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Posts posted by Andre4e
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Risolto !!
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qualcuno mi puo fare uno script per visualizzare gli hp dei nemici?
io ora utilizzo lo script del cambio del colore del nemico, cioè quando la vita gli diminuisce cambia colore..
però fa skifo..
ki mi puo aiutare?
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Ah gia ke stupido..grx mille
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come si fa a fare in modo che degli oggetti non siano vendibili..ad esempio voglio che l'armatura di bronzo non sia vendibile come fo? perchè se levo l'equipaggiamento, poi nel negozio la posso vendere
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va benissimo grx mille..ke programma usi per fare ste cose, xk sei trpp bravo
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Risolto!
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se vado nel databse, chipset, a cosa serve il terreno?
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perfetto grx mille ^-^
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si ok li visualizza nel menu/ oggetti
però quando vado ad equipaggiare un armatura personalizzata non me la visualizza
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grx sei sempre il migliore XD
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ho riscontrato un piccolo problemino nel menu di Gabriel http://www.rpg2s.net/forum/index.php?showtopic=361
il problema è che se aggiungo un oggetto, armatura, o qualsiasi altra cosa creata da me...ad esempio io ho creato una armatura aumentando il numero di oggetti nel database, però se poi faccio un evento con aggiungi armatura..poi però nel menu non me la fa vedere. fa vedere solo quelle rtp
e lo stesso vale per gli oggetti, le armi e le armature(scudi, elmi ecc..)
helpp
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Chi mi fa arshes(Aluxes) in pigiama?
grx tnt
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Istruzioni all'interno dello script
Screen:
Prima:
Adesso:
Script:
#===================================== #Gradient Bars with customizable lengths, thicknesses, types and Colors #By AcedentProne # Inserire questo in un evento: # # $game_variables[1] = Percentuale di Completamento # $scene = Scene_Progress.new # #===================================== class Window_Base def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255)) if type == "horizontal" width = length height = thick self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255)) self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255)) w = width * e1 / e2 for i in 0..height r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a)) end elsif type == "vertical" width = thick height = length self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255)) self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255)) h = height * e1 / e2 for i in 0..width r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a)) end end end def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255)) if type == "horizontal" width = length height = thick self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255)) self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255)) w = width * e1 / e2 for i in 0..height r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a)) end elsif type == "vertical" width = thick height = length self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255)) self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255)) h = height * e1 / e2 for i in 0..width r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a)) end end end end #Game Progress Screen made by osbornecreations A.K.A Lewis Osborne #This was made by an englishman!!! (thats me) go on son! #Just put in a new screen above main. it shouldn't interfere with anything. #To call the script, use $scene = Scene_Progress.new and to change the #game progress bar, it is assigned using $game_variables[1] so through the game #call a script and type in something like $game_variables[1] =10 to make the game 10% complete. #=================================================== # - ClassScene_Progress #=================================================== class Scene_Progress #--------------------------------------------------------------------------------- def initialize end #--------------------------------------------------------------------------------- def main @window1 = Window_Progress.new @window1.x =160 @window1.y =200 @window1.height = 100 @window1.width = 341 #@window1.z = 200 Graphics.transition loop do Graphics.update Input.update if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え @sprite = Sprite.new @sprite.bitmap = RPG::Cache.panorama("", 0) $scene = Scene_Menu.new end #update if $scene != self break end end Graphics.freeze @window1.dispose end #--------------------------------------------------------------------------------- #--------------------------------------------------------------------------------- def update end #--------------------------------------------------------------------------------- end class Window_Progress < Window_Base #--------------------------------------------------------------------------------- def initialize super(0, 0, 341,100) self.contents = Bitmap.new(width - 50, height - 32) self.contents.font.name = "Tahoma" #o --> $fontface self.contents.font.size = 20 self.contents.font.color = text_color(0) self.contents.draw_text(200, 0, 200, 33, $game_variables[1]. to_s + "%") self.contents.draw_text(40, 0, 200, 33, "Progresso Gioco") draw_actor_barz(0,20,35, "horizontal", 255, 28,$game_variables[1],100) @sprite = Sprite.new @sprite.bitmap = RPG::Cache.panorama("004-CloudySky01", 0) end end -
grxxx mille
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Avete presente quando in battaglia un mostro ti attacca e ti ingligge un danno? ecco quando ti attacca compare un numero di quanto ti toglie..siccome io per la battaglia uso immagini abb grandi sono costretto a fargli vedere solo la faccia al pg aumentandogli la y ...però in questo modo anche il numero di quando ti attacca un mostro si sposta verso il basso e quindi alla fine scompare..questo perchè il numero è settato per default che deve apparire al centro dell'immagine del personaggio..
ecco io vorrei sapere dove posso modificare le coordinate di quel numero!!spero di essermi spiegato abb bene..grx tnt
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si esatto è il rettangolino al centro a destra che determina il cursore...
però esiste uno script che sostituisce il rettangolo con un cursore come una manina per esempio
se lo trovi dimmelo..grx
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la variabile la voglio fare leggere con uno comando nello script
perchè io sto facendo una finestra dove all'interno dice il valore della variabile
e la variabile la definisco come evento , ma la voglio fare leggere come scritta tramite script
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ma io faccio un evento dove gli dico il valore della variabile( che cambia sempre)..e io voglio tramite script che legga questo valore e lo scriva
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Come si fa a leggere il valore di una variabile nel gioco?
casomai con --> self.contents.draw_text
boh ditemi voi
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*Hp mostri migliorato! e se si vuole anche mp!
in Scripts RGSS (XP)
Posted · Edited by Dilos
Applicato tag code.
Sono andato a ritorvare uno script che visualizzava la barra della vita dei mostri, purtroppo era veramente pietoso e quindi mi è toccato migliorarlo


Screen prima:
Screen adesso:
Ecco lo script:
######################### #Vita Mostri # ######################### #Originale creato da SephirothSpawn ## ######################### #Modificato interamente da Andre4e ### ######################### class Window_Base #-------------------------------------------------------------------------- # œ ƒ‰ƒCƒ“•`‰æ by ÷‰ë Ý“y #-------------------------------------------------------------------------- def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color) # •`ŽÊ‹——£‚ÌŒvŽZB‘å‚«‚߂ɒ¼ŠpŽž‚Ì’·‚³B distance = (start_x - end_x).abs + (start_y - end_y).abs # •`ŽÊŠJŽn if end_color == start_color for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i self.contents.fill_rect(x, y, width, width, start_color) end else for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i r = start_color.red * (distance-i)/distance + end_color.red * i/distance g = start_color.green * (distance-i)/distance + end_color.green * i/distance b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a)) end end end end class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Slant Bar(by SephirothSpawn) #-------------------------------------------------------------------------- def draw_slant_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255)) # Draw Border for i in 0..height self.contents.fill_rect(x+i+3, y + height - i + 3, width+ 2,1, Color.new(0, 0, 0, 128)) #self.contents.fill_rect(x + i + 4, y + height - i + 4, width + 2, 1, Color.new(50, 50, 50, 255)) end # Draw Background for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a)) end # Draws Bar for i in 1..( (min / max.to_f) * width - 1) for j in 1..(height - 1) r = bar_color.red * (width - i) / width + end_color.red * i / width g = bar_color.green * (width - i) / width + end_color.green * i / width b = bar_color.blue * (width - i) / width + end_color.blue * i / width a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a)) end end end end def draw_enemy_hp_meter_line(x, y, width = 356, height = 4) w = width * @enemy.hp / @enemy.maxhp hp_color_1 = Color.new(255, 0, 0, 192) hp_color_2 = Color.new(255, 255, 0, 192) self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x -= 1 y += (height/4).floor self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) end def draw_enemy_sp_meter_line(x, y, width = 156, height = 4) w = width * @enemy.sp / @enemy.maxsp hp_color_1 = Color.new( 0, 0, 255, 192) hp_color_2 = Color.new( 0, 255, 255, 192) self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) x -= 1 y += (height/4).floor self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2) x -= 1 y += (height/4).ceil self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128)) draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2) end def draw_shadow_text_enemy(x, y, width, height, string, align = 0) # Œ³‚ÌF‚ð•Û‘¶‚µ‚Ä‚¨‚ color = self.contents.font.color.dup # •Žš‚ʼne•`‰æ self.contents.font.color = Color.new(0, 0, 0) self.contents.draw_text(x + 2, y + 2, width, height, string, align) # Œ³‚ÌF‚É–ß‚µ‚Ä•`‰æ self.contents.font.color = color self.contents.draw_text(x, y, width, height, string, align) end def draw_enemy_cp_meter(x, y, width = 156, type = 0) self.contents.font.color = system_color self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255)) if @enemy.cp == nil @enemy.cp = 0 end w = width * [@enemy.cp,65535].min / 65535 self.contents.fill_rect(x, y+28, w,1, Color.new(255, 255, 128, 255)) self.contents.fill_rect(x, y+29, w,1, Color.new(255, 255, 0, 255)) self.contents.fill_rect(x, y+30, w,1, Color.new(192, 192, 0, 255)) self.contents.fill_rect(x, y+31, w,1, Color.new(128, 128, 0, 255)) end #alias xrxs_bp7_draw_enemy_state draw_enemy_state #def draw_enemy_state(x, y, width = 120) #xrxs_bp7_draw_enemy_state(x, y, width) if @draw_ban != true #end class Window_EnemyHP < Window_Base def initialize super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 refresh end def refresh self.contents.clear for i in 0...$game_troop.enemies.size @enemy = $game_troop.enemies[i] #no# @percent = (@enemy.hp * 100) / @enemy.maxhp unless @enemy.hp == 0 #per abilitare mp togliere astersico alle righe #con scritto si e ad ogni parola sottostante #e non soprastante sostituire sp con hp #e viceversa # @enemy.hp, @enemy.maxhp #draw_slant_bar(@enemy.screen_x - 65, @enemy.screen_y - 60, @enemy.hp, @enemy.maxhp, width = 85, height = 12, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255)) #si# draw_enemy_sp_meter_line(@enemy.screen_x - 62, @enemy.screen_y - 120, width = 85, height = 8) draw_enemy_hp_meter_line(@enemy.screen_x - 62, @enemy.screen_y - 90, width = 85, height = 8) #no# draw_slant_bar(@enemy.screen_x - 65, @enemy.screen_y - 60, @enemy.hp, @enemy.maxhp, width = 85, height = 12, bar_color = Color.new(255, 0, 0, 192), end_color = Color.new(255, 255, 0, 192)) #no# self.contents.draw_text(@enemy.screen_x - 20, @enemy.screen_y - 75, 100, 32, "#{@enemy.hp}") self.contents.font.size = 30 # HP/SP”’l‚Ì•¶Žš‚̑傫‚³ #si# self.contents.font.color = @enemy.sp == 0 ? knockout_color : #si# @enemy.sp <= @enemy.maxsp / 4 ? crisis_color : normal_color #si# draw_shadow_text_enemy(@enemy.screen_x - 80, @enemy.screen_y - 142, 100, 32, @enemy.sp.to_s, 2) self.contents.font.color = @enemy.hp == 0 ? knockout_color : @enemy.hp <= @enemy.maxhp / 4 ? crisis_color : normal_color draw_shadow_text_enemy(@enemy.screen_x - 80, @enemy.screen_y - 112, 100, 32, @enemy.hp.to_s, 2) self.contents.font.size = 12 # —pŒêuHP/SPv‚Ì•¶Žš‚̑傫‚³ self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚ÌF #si# draw_shadow_text_enemy(@enemy.screen_x - 63 , @enemy.screen_y - 132, 96, 12, $data_system.words.sp) draw_shadow_text_enemy(@enemy.screen_x - 63 , @enemy.screen_y - 102, 96, 12, $data_system.words.hp) #si# draw_enemy_cp_meter(@enemy.screen_x - 70, @enemy.screen_y - 65, 120, 0) #no# draw_enemy_state(@enemy.screen_x - 68, @enemy.screen_y - 56) end end end end class Scene_Battle alias raz_update update alias raz_update_phase5 update_phase5 alias raz_update_phase4_step1 update_phase4_step1 alias raz_update_phase4_step5 update_phase4_step5 alias raz_enemy_hp_main main def main @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) @enemy_window = Window_EnemyHP.new @enemy_window.z = 95 raz_enemy_hp_main @enemy_window.dispose end def update @enemy_window.update raz_update end def update_phase5 # If wait count is larger than 0 if @phase5_wait_count > 0 # Decrease wait count @phase5_wait_count -= 1 # If wait count reaches 0 if @phase5_wait_count == 0 @enemy_window.visible = false # Show result window @result_window.visible = true # Clear main phase flag $game_temp.battle_main_phase = false # Refresh status window @status_window.refresh @enemy_window.refresh end return end raz_update_phase5 end def update_phase4_step1 raz_update_phase4_step1 @enemy_window.refresh end def update_phase4_step5 # Hide help window @help_window.visible = false # Refresh status window @status_window.refresh @enemy_window.refresh raz_update_phase4_step5 end end =begin class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 320, 640, 160) self.contents = Bitmap.new(width - 32, height - 32) @level_up_flags = [false, false, false, false] refresh end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose super end #-------------------------------------------------------------------------- # * Set Level Up Flag # actor_index : actor index #-------------------------------------------------------------------------- def level_up(actor_index) @level_up_flags[actor_index] = true end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] actor_x = i * 160 + 4 draw_slant_bar(actor_x, 55, actor.hp, actor.maxhp, 120) draw_slant_bar(actor_x, 88, actor.sp, actor.maxsp, 120, 6, bar_color = Color.new(150, 0, 150, 255), end_color = Color.new(0, 0, 255, 255)) draw_actor_name(actor, actor_x, 0) draw_actor_hp(actor, actor_x, 32, 120) draw_actor_sp(actor, actor_x, 64, 120) if @level_up_flags[i] self.contents.font.color = normal_color self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!") else draw_actor_state(actor, actor_x, 96) end end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super # Slightly lower opacity level during main phase if $game_temp.battle_main_phase self.contents_opacity -= 4 if self.contents_opacity > 191 else self.contents_opacity += 4 if self.contents_opacity < 255 end end end =end