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C!@pP0 92

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Everything posted by C!@pP0 92

  1. Ciao Holy87, premetto che non ho windows 10 e non me lo fa installare! perchè mi da una finestrina con questa scritta secondo te dopo aver cliccato il nuovo progetto e app universale?? "Non è stato trovato nessun SDK da usare come destinazione" Grazie per una futura risposta ;)
  2. Grazie 10000 ragazzi! Già che ci siamo mi potreste dire se sapete se vale la stessa cosa per questi? Angelo HUD v2.5 SCHERMATA DEL LOGO - ACE di Holy87 NerdiGaming - Title Menu grazie ancora!
  3. grazie mille :) E se non riuscissi a rintracciare i creatori come suggeriresti di fare? Ad esempio io uso Yami Engine Symphony - Battle Symphony e MOG Blitz Commands (v1.6) però non so come contattarli.
  4. Ciao a tutti, sto creando un videogioco con rpg maker vx ace (sperando al più presto di mettere una demo qui nel sito). Vorrei sapere però se è possibile pubblicare su ad esempio steam,app store e siti vari il gioco che però contiene alcuni script esterni. E' sufficiente creditare questi scripter nei titoli del gioco (non avendo recapiti o email dove contattarli) o serve altro? Premetto che sto anche usando risorse trovate su internet per abbellirlo di più ma posso tranquillamente utilizzare quelle predefinite del software e modificarle con paint/photoshop rimuovendo quelle esterne. grazie
  5. Ma perché se copio lo script e lo incollo sul mio progetto incolla anche i numerini e il punto sulla sinistra?:/ non ditemi che li devo cancellare uno ad uno...
  6. basta copiare questi 2 script: #============================================================================== # Add-On: Stationary Enemies # Created by Kylock: 5/11/2008 #============================================================================== # This Add-On allows you to created movementless enemies. Add in the array # below the enemies that you wish to not move during the battles. After, # created a new weapon with the attack animation the enemies will have. #============================================================================== module K_STATIONARY_ENEMY ENEMY_ID = [33 ,34 ,35 ,36, 37, 38, 39] # List of movementless enemies WEAPON_ID = 34 # ID of the newly created weapon ELEMNT_ID = 20 # ID of the element used for movementless skills end module N01 # Create a new sequence new_action_sequence = { "DONT_MOVE" => ["WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse","FLEE_RESET"],} # Unites the new sequence to the system ACTION.merge!(new_action_sequence) end class Game_Enemy < Game_Battler alias k_stationary_enemy_weapon weapon def weapon return K_STATIONARY_ENEMY::WEAPON_ID if K_STATIONARY_ENEMY::ENEMY_ID.include?(@enemy_id) k_stationary_enemy_weapon end end class RPG::Weapon alias k_stationary_enemy_base_action base_action def base_action return "DONT_MOVE" if @id == K_STATIONARY_ENEMY::WEAPON_ID k_stationary_enemy_base_action end end class RPG::Skill alias k_stationary_enemy_skilk_base_action base_action def base_action return "DONT_MOVE" if $data_skills[@id].element_set.include?(K_STATIONARY_ENEMY::ELEMNT_ID) k_stationary_enemy_skilk_base_action end end #============================================================================== # Add-On: Enemy's Weapon #============================================================================== # This Add-On allows you to add weapons to the enemies, this way, the weapon's # animation will be used when the enemy attacks. # All though it's possible to configurate this on the "SBL | Configuration" # script, this mod was made to make the management of this feature easier. # # To add an weapon to an enemy, go to "case @enemy_id" # and add the enemy's ID and the weapon's with this format: # when 33 #ID of the enemy # return 1 #ID of the weapon #============================================================================== #============================================================================== # Game_Enemy #============================================================================== class Game_Enemy < Game_Battler alias enemy_weapon_n01 weapon def weapon case @enemy_id when 33 # ID of the Enemy return 9 # ID of the Weapon when 34 return 1 when 35 return 1 # Add more enemy's with weapons following the same pattern: # when X # X = ID of the Enemy # return Y # Y = ID of the Weapon end enemy_weapon_n01 end end
  7. grazie di tutto ragazzi,ho fatto. Ho trovato una mod che risolve il mio problema :D
  8. Si,si dovrebbe fare cosi esatto.Ma io non so farlo! :( non so neanche cosè oggettivamente una map!!
  9. c avevo gia provato!non funziona
  10. Forse è meglio :) Ma come faccio?!
  11. In quale parte dello script glie lo dico?! C'è, come devo scrivere e dove?
  12. esatto.Lo voglio cosi. Ma in che senso devo fare un altra map con gli ID dei nemici?!
  13. ragazzi mi serve una mano!! (come al solito xD) Utilizzando questo script quando il nemico attacca si vede sempre la stessa animazione(la numero 4). Credo sia possibile(ma non so come)settare nello script le animazioni che gli enemy fanno quando attaccano. Per fare un esempio: quando il mio chara è equipaggiato con una spada. Quando attacco con quel chara, sul nemico si vedrà l'icona della spada che attacca e l'animazione del taglio sul nemico. Bhe, io voglio far in modo che anche il nemico tramite armi possa fare delle animazioni.Perchè come è ora l'animazione di quando il nemico attacca è sempre la stessa(Blow004). Ecco il codice, credo si debba settare qua(penso verso la riga 122!!):
  14. perfetto grazie :) ora posso finalmente iniziare il mio progetto :D
  15. ok, allora ora ti posto anche l altro script del tactical cosi mi dici se va modificato questo o la scene_battle. #============================================================================== # ** Tactical Skills Ver.1.4.0 by Claimh #------------------------------------------------------------------------------ # Allow skills in combat by pressing the proper key combinations. If the key # combination isn't properly entered, the skill can perform less damage and # show a different battle animation #============================================================================== module TacticalSkill #============================================================================== # ** Customization START #============================================================================== # Keys A = Input::A # Keyboard:Z B = Input::B # Keyboard:X C = Input::C # Keyboard:C X = Input::X # Keyboard:A Y = Input::Y # Keyboard:S Z = Input::Z # Keyboard:D L = Input::L # Keyboard:Q R = Input::R # Keyboard:W UP = Input::UP DOWN = Input::DOWN LEFT = Input::LEFT RIGHT = Input::RIGHT # Input time per 1 key KEY_SEC = 1.0 # Bar displaying key-input time remaining (copy into Graphics/Windowskins folder) T_BAR_NAME = "bar" # The switch ID which changes key type (it can change indication) # ON :Game pad system #  OFF :Keyboard system KEY_TYPE_ID = 4 # If successful, the skill's scope becomes "All Enemies" or "All Allies" ALL_ATK = false #true # All the Skill ID's available ALL_ATK_SK = [57, 61] # Skill setting T_SKILL = { #Skill ID => [[Key 1, Key 2,...],Power if failed(%)(, Anim.ID if failed)] 7 => [[uP,DOWN], 0], 8 => [[X,C,Z], 50], 9 => [[DOWN,X,A,B], 50], 10 => [[left,UP], 50], 11 => [[L,X,R], 50], 12 => [[X,C,RIGHT,R], 50], 13 => [[uP,RIGHT], 50], 14 => [[L,Z,A], 50], 15 => [[R,X,X,DOWN], 50], 16 => [[DOWN, RIGHT], 50], 17 => [[A,B,C], 50], 18 => [[Y,X,DOWN,B], 50], 19 => [[left,DOWN], 50], 20 => [[Z,Y,A], 50], 21 => [[b,C,X,L], 50], 22 => [[right,DOWN], 50], 23 => [[A,B,R], 50], 24 => [[X,Y,LEFT,R], 50], 25 => [[left,RIGHT], 50], 26 => [[X,L,B], 50], 27 => [[left,X,C,Z], 50], 28 => [[left,DOWN], 50], 29 => [[C,X,A], 50], 30 => [[X,Z,C,UP], 50], 31 => [[uP,DOWN,X], 0], 32 => [[left,RIGHT,L,R], 50], 57 => [[A, C], 0], 58 => [[C, X, UP], 50], 59 => [[A, UP, RIGHT, A], 50], 60 => [[Z, C, A, B], 50], 61 => [[X, C], 50], 62 => [[uP, X, DOWN], 50], 63 => [[left, C, Y, A], 50], 64 => [[X, C, Y, A], 50], 65 => [[Y, A], 0], 66 => [[right, B, A], 50], 67 => [[left, UP, Z, A], 50], 68 => [[Y, B, Y, A], 50], 69 => [[left, A], 0], 70 => [[A, C, A], 50], 71 => [[b, B, A, A], 50], 72 => [[A, B, X, Y], 50], 73 => [[X, A], 50], 74 => [[Y, A, B], 50], 75 => [[left, RIGHT, Y, A], 50], 76 => [[A, C, L, A], 50], 77 => [[R, X], 50], 78 => [[L, C, R], 50], 79 => [[left, L, RIGHT, R], 50], 80 => [[C, C, Z, RIGHT], 50] } # * When animation when failing is changed, it is necessary to remove several # place comments. #============================================================================== # ** Customization END #============================================================================== end #============================================================================== # * Input #============================================================================== module Input module_function #-------------------------------------------------------------------------- # * Key-in decision other than designated key #-------------------------------------------------------------------------- def n_trigger?(num) if trigger?(num) return false elsif trigger?(A) or trigger?(B) or trigger?(C) or trigger?(X) or trigger?(Y) or trigger?(Z) or trigger?(L) or trigger?(R) or trigger?(UP) or trigger?(DOWN) or trigger?(RIGHT) or trigger?(LEFT) return true end return false # In case of the key which not yet it does not input or does not use, or end #-------------------------------------------------------------------------- # * Key transformation table (for characters on screen acquisition) #-------------------------------------------------------------------------- def key_converter(key) # Game pad type if $game_switches[TacticalSkill::KEY_TYPE_ID] case key when A return "A" when B return "B" when C return "C" when X return "X" when Y return "Y" when Z return "Z" when L return "R" when R return "L" end # Keyboard type else case key when A return "Z" when B return "X" when C return "C" when X return "A" when Y return "S" when Z return "D" when L return "Q" when R return "W" end end case key when UP return "↑" when DOWN return "↓" when LEFT return "←" when RIGHT return "→" end end end #============================================================================== # ** Game_Battler #============================================================================== class Game_Battler attr_accessor :tact_flag #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias initialize_tactical initialize def initialize initialize_tactical # Original @tact_flag = false end #-------------------------------------------------------------------------- # * Apply Skill Effects # user : the one using skills (battler) # skill : skill #-------------------------------------------------------------------------- alias skill_effect_tactical skill_effect def skill_effect(user, skill) if $scene.is_a?(Scene_Battle) and user.tact_flag skill_copy = $data_skills[skill.id].dup skill.power = skill.power * TacticalSkill::T_SKILL[skill.id][1] / 100 skill.hit = 0 if skill.power == 0 # The revision which does not hit by power 0 end ret = skill_effect_tactical(user, skill) if $scene.is_a?(Scene_Battle) and user.tact_flag user.tact_flag = false $data_skills[skill.id] = skill_copy.dup end return ret end end #============================================================================== # ** Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Frame Update (main phase step 2 : start action) #-------------------------------------------------------------------------- alias update_phase4_step2_tactical update_phase4_step2 def update_phase4_step2 update_phase4_step2_tactical # Initialization @active_battler.tact_flag = false @tact_skill_ok = false #@miss_flag = false # Remove (#) comment if using the "Miss" animation end #-------------------------------------------------------------------------- # * Make Skill Action Results #-------------------------------------------------------------------------- alias make_skill_action_result_tactical make_skill_action_result def make_skill_action_result # First decision # If not a forcing action unless @active_battler.current_action.forcing # If unable to use due to SP running out unless @active_battler.skill_can_use?(@active_battler.current_action.skill_id) # Clear battler being forced into action $game_temp.forcing_battler = nil # Shift to step 1 @phase4_step = 1 return end end if @active_battler.is_a?(Game_Actor) if !TacticalSkill::T_SKILL[@active_battler.current_action.skill_id].nil? # Tactical motion make_tactical_skill_result end end if TacticalSkill::ALL_ATK and @tact_skill_ok if TacticalSkill::ALL_ATK_SK.include?(@skill.id) skill_copy = @skill.dup @skill.scope = 2 end end make_skill_action_result_tactical # Original if TacticalSkill::ALL_ATK and @tact_skill_ok if TacticalSkill::ALL_ATK_SK.include?(@skill.id) @tact_skill_ok = false @skill = $data_skills[skill_copy.id] = skill_copy.dup end end # Remove (#) comments if using the "Miss" animation #if @miss_flag # @miss_flag = false # unless TacticalSkill::T_SKILL[@skill.id][2].nil? # @animation2_id = TacticalSkill::T_SKILL[@skill.id][2] # end #end end #-------------------------------------------------------------------------- # ● Tactical result compilation #-------------------------------------------------------------------------- def make_tactical_skill_result # When flashing there is no command #return if @active_battler.flash_flag tact_skill = TacticalSkill::T_SKILL[@active_battler.current_action.skill_id][0] time = TacticalSkill::KEY_SEC * tact_skill.size * Graphics.frame_rate key_count = 0 @active_battler.tact_flag = true # Key-in & count window compilation window_keycount = Window_KeyCount.new(tact_skill) window_counter = Window_KeyCounter.new # Remove (#) Comments at time "of battle position revision" combined use #case $game_party.actors.size #when 1 # actor_x = 240 #when 2 # actor_x = @active_battler.index * 240 + 120 #when 3 # actor_x = @active_battler.index * 200 + 40 #when 4 actor_x = @active_battler.index * 160 #end window_keycount.x = window_counter.x = actor_x for i in 0...time # It succeeds in key-in? if Input.trigger?(tact_skill[key_count]) key_count += 1 window_keycount.key_in elsif Input.n_trigger?(tact_skill[key_count]) # The key which is different was pushed #@miss_flag = true # Remove (#) comments if using the "Miss" animation # Play "Miss" SE #Audio.se_play("Audio/SE/" + "filename") break end # Completion of all the key-in if key_count >= tact_skill.size window_keycount.text_in("Successo") # Play "Complete" SE #Audio.se_play("Audio/SE/" + "filename") @active_battler.tact_flag = false @tact_skill_ok = true if TacticalSkill::ALL_ATK break end # Renewal of progress bar window_counter.refresh((i*100/time).truncate) Graphics.update Input.update end # It did not input at all = mistake if @active_battler.tact_flag window_keycount.text_in("Errore") end # wait for Miss、Complete display for i in 0...10 Graphics.update @spriteset.update end window_keycount.dispose window_counter.dispose end end #============================================================================== # ** Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Counter Bar # x : window x-coordinate # y : window y-coordinate # current : Progress ratio (%) #-------------------------------------------------------------------------- def draw_counter_bar(x, y, current) bitmap = RPG::Cache.windowskin(TacticalSkill::T_BAR_NAME) cw = bitmap.width * current / 100 ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x, y, bitmap, src_rect) end end #============================================================================== # ** Window_KeyCounter #------------------------------------------------------------------------------ #  The bar which indicates progress ratio #============================================================================== class Window_KeyCounter < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # key : Key arrangement #-------------------------------------------------------------------------- def initialize super(0, 256, 150, 80) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 self.z = 1 # The battler compared to it indicates in the inner part refresh(0) end #-------------------------------------------------------------------------- # * Refresh # current : Progress ratio (%) #-------------------------------------------------------------------------- def refresh(current) self.contents.clear #draw_counter_bar(0, 0, 100-current) # Progress direction : ← draw_counter_bar(0, 0, current) # Progress direction : → end end #============================================================================== # ** Window_KeyCount #------------------------------------------------------------------------------ #  The window which indicates the key which it inputs. #============================================================================== class Window_KeyCount < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # key : Key arrangement #-------------------------------------------------------------------------- def initialize(key) super(0, 220, 150, 80) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 160 # Translucency self.z = 0 # The progress bar compared to it indicates in the inner part @key = key @key_count = 0 refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@key.size x = i * 32 # Interval between letter: 32 if i < @key_count self.contents.font.color = knockout_color else self.contents.font.color = normal_color end self.contents.draw_text(x, 0, 100, 32, Input.key_converter(@key[i])) end end #-------------------------------------------------------------------------- # * Key count #-------------------------------------------------------------------------- def key_in @key_count += 1 refresh end #-------------------------------------------------------------------------- # * Text indication # text : text #-------------------------------------------------------------------------- def text_in(text) self.contents.clear self.contents.draw_text(0, 0, 100, 32, text, 1) end end
  16. ciao a tutti ragazzi..sto utilizzando lo script del Tactical Skill insieme al Sideview BS e ho un problema con la finestrella dei comandi da premere per fare una magia con l'ultimo chara: in pratica la finestrella appare sotto di lui in questo modo: http://imageshack.us...mmaginepqd.png/ non c'è un modo per spostare la finestrella tipo in alto a destra o in alto a sinistra o lasciarla sempre la ma facendo in modo che si legga meglio! questo è il secondo scriipt del Tactical Skill( penso che sia questo quello da modificare!): #============================================================================== # ** Tactical Command Display Ver.1.0.1 by Claimh #------------------------------------------------------------------------------ # This creates a window to show the keystrokes needed in battle to perform # a skill being used. Requires: Tactical Skills #============================================================================== class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 128, 640, 352) @actor = actor @column_max = 1 # 1 line indication refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % @column_max * (288 + 32) # @column_max correction y = index / @column_max * 32 # @column_max correction rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) # If a Tactical Skill if !TacticalSkill::T_SKILL[skill.id].nil? tact_skill = TacticalSkill::T_SKILL[skill.id][0] command = "" for i in 0...tact_skill.size command += Input.key_converter(tact_skill[i]) + " " end self.contents.draw_text(x + 288 + 32, y, 204, 32, command) else self.contents.draw_text(x + 288 + 32, y, 204, 32, "Senza comandi!") end end end
  17. scusate ragazzi,una domanda: è possibile fare in modo che quando il chara cammini sotto l'HUD,quest'ultimo diventi traslucido in modo da far vedere meglio il personaggio?? perchè da un po fastidio quando l'eroe sta li sotto!!
  18. ok..ora ho postato l'immagine nel primo post :) Vorrei che si rimuovesse solo il viso.
  19. ma,ma non mi ha caricato la picture!! ma come si fa?!
  20. ragà,non sono sicuro ma penso sia questa la discussione dove pubblicare questa domanda! Potete rimuovermi il viso da questa immagine? (ho provato a rimuoverlo con paint ma quando lo carico poi le scitte si vedono stranamente male) http://imageshack.us/photo/my-images/215/clayout.png/
  21. non ci riesco :( ...puoi dirmi direttamente come fare?
  22. ragà, navigando tra i siti di script ho trovato un bel menù di pausa. C'era scritto tra i commenti del forum che chiunque sappia un po di RGSS sa che è possibile aggiungere facilmente un background dietro !! come si fa?! questo è lo script: #============================================================================== # ** SilentMenu # Version: 1.0 # Thanks to Rudy Guillan, Sayonara-P, TDS, Le?n y Soramaro. #------------------------------------------------------------------------------ # CMS fully animated, transparent windows, map background, transition # between scenes and game completion window. #============================================================================== #============================================================================== # ** Window_Completado #------------------------------------------------------------------------------ # Esta es la ventana que muestra el porcentaje completo del juego. #============================================================================== class Window_Completado < Window_Base #-------------------------------------------------------------------------- # * Inicializacion de objetos #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresco #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.name = "Tahoma" self.contents.font.size = 14 self.contents.font.color = system_color self.contents.draw_text(0, 0, 80, 32, "Completed ") self.contents.font.color = normal_color #================#Define aqui la variable#================# self.contents.draw_text(106, 0, 60, 32, $game_variables[10].to_s + "%") #================#Por defecto es la N. 10#================# end end #============================================================================== # ** Window_Oro #------------------------------------------------------------------------------ # Esta ventana muestra el oro del grupo. #============================================================================== class Window_Oro < Window_Base #-------------------------------------------------------------------------- # * Inicializacion de objetos #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Actualizacion #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) end end #============================================================================== # ** Window_Localizaci?n #------------------------------------------------------------------------------ # Esta es la ventana que muestra el nombre del mapa #============================================================================== class Window_Localizacion< Window_Base #-------------------------------------------------------------------------- # * Inicializacion de objetos #-------------------------------------------------------------------------- def initialize super(800, 0, 480, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Tahoma" self.contents.font.size = 18 refresh end #-------------------------------------------------------------------------- # * Actualizacion #-------------------------------------------------------------------------- def refresh self.contents.clear data = load_data("Data/MapInfos.rxdata") self.contents.font.color = system_color self.contents.draw_text(0, 0, 248, 32, "Location:") self.contents.font.color = normal_color self.contents.draw_text(0, 0, 208, 32, data[$game_map.map_id].name, 2) end end #============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # Esta es la ventana que muestra a los miembros del grupo. #============================================================================== class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Inicializacion de objetos #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 296) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # * Actualizacion #-------------------------------------------------------------------------- def refresh self.contents.font.name = "Tahoma" self.contents.font.size = 18 self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 64 actor = $game_party.actors[i] draw_actor_graphic(actor, 32, y + 60) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 16) draw_actor_state(actor, x + 90, y + 16) draw_actor_exp(actor, x, y + 32) draw_actor_hp(actor, 32+230, y+16) draw_actor_sp(actor, 32+230, y+32) end end #-------------------------------------------------------------------------- # * Renovacion del rectangulo de cursor #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 64, self.width - 32, 64) end end end #============================================================================== # ** Window_Ayuda #------------------------------------------------------------------------------ # Esta es la ventana que muestra la ayuda sobre cada comando. #============================================================================== class Window_Ayuda < Window_Base #-------------------------------------------------------------------------- # * Inicializacion de objetos #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 64) self.contents = Bitmap.new(width-32, height-32) self.contents.font.name = "Tahoma" self.contents.font.size = 18 end #-------------------------------------------------------------------------- # * Actualizacion #-------------------------------------------------------------------------- def update(help_text) self.contents.clear self.contents.draw_text(0, 0, 440, 32, help_text) end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # Esta es la escena del menu. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Inicializacion de objetos #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Metodo principal #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new viewport = Viewport.new(0, 0, 640, 480) viewport.tone = Tone.new(0, 0, 0,166) #-------------------------------------------------------------------------- # * Llamado a las ventanas del menu #-------------------------------------------------------------------------- @window_Completado = Window_Completado.new @window_Completado.back_opacity = 130 @window_Completado.x = 480 + 160 @window_Completado.y = 792 @window_Oro = Window_Oro.new @window_Oro.back_opacity = 130 @window_Oro.x = 480 + 160 @window_Oro.y = 30 @window_Localizacion = Window_Localizacion.new @window_Localizacion.back_opacity = 130 @window_Localizacion.y = 392 + 190 @status_window = Window_MenuStatus.new @status_window.back_opacity = 130 @status_window.x = -480 @status_window.y = 95 @window_Ayuda = Window_Ayuda.new @window_Ayuda.back_opacity = 130 @window_Ayuda.y = -80 @window_Ayuda.update(" ") #-------------------------------------------------------------------------- # * Creaci?n de la ventana de comandos #-------------------------------------------------------------------------- s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Stato" s5 = "Salva" s6 = "Esci" @command_window = Window_Command.new(160, [s1,s2,s3,s4,s5,s6]) @command_window.x = 480 + 160 @command_window.y = 95 @command_window.height = 296 @command_window.index = @menu_index @command_window.back_opacity = 130 #-------------------------------------------------------------------------- # * Transici?n #-------------------------------------------------------------------------- Graphics.transition(8, "Graphics/Transitions/004-Blind04") loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @spriteset.dispose viewport.dispose @window_Oro.dispose @window_Completado.dispose @window_Localizacion.dispose @status_window.dispose @command_window.dispose @window_Ayuda.dispose end #-------------------------------------------------------------------------- # * Animacio?n de Entrada #-------------------------------------------------------------------------- def animacion_entrada @command_window.x -= 10 if @command_window.x > 480 @window_Completado.x -= 10 if @window_Completado.x > 480 @window_Localizacion.y -= 10 if @window_Localizacion.y > 392 @window_Oro.x -= 10 if @window_Oro.x > 480 @status_window.x += 20 if @status_window.x < 0 @window_Ayuda.y += 10 if @window_Ayuda.y < 30 end #-------------------------------------------------------------------------- # * Animaci?n de Salida #-------------------------------------------------------------------------- def animacion_salida @command_window.x += 10 if @command_window.x < 640 @window_Completado.x += 10 if @window_Completado.x < 640 @window_Localizacion.y += 10 if @window_Localizacion.y < 480 @window_Oro.x += 10 if @window_Oro.x < 640 @status_window.x -= 20 if @status_window.x > -480 @window_Ayuda.y -= 10 if @window_Ayuda.y > -64 if @status_window.x <= -480 $scene = Scene_Map.new $game_map.autoplay return end end #-------------------------------------------------------------------------- # * Actualizacion de Frames #-------------------------------------------------------------------------- def update if @intro == nil animacion_entrada end if @salida == true animacion_salida @intro = false end @status_window.update @window_Localizacion.update @window_Oro.update @window_Completado.update @command_window.update case @command_window.index when 0 @window_Ayuda.update("See and manage the items of your party.") when 1 @window_Ayuda.update("See the abilityes of each of your characters.") when 2 @window_Ayuda.update("Manage the equipment of the selected character.") when 3 @window_Ayuda.update("A deep overview to a character status.") when 4 @window_Ayuda.update("Save the game to continue it later.") when 5 @window_Ayuda.update("Exit to main menu or to windows.") end if @command_window.active update_command return end if @status_window.active update_status return end #-----------------------------------# end# fin del update #-----------------------------------# def update_command if Input.trigger?(Input::C) case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new 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) $scene = Scene_Save.new when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @salida = true return end end #==#Fin de la Scene#==# end #==#Fin de la Scene#==#
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