nil

    @help_window.update

    for i in @savefile_windows

    i.update

    end

    if @savefile_windows_active

    update_save

    end

    end

    end

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

    # @ Update the command window

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

    def update_command

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    $scene = Scene_Map.new

    return

    end

    if Input.trigger?(Input::C)

    if $game_party.actors.size == 0 and @command_window.index < 4

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    case @command_window.index

    when 0

    $game_system.se_play($data_system.decision_se)

    if $itemdrop_enabled

    loop do

    if @itemdrop.opacity < 250

    @itemdrop.opacity += 25

    @itemdrop.contents_opacity += 25

    else

    break

    end

    Graphics.update

    end

    @command_window.active = false

    @itemdrop.active = true

    return

    end

    @command_window.active = false

    @resize_item = true

    when 1

    $game_system.se_play($data_system.decision_se)

    @command_window.active = false

    @status_window.active = true

    @status_window.index = 0

    when 2

    $game_system.se_play($data_system.decision_se)

    @command_window.active = false

    @status_window.active = true

    @status_window.index = 0

    when 3

    $game_system.se_play($data_system.decision_se)

    @command_window.active = false

    @status_window.active = true

    @status_window.index = 0

    when 4

    if $game_system.save_disabled

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    $game_system.se_play($data_system.decision_se)

    @help_window.set_text("Where do you wanna save?", 1)

    @help_window.back_opacity = 255

    @help_window.x = -640

    @savefile_windows = []

    for i in 0..3

    if $ipm_enabled

    @savefile_windows.push(Window_Save.new(i))

    else

    @savefile_windows.push(Window_SaveFile.new(i, nil))

    end

    @savefile_windows.back_opacity = 255

    @savefile_windows.opacity = 255

    end

    @file_index = $game_temp.last_file_index

    @savefile_windows[@file_index].selected = true

    @savefile_windows[0].x = 640

    @savefile_windows[1].x = -640

    @savefile_windows[2].x = 640

    @savefile_windows[3].x = -640

    @command_window.active = false

    @resize_save = true

    when 5

    $game_system.se_play($data_system.decision_se)

    $scene = Scene_End.new

    end

    return

    end

    end

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

    # @ Update the status window

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

    def update_status

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @command_window.active = true

    @status_window.active = false

    @status_window.index = -1

    return

    end

    if Input.trigger?(Input::C)

    @actor_index = @status_window.index

    case @command_window.index

    when 1

    if $game_party.actors[@status_window.index].restriction >= 2

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    $game_system.se_play($data_system.decision_se)

    @status_window.active = false

    @resize_skill = true

    when 2

    $game_system.se_play($data_system.decision_se)

    @status_window.active = false

    @resize_equip = true

    when 3

    $game_system.se_play($data_system.decision_se)

    @status_window.active = false

    @resize_status = true

    end

    return

    end

    end

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

    # @ Update the itemdrop window

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

    def update_itemdrop

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    loop do

    if @itemdrop.opacity > 0

    @itemdrop.opacity -= 25

    @itemdrop.contents_opacity -= 25

    else

    break

    end

    Graphics.update

    end

    @itemdrop.active = false

    @command_window.active = true

    return

    end

    if Input.trigger?(Input::C)

    $game_system.se_play($data_system.decision_se)

    @itemdrop.active = false

    @resize_item = true

    end

    end

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

    # @ Update the item window

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

    def update_item

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @item_window.dispose

    @target_window.dispose

    @item_window = nil

    @target_window = nil

    @help_window.visible = false

    @resize_back = true

    return

    end

    if Input.trigger?(Input::C)

    @item = @item_window.item

    unless @item.is_a?(RPG::Item)

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    unless $game_party.item_can_use?(@item.id)

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    $game_system.se_play($data_system.decision_se)

    if @item.scope >= 3

    @item_window.active = false

    unless $ipm_enabled

    @target_window.x = (@item_window.index + 1) % 2 * 304

    @target_window.visible = true

    end

    @target_window.active = true

    if @item.scope == 4 || @item.scope == 6

    @target_window.index = -1

    else

    @target_window.index = 0

    end

    else

    if @item.common_event_id > 0

    $game_temp.common_event_id = @item.common_event_id

    $game_system.se_play(@item.menu_se)

    if @item.consumable

    $game_party.lose_item(@item.id, 1)

    @item_window.draw_item(@item_window.index)

    end

    $scene = Scene_Map.new

    return

    end

    end

    return

    end

    if Input.trigger?(Input::R) and $itemdrop_enabled

    $game_system.se_play($data_system.cursor_se)

    @itemdrop.index = (@itemdrop.index + 1) % 3

    @item_window.dispose

    @target_window.dispose

    @resize_item = true

    return

    end

    if Input.trigger?(Input::L) and $itemdrop_enabled

    $game_system.se_play($data_system.cursor_se)

    @itemdrop.index = (@itemdrop.index + 2) % 3

    @item_window.dispose

    @target_window.dispose

    @resize_item = true

    return

    end

    end

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

    # @ Update the target window

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

    def update_target

    if $game_party.item_number(@item.id) == 0

    @target_window.active = false

    @item_window.refresh

    @item_window.active = true

    unless $ipm_enabled

    @target_window.visible = false

    end

    return

    end

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    unless $game_party.item_can_use?(@item.id)

    @item_window.refresh

    end

    @item_window.active = true

    unless $ipm_enabled

    @target_window.visible = false

    end

    @target_window.active = false

    return

    end

    if Input.trigger?(Input::C)

    if $game_party.item_number(@item.id) == 0

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    if @target_window.index == -1

    used = false

    for i in $game_party.actors

    used |= i.item_effect(@item)

    end

    end

    if @target_window.index >= 0

    target = $game_party.actors[@target_window.index]

    used = target.item_effect(@item)

    end

    if used

    $game_system.se_play(@item.menu_se)

    if @item.consumable

    $game_party.lose_item(@item.id, 1)

    @item_window.draw_item(@item_window.index)

    end

    @target_window.refresh

    if $game_party.all_dead?

    $scene = Scene_Gameover.new

    return

    end

    if @item.common_event_id > 0

    $game_temp.common_event_id = @item.common_event_id

    $scene = Scene_Map.new

    return

    end

    end

    unless used

    $game_system.se_play($data_system.buzzer_se)

    end

    return

    end

    end

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

    # @ Update the skill window

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

    def update_skill

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @skill_window.dispose

    @skillstatus_window.dispose

    @skilltarget_window.dispose

    @skill_window = nil

    @skillstatus_window = nil

    @skilltarget_window = nil

    @help_window.visible = false

    @resize_back = true

    return

    end

    if Input.trigger?(Input::C)

    @skill = @skill_window.skill

    if @skill == nil or not @actor.skill_can_use?(@skill.id)

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    $game_system.se_play($data_system.decision_se)

    if @skill.scope >= 3

    @skill_window.active = false

    unless $ipm_enabled

    @skilltarget_window.x = (@skill_window.index + 1) % 2 * 304

    @skilltarget_window.visible = true

    end

    @skilltarget_window.active = true

    if @skill.scope == 4 || @skill.scope == 6

    @skilltarget_window.index = -1

    if $ipm_enabled

    @skillstatus_window.selected = true

    @skillstatus_window.active = true

    end

    elsif @skill.scope == 7

    if $ipm_enabled

    @skillstatus_window.selected = true

    @skillstatus_window.active = true

    else

    @skilltarget_window.index = @actor_index - 10

    end

    else

    @skilltarget_window.index = 0

    end

    else

    if @skill.common_event_id > 0

    $game_temp.common_event_id = @skill.common_event_id

    $game_system.se_play(@skill.menu_se)

    @actor.sp -= @skill.sp_cost

    @skillstatus_window.refresh

    @skill_window.refresh

    @skilltarget_window.refresh

    $scene = Scene_Map.new

    return

    end

    end

    return

    end

    if Input.trigger?(Input::R)

    $game_system.se_play($data_system.cursor_se)

    @status_window.index = (@status_window.index+1)%$game_party.actors.size

    @skill_window.dispose

    @skillstatus_window.dispose

    @skilltarget_window.dispose

    @resize_skill = true

    return

    end

    if Input.trigger?(Input::L)

    $game_system.se_play($data_system.cursor_se)

    @status_window.index = (@status_window.index-1)%$game_party.actors.size

    @skill_window.dispose

    @skillstatus_window.dispose

    @skilltarget_window.dispose

    @resize_skill = true

    return

    end

    end

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

    # @ Update the skill target window

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

    def update_skilltarget

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @skill_window.active = true

    @skilltarget_window.active = false

    if $ipm_enabled

    @skillstatus_window.selected = false

    @skillstatus_window.active = false

    else

    @skilltarget_window.visible = false

    end

    return

    end

    if Input.trigger?(Input::C)

    unless @actor.skill_can_use?(@skill.id)

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    if @skilltarget_window.index == -1

    used = false

    for i in $game_party.actors

    used |= i.skill_effect(@actor, @skill)

    end

    end

    if @skilltarget_window.index <= -2

    target = $game_party.actors[@skilltarget_window.index + 10]

    used = target.skill_effect(@actor, @skill)

    end

    if @skilltarget_window.index >= 0

    if @skilltarget_window.index >= @actor_index and $ipm_enabled

    target = $game_party.actors[@skilltarget_window.index + 1]

    else

    target = $game_party.actors[@skilltarget_window.index]

    end

    used = target.skill_effect(@actor, @skill)

    end

    if used

    $game_system.se_play(@skill.menu_se)

    @actor.sp -= @skill.sp_cost

    @skillstatus_window.refresh

    @skill_window.refresh

    @skilltarget_window.refresh

    if $game_party.all_dead?

    $scene = Scene_Gameover.new

    return

    end

    if @skill.common_event_id > 0

    $game_temp.common_event_id = @skill.common_event_id

    $scene = Scene_Map.new

    return

    end

    end

    unless used

    $game_system.se_play($data_system.buzzer_se)

    end

    return

    end

    if $ipm_enabled

    if Input.repeat?(Input::RIGHT) or Input.repeat?(Input::LEFT)

    $game_system.se_play($data_system.cursor_se)

    @skilltarget_window.active = false

    @skillstatus_window.active = true

    @skillstatus_window.selected = true

    return

    end

    end

    end

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

    # @ Update the skill status window

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

    def update_skillstatus

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @skill_window.active = true

    @skilltarget_window.active = false

    @skillstatus_window.selected = false

    return

    end

    if Input.trigger?(Input::C)

    unless @actor.skill_can_use?(@skill.id)

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    if @skilltarget_window.index == -1

    used = false

    for i in $game_party.actors

    used |= i.skill_effect(@actor, @skill)

    end

    end

    if @skilltarget_window.index <= -2

    target = @actor

    used = target.skill_effect(@actor, @skill)

    end

    if @skilltarget_window.index >= 0

    target = @actor

    used = target.skill_effect(@actor, @skill)

    end

    if used

    $game_system.se_play(@skill.menu_se)

    @actor.sp -= @skill.sp_cost

    @skillstatus_window.refresh

    @skill_window.refresh

    @skilltarget_window.refresh

    if $game_party.all_dead?

    $scene = Scene_Gameover.new

    return

    end

    if @skill.common_event_id > 0

    $game_temp.common_event_id = @skill.common_event_id

    $scene = Scene_Map.new

    return

    end

    end

    unless used

    $game_system.se_play($data_system.buzzer_se)

    end

    return

    end

    if Input.repeat?(Input::RIGHT) or Input.repeat?(Input::LEFT)

    if @skill.scope == 7

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    $game_system.se_play($data_system.cursor_se)

    @skillstatus_window.active = false

    @skillstatus_window.selected = false

    @skilltarget_window.active = true

    return

    end

    end

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

    # @ Refresh the equip screen

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

    def equip_refresh

    unless @remove

    @item_window1.visible = (@right_window.index == 0)

    @item_window2.visible = (@right_window.index == 1)

    @item_window3.visible = (@right_window.index == 2)

    @item_window4.visible = (@right_window.index == 3)

    @item_window5.visible = (@right_window.index == 4)

    end

    item1 = @right_window.item

    case @right_window.index

    when -2

    @eitem_window = @blank_window

    when -1

    @eitem_window = @blank_window

    when 0

    @eitem_window = @item_window1

    newmode = 0

    when 1

    @eitem_window = @item_window2

    newmode = 1

    when 2

    @eitem_window = @item_window3

    newmode = 1

    when 3

    @eitem_window = @item_window4

    newmode = 1

    when 4

    @eitem_window = @item_window5

    newmode = 1

    end

    if @remove

    @eitem_window = @blank_window

    end

    if $ipm_enabled

    if newmode != @left_window.mode

    @left_window.mode = newmode

    @left_window.refresh

    end

    if @eitem_window.active or @remove

    if @eitem_window.active

    item2 = @eitem_window.item

    end

    last_hp = @actor.hp

    last_sp = @actor.sp

    old_atk = @actor.atk

    old_pdef = @actor.pdef

    old_mdef = @actor.mdef

    old_str = @actor.str

    old_dex = @actor.dex

    old_agi = @actor.agi

    old_int = @actor.int

    old_eva = @actor.eva

    @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

    new_atk = @actor.atk

    new_pdef = @actor.pdef

    new_mdef = @actor.mdef

    new_str = @actor.str

    new_dex = @actor.dex

    new_agi = @actor.agi

    new_int = @actor.int

    new_eva = @actor.eva

    @left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]

    @left_window.changes[0] = new_atk - old_atk

    @left_window.changes[1] = new_pdef - old_pdef

    @left_window.changes[2] = new_mdef - old_mdef

    @left_window.changes[3] = new_str - old_str

    @left_window.changes[4] = new_dex - old_dex

    @left_window.changes[5] = new_agi - old_agi

    @left_window.changes[6] = new_int - old_int

    @left_window.changes[7] = new_eva - old_eva

    @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

    @actor.hp = last_hp

    @actor.sp = last_sp

    @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,

    new_dex, new_agi, new_int, new_eva)

    else

    @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)

    end

    else

    if @eitem_window.active

    item2 = @eitem_window.item

    last_hp = @actor.hp

    last_sp = @actor.sp

    @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

    new_atk = @actor.atk

    new_pdef = @actor.pdef

    new_mdef = @actor.mdef

    @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

    @actor.hp = last_hp

    @actor.sp = last_sp

    @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)

    else

    @left_window.set_new_parameters(nil, nil, nil)

    end

    end

    end

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

    # @ Update the equip command window

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

    def update_equip

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @equiphelp_window.dispose

    @equip_window.dispose

    @left_window.dispose

    @right_window.dispose

    @blank_window.dispose

    @item_window1.dispose

    @item_window2.dispose

    @item_window3.dispose

    @item_window4.dispose

    @item_window5.dispose

    @equiphelp_window = nil

    @equip_window = nil

    @left_window = nil

    @right_window = nil

    @blank_window = nil

    @item_window1 = nil

    @item_window2 = nil

    @item_window3 = nil

    @item_window4 = nil

    @item_window5 = nil

    @resize_back = true

    return

    end

    if Input.trigger?(Input::C)

    $game_system.se_play($data_system.decision_se)

    case @equip_window.index

    when 0

    @equip_window.active = false

    @right_window.active = true

    @right_window.index = @equip_index

    when 1

    optimize

    @left_window.refresh

    @right_window.refresh

    @item_window1.refresh

    @item_window2.refresh

    @item_window3.refresh

    @item_window4.refresh

    @item_window5.refresh

    when 2

    @remove = true

    @equip_window.active = false

    @right_window.active = true

    @right_window.index = @equip_index

    when 3

    for i in 0..4

    @actor.equip(i, 0)

    end

    @left_window.refresh

    @right_window.refresh

    @item_window1.refresh

    @item_window2.refresh

    @item_window3.refresh

    @item_window4.refresh

    @item_window5.refresh

    when 4

    @equiphelp_window.dispose

    @equip_window.dispose

    @left_window.dispose

    @right_window.dispose

    @blank_window.dispose

    @item_window1.dispose

    @item_window2.dispose

    @item_window3.dispose

    @item_window4.dispose

    @item_window5.dispose

    @equiphelp_window = nil

    @equip_window = nil

    @left_window = nil

    @right_window = nil

    @blank_window = nil

    @item_window1 = nil

    @item_window2 = nil

    @item_window3 = nil

    @item_window4 = nil

    @item_window5 = nil

    @resize_back = true

    end

    return

    end

    if Input.trigger?(Input::R)

    $game_system.se_play($data_system.cursor_se)

    @status_window.index = (@status_window.index+1)%$game_party.actors.size

    @equiphelp_window.dispose

    @equip_window.dispose

    @left_window.dispose

    @right_window.dispose

    @blank_window.dispose

    @item_window1.dispose

    @item_window2.dispose

    @item_window3.dispose

    @item_window4.dispose

    @item_window5.dispose

    @resize_equip = true

    return

    end

    if Input.trigger?(Input::L)

    $game_system.se_play($data_system.cursor_se)

    @status_window.index = (@status_window.index-1)%$game_party.actors.size

    @equiphelp_window.dispose

    @equip_window.dispose

    @left_window.dispose

    @right_window.dispose

    @blank_window.dispose

    @item_window1.dispose

    @item_window2.dispose

    @item_window3.dispose

    @item_window4.dispose

    @item_window5.dispose

    @resize_equip = true

    return

    end

    end

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

    # @ Update the right window

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

    def update_right

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    if $ipm_enabled

    @right_window.active = false

    @equip_window.active = true

    if @right_window.index >= 0

    @equip_index = @right_window.index

    end

    @right_window.index = -1

    @remove = false

    @equiphelp_window.set_text("")

    @left_window.refresh

    return

    end

    @equiphelp_window.dispose

    @left_window.dispose

    @right_window.dispose

    @item_window1.dispose

    @item_window2.dispose

    @item_window3.dispose

    @item_window4.dispose

    @item_window5.dispose

    @equiphelp_window = nil

    @left_window = nil

    @right_window = nil

    @item_window1 = nil

    @item_window2 = nil

    @item_window3 = nil

    @item_window4 = nil

    @item_window5 = nil

    @resize_back = true

    return

    end

    if Input.trigger?(Input::C)

    if @remove

    $game_system.se_play($data_system.decision_se)

    @actor.equip(@right_window.index, 0)

    @left_window.refresh

    @right_window.refresh

    return

    end

    if @actor.equip_fix?(@right_window.index)

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    if $ipm_enabled

    if @eitem_window.data.size == 0

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    end

    $game_system.se_play($data_system.decision_se)

    @right_window.active = false

    @eitem_window.active = true

    @eitem_window.index = 0

    return

    end

    if Input.trigger?(Input::R) and not $ipm_enabled

    $game_system.se_play($data_system.cursor_se)

    @status_window.index = (@status_window.index+1)%$game_party.actors.size

    @equiphelp_window.dispose

    @equip_window.dispose

    @left_window.dispose

    @right_window.dispose

    @blank_window.dispose

    @item_window1.dispose

    @item_window2.dispose

    @item_window3.dispose

    @item_window4.dispose

    @item_window5.dispose

    @resize_equip = true

    return

    end

    if Input.trigger?(Input::L) and not $ipm_enabled

    $game_system.se_play($data_system.cursor_se)

    @status_window.index = (@status_window.index-1)%$game_party.actors.size

    @equiphelp_window.dispose

    @equip_window.dispose

    @left_window.dispose

    @right_window.dispose

    @blank_window.dispose

    @item_window1.dispose

    @item_window2.dispose

    @item_window3.dispose

    @item_window4.dispose

    @item_window5.dispose

    @resize_equip = true

    return

    end

    end

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

    # @ Update the equip item window

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

    def update_eitem

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @right_window.active = true

    @eitem_window.active = false

    @eitem_window.index = -1

    return

    end

    if Input.trigger?(Input::C)

    $game_system.se_play($data_system.equip_se)

    item = @eitem_window.item

    @actor.equip(@right_window.index, item.id)

    @right_window.active = true

    @eitem_window.active = false

    @eitem_window.index = -1

    @right_window.refresh

    @eitem_window.refresh

    return

    end

    end

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

    # @ Optimize equipment (by RPGAdvocate)

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

    def optimize

    object = $data_weapons[@actor.weapon_id]

    optimal = object.id

    current = 0.00

    if @actor.weapon_id != 0

    current = object.atk

    else

    optimal = 0

    end

    max_eval = current

    @actor.equip(0, 0)

    flag = false

    zero_flag = true

    for weapon in $data_weapons

    if !flag

    flag = true

    next

    end

    evaluation = weapon.atk

    if evaluation > 0

    zero_flag = false

    end

    if @actor.equippable?(weapon) &&

    $game_party.weapon_number(weapon.id) > 0 && evaluation > max_eval

    max_eval = evaluation

    optimal = weapon.id

    end

    end

    if zero_flag

    optimal = 0

    end

    @actor.equip(0, optimal)

    not_equipped = false

    for i in 1..4

    case i

    when 1

    if @actor.armor1_id == 0

    not_equipped = true

    else

    object = $data_armors[@actor.armor1_id]

    end

    when 2

    if @actor.armor2_id == 0

    not_equipped = true

    else

    object = $data_armors[@actor.armor2_id]

    end

    when 3

    if @actor.armor3_id == 0

    not_equipped = true

    else

    object = $data_armors[@actor.armor3_id]

    end

    when 4

    if @actor.armor4_id == 0

    not_equipped = true

    else

    object = $data_armors[@actor.armor4_id]

    end

    end

    optimal = object.id

    current = 0.00

    if not_equipped = false

    current = object.pdef * 0.75 + object.mdef * 0.25

    else

    optimal = 0

    end

    max_eval = current

    @actor.equip(i, 0)

    flag = false

    zero_flag = true

    for armor in $data_armors

    if !flag

    flag = true

    next

    end

    if armor.kind != i-1

    next

    end

    evaluation = armor.pdef * 0.75 + armor.mdef * 0.25

    if evaluation > 0

    zero_flag = false

    end

    if @actor.equippable?(armor) &&

    $game_party.armor_number(armor.id) > 0 && evaluation > max_eval

    max_eval = evaluation

    optimal = armor.id

    end

    end

    if zero_flag

    optimal = 0

    end

    @actor.equip(i, optimal)

    end

    end

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

    # @ Update the large status window

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

    def update_playerstatus

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @playerstatus_window.dispose

    @playerstatus_window = nil

    @resize_back = true

    return

    end

    if Input.trigger?(Input::R)

    $game_system.se_play($data_system.cursor_se)

    @status_window.index = (@status_window.index+1)%$game_party.actors.size

    @playerstatus_window.dispose

    @resize_status = true

    return

    end

    if Input.trigger?(Input::L)

    $game_system.se_play($data_system.cursor_se)

    @status_window.index = (@status_window.index-1)%$game_party.actors.size

    @playerstatus_window.dispose

    @resize_status = true

    return

    end

    end

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

    # @ Update the save screen

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

    def update_save

    if Input.trigger?(Input::C)

    $game_system.se_play($data_system.save_se)

    file = File.open("Save#{@file_index + 1}.rxdata", "wb")

    characters = []

    for i in 0...$game_party.actors.size

    actor = $game_party.actors

    characters.push([actor.character_name, actor.character_hue])

    end

    Marshal.dump(characters, file)

    Marshal.dump(Graphics.frame_count, file)

    $game_system.save_count += 1

    $game_system.magic_number = $data_system.magic_number

    Marshal.dump($game_system, file)

    Marshal.dump($game_switches, file)

    Marshal.dump($game_variables, file)

    Marshal.dump($game_self_switches, file)

    Marshal.dump($game_screen, file)

    Marshal.dump($game_actors, file)

    Marshal.dump($game_party, file)

    Marshal.dump($game_troop, file)

    Marshal.dump($game_map, file)

    Marshal.dump($game_player, file)

    file.close

    @savefile_windows[@file_index].refresh

    $game_temp.last_file_index = @file_index

    for i in 0..10

    @help_window.x += 64

    @savefile_windows[0].x -= 64

    @savefile_windows[1].x += 64

    @savefile_windows[2].x -= 64

    @savefile_windows[3].x += 64

    Graphics.update

    end

    @savefile_windows_active = false

    @command_window.active = true

    @help_window.back_opacity = 100

    @help_window.visible = false

    @help_window.x = 0

    return

    end

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    for i in 0..10

    @help_window.x += 64

    @savefile_windows[0].x -= 64

    @savefile_windows[1].x += 64

    @savefile_windows[2].x -= 64

    @savefile_windows[3].x += 64

    Graphics.update

    end

    @savefile_windows_active = false

    @command_window.active = true

    @help_window.back_opacity = 100

    @help_window.visible = false

    @help_window.x = 0

    return

    end

    if Input.repeat?(Input::DOWN)

    if Input.trigger?(Input::DOWN) or @file_index < 3

    $game_system.se_play($data_system.cursor_se)

    @savefile_windows[@file_index].selected = false

    @file_index = (@file_index + 1) % 4

    @savefile_windows[@file_index].selected = true

    return

    end

    end

    if Input.repeat?(Input::UP)

    if Input.trigger?(Input::UP) or @file_index > 0

    $game_system.se_play($data_system.cursor_se)

    @savefile_windows[@file_index].selected = false

    @file_index = (@file_index + 3) % 4

    @savefile_windows[@file_index].selected = true

    return

    end

    end

    end

    end

     

     

    ECCO..LE SCRITTE RISULTANO BIANCHE, IO LE VOGLIO NERE. INOLTRE COME FACCIO A FAR SI CHE IN BATTAGLIA SIANO PIU PICCOLE LE FINESTRE!? GRAZIE!!

  4. Salve ragazzi, è il mio primo topic, e come tale è un topic di "HEEEEEEEELP MEEEE"!

    mi presento sono daiano e è da parecchio che uso rmxp, si ma sempre a livello basilare ho fatto qualcosina. ora io e un mio socio ci siamo messi in testa di fare qualcosa di grandioso e abbiamo tutte le doti per farlo. io mi faccio i tilesets in pixel art(sono abbastanza bravo) lui fa i personaggi le facce eccetera( è bravissimo) e assieme programmiamo il gioco.

    vi chiedo uno script. infatti è proprio lo scripter che ci manca ahaha! NECESSITAIAMO DI UN SISTEMA DI BATTAGLIA LATERALE PER RMXP NEL QUALE CI SIANO I CHARA DEI PERSONAGGI DELLA COMPAGNIA CHE FACCIANO ANIMAZIONI BASE (NON MILLE PIROETTE E FIGOSITA' VARIE INTENDO) E I BOSS SI DEVONO VEDERE STATICI MA IN GRANDE, CIOE' COME SUL BS ORIGINALE DI RMXP. AVETE UNO SCRIPT?! O POTETE MODIFICARNE UNO?! POSTARMI UNA DEMO!? premetto che ne ho provati molti ma nessuno soddisfa cio che chiedo. o hanno tutti i pg piccoli o hanno troppe cose inutili al mio progetto..qualcosa di elementare e con i mostri in grafica grandi e i pg in formato chara. vi ringrazio cortesemente e attendo notizie! :Ok:

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