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Posts posted by Andre4e
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quando fai l'evento metti battaglia, e subito dopo "elimina evento" o "erase event" se ce lhai inglese, in questo modo dopo la battaglia, scomparira!
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no ma fontface è una cosa del menu che corrisponde appunto a quello ke dici te
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allora io ho un menu che ti permette di scegliere il font...xò nello script i font che ci sono sono gia installati nel pc, mentre io voglio mettergli un altro font xò senza installarlo manualmente o non installarlo affatto...lho messo nella
cartella del progetto/Fonts/Nomedelfont
nello script devo sostituire questo
$game_system.se_play($data_system.decision_se) $fontface = "Arial" $scene = Scene_Menu.new
e al posto di arial ci devo mettere il font "harrington", però se scrivo direttamente harrington mi da errore xk non lho installato..quale codice devo scrivere??
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qualcuno ha uno script da poter inserire dopo aver cliccato su "nuovo gioco" nel quale c'è uno testo scorrevole e dopo una finestra dove si sceglie la razza e poi un altra finestra per scrivere il nome....qualcuno ce lha??grx tnt
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ma c'è un modo come a pokemon, dove prende l'orario inizialmente dal pc e poi va per conto suo alla velocità di un giorno intero...xk senno se uno cambia l'ora del orologio del pc..cambia l'orario anche nel gioco!!
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volevo dire tre cose.. primo mi da errore qua

mi da l'errore qui
$game_variables[1] = hour if $game_switches[10] == true
secondo, quando ho provato ha usare il secondo menu normalmente, anche se attivavo la switch10, lo schermo non cambiava di tonalità nonostante erano le 22:00
terzo....c'è un modo com e ha pokemon, dove prende l'orario inizialmente dal pc e poi va per conto suo alla velocità di un giorno intero...xk senno se uno cambia l'ora del orologio del pc..cambia l'orario anche nel gioco!!
ciao ciao rx
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me lo puoi inviare??
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ok adesso fa...però nel secondo menu oltre al all'orario in tempo reale, all'inizio c'era anche il ciclo giorno e notte..come si fa a mettere anche quello??
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raga io utilizzo questo menu..poi da un altro menu ho trovato l'orologio sincronizzato a quello del pc e quindi vorrei mettere l'orario di quest'ultimo, al posto di quello che c'è in quello che uso io.
il menu che uso io è questo QUI
mentre quello che ha l'orario in tempo reale è questo
#------------------------------------------------------------------------------ # Super Menu Time V.1.2 by Rinnegatamante #(Si ringrazia mewsterus per la disposizione dei Battlers) #------------------------------------------------------------------------------ # Con questo script si avrà un nuovo menu con: # 1)Una nuova grafica # 2)Orario reale impostato nel PC # 3)Battlers al posto dei Characters dei personaggi # 4)Numero dei passi e dei soldi in alto # 5)Altamente personalizzabile! #------------------------------------------------------------------------------ class Game_Time # Modulo Main # def initialize hour = Time.new.hour $game_variables[1] = hour if $game_switches[10] == true #-------------------------------------------------------------------------- if hour.between?(0, 3) $game_screen.start_tone_change(Tone.new(-85, -90, -30, 90), 0) #-------------------------------------------------------------------------- elsif hour.between?(3, 5) $game_screen.start_tone_change(Tone.new(-55, -60, -25, 60), 0) #-------------------------------------------------------------------------- elsif hour.between?(5, 7) $game_screen.start_tone_change(Tone.new(-30, -35, -20, 35), 0) #-------------------------------------------------------------------------- elsif hour.between?(7, 9) $game_screen.start_tone_change(Tone.new(-10, -15, -15, 15), 0) #-------------------------------------------------------------------------- elsif hour.between?(9, 11) $game_screen.start_tone_change(Tone.new(0, -5, -5, 5), 0) #-------------------------------------------------------------------------- elsif hour.between?(11, 13) $game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 0) #-------------------------------------------------------------------------- elsif hour.between?(13, 15) $game_screen.start_tone_change(Tone.new(0, -5, -5, 5), 0) #-------------------------------------------------------------------------- elsif hour.between?(15, 17) $game_screen.start_tone_change(Tone.new(-10, -15, -15, 15), 0) #-------------------------------------------------------------------------- elsif hour.between?(17, 19) $game_screen.start_tone_change(Tone.new(-30, -35, -20, 35), 0) #-------------------------------------------------------------------------- elsif hour.between?(19, 21) $game_screen.start_tone_change(Tone.new(-55, -60, -25, 60), 0) #-------------------------------------------------------------------------- elsif hour.between?(21, 23) $game_screen.start_tone_change(Tone.new(-85, -90, -30, 90), 0) end else $game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 0) end end end #============================================================================== # Window_Time #------------------------------------------------------------------------------ # E' la classe che gestisce l'orologio #============================================================================== class Window_Time < Window_Base #-------------------------------------------------------------------------- # Aggiornamento Scritte #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 86) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Arial" self.contents.font.size = 24 refresh end #-------------------------------------------------------------------------- # Aggiornamento Scritte #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Orario:") text = Time.new.strftime("%I:%M:%S %p ") self.contents.font.color = normal_color self.contents.draw_text(4, 30, 120, 32, text, 2) end #-------------------------------------------------------------------------- # Aggiornamento #-------------------------------------------------------------------------- def update super refresh end end 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) self.contents.font.size = 22 self.contents.font.name = "Arial" 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.size = 22 self.contents.font.name = "Arial" self.contents.font.color = normal_color self.contents.draw_text(x + width - 48, y, 48, 32, actor.exp_s, 2) self.contents.font.size = 22 self.contents.font.name = "Arial" end end 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[i] draw_actor_battler(actor, x + 94, 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) self.contents.font.size = 22 self.contents.font.name = "Arial" 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: Rinnegatamante #=============================================================================== 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 $fontsize == 22 $fontface == "Arial" cx = contents.text_size($data_system.words.gold).width self.contents.font.color = system_color self.contents.draw_text(128 - cx, 32, cx, 32, $data_system.words.gold, 2) self.contents.draw_text(0, 0, 128, 32, "Passi: ") self.contents.font.color = normal_color self.contents.draw_text(0, 32, 126 - cx, 32, $game_party.gold.to_s, 2) self.contents.font.color = normal_color self.contents.draw_text(0, 0, 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,"Locazione") self.contents.font.size = 22 self.contents.font.name = "Arial" 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 #----------------------------------------------------------------------------- # @ Classe che gestisce il Menu #----------------------------------------------------------------------------- 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 = "Stato" s5 = "Salva Partita" s6 = "Esci Dal Gioco" @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 = 60 @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 @playtime_window = Window_Time.new @playtime_window.x = 240 @playtime_window.y = 394 @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, ["Basiliare", "Equipaggiamento", "Cerca"]) else @itemdrop = Window_Base.new(220, 104, 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 @playtime_window.dispose @itemdrop.dispose end #----------------------------------------------------------------------------- # @ Update the scene #----------------------------------------------------------------------------- def update @help_window.update @command_window.update @playtime_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 @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) $scene = Scene_Item.new @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("Dove vuoi salvare??", 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[i].back_opacity = 255 @savefile_windows[i].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 # Magie # Controlla se la limitazione del personaggio è superiore a 2 if $game_party.actors[@status_window.index].restriction >= 2 # Suona SE Annulla $game_system.se_play($data_system.buzzer_se) return end # Suona SE Azione $game_system.se_play($data_system.decision_se) # Vai alla scena delle magie $scene = Scene_Skill.new(@status_window.index) when 2 # Equipaggiamento # Suona SE Azione $game_system.se_play($data_system.decision_se) # Vai alla scena dell'equipaggiamento $scene = Scene_Equip.new(@status_window.index) when 3 # Stato # Suona SE Azione $game_system.se_play($data_system.decision_se) # Vai alla scena dello stato $scene = Scene_Status.new(@status_window.index) 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 #----------------------------------------------------------------------------- # @ 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[i] 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 -
si infatti mi sono ispirato proprio da raldon ^-^..me lo invii??grx tante
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qualcuno ha uno script che quando gli si chiede di inserire il nome, invece di selezionarlo una lettera alla volta con le freccie, si possa scriverlo da tastiera!!
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ho cercato e ricercato..ma non ho trovato nulla..potete elencarmi qualche sito xfa
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qualcuno ha altri suoni audio oltre a quelli predefiniti??
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bah..se ce ne sono altre ditemelo..grx
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cè qualcuno ke mi puo fare o se ce lha gia...facesets con emozioni di arshes e altri personaggi??non mi riesce usare bene facemaker..mi vengono dei troiai!
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Qualcuno ha delle facesets??xk ne ho pochissime e nel mio gioco vorrei che ogni pg ne avesse una diversa!
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ciao scusa..quanto ti manca per finire???
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grandissimooo..grazie mille!!!ke programma hai usato, photoshop??
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Script battaglia come pokemon.Qualcuno lo ha??
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qualcuno ha uno script ke quando vinco in una battaglia, mi faccia vedere anche gli oggetti o altre cose. non solo soldi e exp
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qualcuno ha uno script ke quando vinco in una battaglia, mi faccia vedere anche gli oggetti o altre cose. non solo soldi e exp
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intendo quelle immagini ke invece di essere composte da 4x4... sono composte da più immagini del pg
in modo da rendere più fluido il movimento







due forme di denaro?
in Supporto XP
Posted
raga esiste un modo per fare in modo che ci siano 2 tipi di denaro?
ad esempio le monete di argento e quelle di oro...