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sorcioni

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Posts posted by sorcioni

  1. Per usare il tag code con il linguaggio ruby devi scrivere semplicemente "ruby" (senza apici) nella finestrella che ti apre il pulsante tag code.

    ^ ^

     

    ma scs così nn si legge???

    #################################################################################																			  ##					  ~~~~~ Copyright 2009 SojaBird ~~~~~					 ##							   HUD BluePrint v3.2							 ##																			  ################################################################################# # To toggle the hud's display, just do a callscript "hud"# To set the hud's display, just do a callscript "hud(true)" or "hud(false)" module Module_Name; WLH = Window_Base::WLH################################################################################# User Customazation  Start_Display = true #true/false  Opacity = 100 #0-255  BG_Display = true #true/false  Hide = true #true/false  EXP_NAME = "E"################################################################################# Don't touch below (if ure're not a scripter)################################################################################=begin #########################################################################Some standard value's you might want to use are allready pre-defiend so that youdon't have to write the whole function for your self anymore.Here follows a list: (just copy+past and fill in the value's to let it work)  * draw_actor_graphic(actor, x, y)  * draw_actor_face(actor, x, y, size = 96)  * draw_actor_name(actor, x, y)  * draw_actor_class(actor, x, y)  * draw_actor_level(actor, x, y)  * draw_actor_state(actor, x, y, width = 96)  * draw_actor_hp(actor, x, y, width = 120)  * draw_actor_mp(actor, x, y, width = 120)  * draw_actor_parameter(actor, x, y, type)	  FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi  * draw_item_name(item, x, y, enabled = true)  * draw_currency_value(value, x, y, width)    Custom new standard functions:  * draw_actor_exp(actor, x, y, width = 120)=end ###########################################################################################################################################################  def xywh	@x = 300 #Set the x-position	@y = 300 #Set the y-position	@w = 96+32 #Set the width	@h = 72+24+32 #Set the height	return[@x, @y, @w, @h]  end; def hud_values #Set the value's that you're using (also used at refresh)	@actor = $game_party.members[@index]	@temp_states = @actor.states	#Example: @actor = $game_party.members[0]  end; def hud_contents #Set the things you want to draw	draw_actor_graphic(@actor, 14, 42)	draw_actor_parameter(@actor, 0, 0, 3)	draw_actor_parameter(@actor, 0, 24, 1)	draw_actor_parameter(@actor, 0, 48, 0)	draw_actor_parameter(@actor, 0, 72, 2)	#Example: draw_actor_hp(@actor, x, y)  end; def hud_refresh?	if @temp_actor != @actor or	@temp_actor.character_name != @actor.character_name or	@temp_actor.character_index != @actor.character_index or	@temp_actor.hp != @actor.hp or	@temp_actor.mp != @actor.mp or	@temp_actor.exp != @actor.exp or	@temp_states != @actor.states	@temp_states = @actor.states	#Example: if @actor != $game_party.members[0]	return true; end  endend################################################################################# Don't touch below################################################################################ ################################################################################# Call script function################################################################################def hud(arg = nil)  $game_system.hud_display = !$game_system.hud_display if arg == nil  $game_system.hud_display = arg if arg != nilend#################################################################################------------------------------------------------------------# * Hud_Name: Create Hud window#------------------------------------------------------------class Hud_Name < Window_Base  include Module_Name   attr_reader :index   def initialize(index)	@index = index	super(xywh[0],xywh[1],xywh[2],xywh[3])	self.visible = $game_system.hud_display	self.opacity = Opacity	self.opacity = 0 if !BG_Display	hide_status if Hide	hud_values	refresh  end   def refresh	contents.clear	hud_values	hud_contents  end   def hide_status	if Hide	  if $game_player.screen_x + 16 > self.x and	  $game_player.screen_y + 4 > self.y and	  $game_player.screen_x - 16 < self.x + self.width and	  $game_player.screen_y - 28 < self.y + self.height		self.opacity = Opacity if BG_Display		self.contents_opacity = Opacity	  else		self.opacity = 255 if BG_Display		self.contents_opacity = 255	  end	end  end   def update	self.visible = $game_system.hud_display	return if !self.visible	refresh if hud_refresh?	hide_status if Hide  endend #------------------------------------------------------------# * Scene_Map: Attach HUD to map#------------------------------------------------------------class Scene_Map < Scene_Base  alias start_hud_name start  alias terminate_hud_name terminate  alias update_hud_name update  def start	start_hud_name	@index = 0	new_hud  end  def terminate	@hud_name.dispose	terminate_hud_name  end  def update	update_hud_name	@hud_name.update	return if !@hud_name.visible	if Input.trigger?(Input::R)	  if @index == $game_party.members.size - 1		@index = 0	  else		@index += 1	  end	elsif Input.trigger?(Input::L)	  if @index == 0		@index = $game_party.members.size - 1	  else		@index -= 1	  end	end	new_hud if @index != @hud_name.index  end  def new_hud	@hud_name.dispose if !@hud_name.nil?	@hud_name = Hud_Name.new(@index)  endend #------------------------------------------------------------# * Game_System: Check for display#------------------------------------------------------------class Game_System  alias hud_initialize initialize  attr_accessor :hud_display  def initialize	hud_initialize	@hud_display = Module_Name::Start_Display  endend #------------------------------------------------------------# * Window_Base: Some new standard function#------------------------------------------------------------class Window_Base < Window  include Module_Name   def draw_actor_exp(actor, x, y, width = 120)	s1 = actor.exp_s	s2 = actor.next_rest_exp_s + s1	if s1.is_a? String or s2.is_a? String	  s1 = actor.exp	  s2 = actor.exp	end	draw_actor_exp_gauge(actor, x, y, s1, s2, width)	self.contents.font.color = system_color	self.contents.draw_text(x, y, 30, WLH, EXP_NAME)	self.contents.font.color = normal_color	last_font_size = self.contents.font.size	xr = x + width	if width < 120	  self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)	else	  self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)	  self.contents.font.color = normal_color	  self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)	  self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)	end  end   def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)	gw = width * s1 / s2	gc1 = text_color(31)	gc2 = text_color(27)	self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)	self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)  endend

  2. #######################################################################
    #########
    #                                                                              #
    #                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
    #                               HUD BluePrint v3.2                             #
    #                                                                              #
    ################################################################################
    
    # To toggle the hud's display, just do a callscript "hud"
    # To set the hud's display, just do a callscript "hud(true)" or "hud(false)"
    
    module Module_Name; WLH = Window_Base::WLH
    ################################################################################
    # User Customazation
     Start_Display = true #true/false
     Opacity = 100 #0-255
     BG_Display = true #true/false
     Hide = true #true/false
     EXP_NAME = "E"
    ################################################################################
    # Don't touch below (if ure're not a scripter)
    ################################################################################
    =begin #########################################################################
    Some standard value's you might want to use are allready pre-defiend so that you
    don't have to write the whole function for your self anymore.
    Here follows a list: (just copy+past and fill in the value's to let it work)
     * draw_actor_graphic(actor, x, y)
     * draw_actor_face(actor, x, y, size = 96)
     * draw_actor_name(actor, x, y)
     * draw_actor_class(actor, x, y)
     * draw_actor_level(actor, x, y)
     * draw_actor_state(actor, x, y, width = 96)
     * draw_actor_hp(actor, x, y, width = 120)
     * draw_actor_mp(actor, x, y, width = 120)
     * draw_actor_parameter(actor, x, y, type)
         FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi
     * draw_item_name(item, x, y, enabled = true)
     * draw_currency_value(value, x, y, width)
     
     Custom new standard functions:
     * draw_actor_exp(actor, x, y, width = 120)
    =end ###########################################################################
    ################################################################################
     def xywh
       @x = 300 #Set the x-position
       @y = 300 #Set the y-position
       @w = 96+32 #Set the width
       @h = 72+24+32 #Set the height
       return[@x, @y, @w, @h]
     end; def hud_values #Set the value's that you're using (also used at refresh)
       @actor = $game_party.members[@index]
       @temp_states = @actor.states
       #Example: @actor = $game_party.members[0]
     end; def hud_contents #Set the things you want to draw
       draw_actor_graphic(@actor, 14, 42)
       draw_actor_parameter(@actor, 0, 0, 3)
       draw_actor_parameter(@actor, 0, 24, 1)
       draw_actor_parameter(@actor, 0, 48, 0)
       draw_actor_parameter(@actor, 0, 72, 2)
       #Example: draw_actor_hp(@actor, x, y)
     end; def hud_refresh?
       if @temp_actor != @actor or
       @temp_actor.character_name != @actor.character_name or
       @temp_actor.character_index != @actor.character_index or
       @temp_actor.hp != @actor.hp or
       @temp_actor.mp != @actor.mp or
       @temp_actor.exp != @actor.exp or
       @temp_states != @actor.states
       @temp_states = @actor.states
       #Example: if @actor != $game_party.members[0]
       return true; end
     end
    end
    ################################################################################
    # Don't touch below
    ################################################################################
    
    ################################################################################
    # Call script function
    ################################################################################
    def hud(arg = nil)
     $game_system.hud_display = !$game_system.hud_display if arg == nil
     $game_system.hud_display = arg if arg != nil
    end
    ################################################################################
    #------------------------------------------------------------
    # * Hud_Name: Create Hud window
    #------------------------------------------------------------
    class Hud_Name < Window_Base
     include Module_Name
     
     attr_reader :index
     
     def initialize(index)
       @index = index
       super(xywh[0],xywh[1],xywh[2],xywh[3])
       self.visible = $game_system.hud_display
       self.opacity = Opacity
       self.opacity = 0 if !BG_Display
       hide_status if Hide
       hud_values
       refresh
     end
     
     def refresh
       contents.clear
       hud_values
       hud_contents
     end
     
     def hide_status
       if Hide
         if $game_player.screen_x + 16 > self.x and
         $game_player.screen_y + 4 > self.y and
         $game_player.screen_x - 16 < self.x + self.width and
         $game_player.screen_y - 28 < self.y + self.height
           self.opacity = Opacity if BG_Display
           self.contents_opacity = Opacity
         else
           self.opacity = 255 if BG_Display
           self.contents_opacity = 255
         end
       end
     end
     
     def update
       self.visible = $game_system.hud_display
       return if !self.visible
       refresh if hud_refresh?
       hide_status if Hide
     end
    end
    
    #------------------------------------------------------------
    # * Scene_Map: Attach HUD to map
    #------------------------------------------------------------
    class Scene_Map < Scene_Base
     alias start_hud_name start
     alias terminate_hud_name terminate
     alias update_hud_name update
     def start
       start_hud_name
       @index = 0
       new_hud
     end
     def terminate
       @hud_name.dispose
       terminate_hud_name
     end
     def update
       update_hud_name
       @hud_name.update
       return if !@hud_name.visible
       if Input.trigger?(Input::R)
         if @index == $game_party.members.size - 1
           @index = 0
         else
           @index += 1
         end
       elsif Input.trigger?(Input::L)
         if @index == 0
           @index = $game_party.members.size - 1
         else
           @index -= 1
         end
       end
       new_hud if @index != @hud_name.index
     end
     def new_hud
       @hud_name.dispose if !@hud_name.nil?
       @hud_name = Hud_Name.new(@index)
     end
    end
    
    #------------------------------------------------------------
    # * Game_System: Check for display
    #------------------------------------------------------------
    class Game_System
     alias hud_initialize initialize
     attr_accessor :hud_display
     def initialize
       hud_initialize
       @hud_display = Module_Name::Start_Display
     end
    end
    
    #------------------------------------------------------------
    # * Window_Base: Some new standard function
    #------------------------------------------------------------
    class Window_Base < Window
     include Module_Name
     
     def draw_actor_exp(actor, x, y, width = 120)
       s1 = actor.exp_s
       s2 = actor.next_rest_exp_s + s1
       if s1.is_a? String or s2.is_a? String
         s1 = actor.exp
         s2 = actor.exp
       end
       draw_actor_exp_gauge(actor, x, y, s1, s2, width)
       self.contents.font.color = system_color
       self.contents.draw_text(x, y, 30, WLH, EXP_NAME)
       self.contents.font.color = normal_color
       last_font_size = self.contents.font.size
       xr = x + width
       if width < 120
         self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)
       else
         self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)
         self.contents.font.color = normal_color
         self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
         self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)
       end
     end
     
     def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)
       gw = width * s1 / s2
       gc1 = text_color(31)
       gc2 = text_color(27)
       self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
       self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
     end
    end

  3. ok la richiesta cambia...ho trovato questo script e ho fatto in modo che mostra gli status ma nn mostra a quanto stanno cioè c'è scritto ATK ma senza il valore...

     

    script:

    #################################################################################																			  ##					  ~~~~~ Copyright 2009 SojaBird ~~~~~					 ##							   HUD BluePrint v3.2							 ##																			  ################################################################################# # To toggle the hud's display, just do a callscript "hud"# To set the hud's display, just do a callscript "hud(true)" or "hud(false)" module Module_Name; WLH = Window_Base::WLH################################################################################# User Customazation  Start_Display = true #true/false  Opacity = 100 #0-255  BG_Display = true #true/false  Hide = true #true/false  EXP_NAME = "E"################################################################################# Don't touch below (if ure're not a scripter)################################################################################=begin #########################################################################Some standard value's you might want to use are allready pre-defiend so that youdon't have to write the whole function for your self anymore.Here follows a list: (just copy+past and fill in the value's to let it work)  * draw_actor_graphic(actor, x, y)  * draw_actor_face(actor, x, y, size = 96)  * draw_actor_name(actor, x, y)  * draw_actor_class(actor, x, y)  * draw_actor_level(actor, x, y)  * draw_actor_state(actor, x, y, width = 96)  * draw_actor_hp(actor, x, y, width = 120)  * draw_actor_mp(actor, x, y, width = 120)  * draw_actor_parameter(actor, x, y, type)	  FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi  * draw_item_name(item, x, y, enabled = true)  * draw_currency_value(value, x, y, width)    Custom new standard functions:  * draw_actor_exp(actor, x, y, width = 120)=end ###########################################################################################################################################################  def xywh	@x = 300 #Set the x-position	@y = 300 #Set the y-position	@w = 96+32 #Set the width	@h = 72+24+32 #Set the height	return[@x, @y, @w, @h]  end; def hud_values #Set the value's that you're using (also used at refresh)	@actor = $game_party.members[@index]	@temp_states = @actor.states	#Example: @actor = $game_party.members[0]  end; def hud_contents #Set the things you want to draw	draw_actor_graphic(@actor, 14, 42)	draw_actor_parameter(@actor, 0, 0, 3)	draw_actor_parameter(@actor, 0, 24, 1)	draw_actor_parameter(@actor, 0, 48, 0)	draw_actor_parameter(@actor, 0, 72, 2)	#Example: draw_actor_hp(@actor, x, y)  end; def hud_refresh?	if @temp_actor != @actor or	@temp_actor.character_name != @actor.character_name or	@temp_actor.character_index != @actor.character_index or	@temp_actor.hp != @actor.hp or	@temp_actor.mp != @actor.mp or	@temp_actor.exp != @actor.exp or	@temp_states != @actor.states	@temp_states = @actor.states	#Example: if @actor != $game_party.members[0]	return true; end  endend################################################################################# Don't touch below################################################################################ ################################################################################# Call script function################################################################################def hud(arg = nil)  $game_system.hud_display = !$game_system.hud_display if arg == nil  $game_system.hud_display = arg if arg != nilend#################################################################################------------------------------------------------------------# * Hud_Name: Create Hud window#------------------------------------------------------------class Hud_Name < Window_Base  include Module_Name   attr_reader :index   def initialize(index)	@index = index	super(xywh[0],xywh[1],xywh[2],xywh[3])	self.visible = $game_system.hud_display	self.opacity = Opacity	self.opacity = 0 if !BG_Display	hide_status if Hide	hud_values	refresh  end   def refresh	contents.clear	hud_values	hud_contents  end   def hide_status	if Hide	  if $game_player.screen_x + 16 > self.x and	  $game_player.screen_y + 4 > self.y and	  $game_player.screen_x - 16 < self.x + self.width and	  $game_player.screen_y - 28 < self.y + self.height		self.opacity = Opacity if BG_Display		self.contents_opacity = Opacity	  else		self.opacity = 255 if BG_Display		self.contents_opacity = 255	  end	end  end   def update	self.visible = $game_system.hud_display	return if !self.visible	refresh if hud_refresh?	hide_status if Hide  endend #------------------------------------------------------------# * Scene_Map: Attach HUD to map#------------------------------------------------------------class Scene_Map < Scene_Base  alias start_hud_name start  alias terminate_hud_name terminate  alias update_hud_name update  def start	start_hud_name	@index = 0	new_hud  end  def terminate	@hud_name.dispose	terminate_hud_name  end  def update	update_hud_name	@hud_name.update	return if !@hud_name.visible	if Input.trigger?(Input::R)	  if @index == $game_party.members.size - 1		@index = 0	  else		@index += 1	  end	elsif Input.trigger?(Input::L)	  if @index == 0		@index = $game_party.members.size - 1	  else		@index -= 1	  end	end	new_hud if @index != @hud_name.index  end  def new_hud	@hud_name.dispose if !@hud_name.nil?	@hud_name = Hud_Name.new(@index)  endend #------------------------------------------------------------# * Game_System: Check for display#------------------------------------------------------------class Game_System  alias hud_initialize initialize  attr_accessor :hud_display  def initialize	hud_initialize	@hud_display = Module_Name::Start_Display  endend #------------------------------------------------------------# * Window_Base: Some new standard function#------------------------------------------------------------class Window_Base < Window  include Module_Name   def draw_actor_exp(actor, x, y, width = 120)	s1 = actor.exp_s	s2 = actor.next_rest_exp_s + s1	if s1.is_a? String or s2.is_a? String	  s1 = actor.exp	  s2 = actor.exp	end	draw_actor_exp_gauge(actor, x, y, s1, s2, width)	self.contents.font.color = system_color	self.contents.draw_text(x, y, 30, WLH, EXP_NAME)	self.contents.font.color = normal_color	last_font_size = self.contents.font.size	xr = x + width	if width < 120	  self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)	else	  self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)	  self.contents.font.color = normal_color	  self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)	  self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)	end  end   def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)	gw = width * s1 / s2	gc1 = text_color(31)	gc2 = text_color(27)	self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)	self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)  endend

     

  4. Hai inserito altri script o modificato quelli esistenti? Ti dà sempre questo errore anche su nuovi progetti? Magari per sbaglio hai modificato proprio quello script, controlla alla riga 80 dovrebbe esserci scritto
    @cache[path] = Bitmap.new(path)

    comunque prova a incollare la Cache da un nuovo progetto (sempre se questo non ha lo stesso errore).

    ^ ^

     

    il codice è giusto e l'errore lo fa solo con il progetto nn con tutti....script uso l'autosalvataggio l'extra movement frame e negozio abilità!!

  5. Allora miei cari maker ho un problemino con questo script che permette di visualizzare un title in movimento si basa su tre immagini che ruotano solo che ho un problema...quando setto le 3 immagini queste si sovrappongono e le parti bianche coprono l'immagine dietro mentre nella demo le immagini si sovrappongono eliminando la parte bianca....!!! come faccio?!?

     

    Grazie a tutti ^^

  6. Salve a tutti,non sono certo che questa sia la sezione giusta in caso spostate il topic ^^

    Cooomunque passo alla richiesta:

    Cerco una persona in grado di disegnare bene in stile Manga, poiché non riesco a trovare l immagine di cui ho bisogno.

    Ho provato a fare una bozza con paint ma è veramente penosa e io nn sono in grado di fare lo sfondo che mi serve T.T

     

    Grazie a tutti per l'attenzione =D

  7. Non va propio mio caro dottore, non puoi copiare i lavori degli altri, tradurli e cambiare il nome negli alias per spacciare un lavoro come tuo, si vede subito che lo script da te postato è la copia di questo:

    http://www.rpg2s.net/forum/index.php?showtopic=10323

     

    Bisogna creditare sempre gli autori originali.

    Detto questo vado. :-|

     

    Quindi chi devo creditare? Doc o Xemnas xD cmq scs per l'UP non mi ricordavo della regola delle 24 ore ... chiedo umilmente perdono U.U

  8. Domandina sempre riguardate il legale o no...ma se in un progetto uno inserisce risorse trovate su internet oppure modificate in gran parte poi può o non può vendere il gioco?o.O cioè se prendo un immagine e la modifico l'immagine che è stata modificata in gran parte da me e che vagamente fa pensare all'originale è come se fosse fatta da 0 da me no?
  9. Salve sorcioni.

    Ho visto la tua domanda e cercato una soluzione.

    Bene, la soluzione è spuntata fuori ed è proprio qui, dentro questo spoiler. Sta a te decidere se aprirlo o meno.

     

    #==============================================================================# ** Più Frame per il Moovimento#------------------------------------------------------------------------------# ** Istruzioni per l'uso#  rinominate il personaggio in questa maniera:#  !$@[Numero di Frame]Nome Personaggio##  Per esempio: !$@[9]Ralph  #  Questo mostrerà il personaggio Ralph con 9 frame.#============================================================================== class Game_Character  attr_reader :height_divisor    attr_reader :width_divisor     attr_reader :char_frames  def calculate_divisors	return unless @previous_character.nil? || @previous_character != @character_name	bitmap = Cache.character (@character_name)	sign = @character_name[/^[!$].[@][d*]/]	if !sign.nil? && sign.size > 5	  @original_pattern = 0	  @width_divisor = sign[4, sign.size - 5].to_i	  @height_divisor = 4	  @char_frames = @width_divisor	elsif !sign.nil? && sign.include? ('$')	  @width_divisor = 3	  @height_divisor = 4	  @char_frames = 3	else	  @width_divisor = 12	  @height_divisor = 8	  @char_frames = 3	end	@previous_character = @character_name  end  alias dottorrisolvo_update_animation update_animation  def update_animation	if @char_frames == 3	  dottorrisolvo_update_animation	  return	end	saved_anime_count = @anime_count	pattern_original = @pattern	speed = @move_speed + (dash? ? 1 : 0)	ma_extra_movement_frames_anim_upd	if (saved_anime_count > (18 - speed * 2)) && (@step_anime || (@stop_count <= 0))	  @pattern = (pattern_original + 1) % @char_frames	end  endend class Sprite_Character  alias dottorrisolvo_update_src_rect update_src_rect  def update_src_rect	if @tile_id == 0	  dottorrisolvo_update_src_rect	  index = @character.character_index	  pattern = @character.pattern < @character.char_frames ? @character.pattern : 1	  sx = (index % 4 * 3 + pattern) * @cw	  sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch	  self.src_rect.set(sx, sy, @cw, @ch)	end  end  alias dottorrisolvo_update_bitmap update_bitmap  def update_bitmap	@character.calculate_divisors	saved_tile_id = @tile_id	saved_character_name = @character_name	saved_character_index = @character_index	dottorrisolvo_update_bitmap	if saved_tile_id  != @character.tile_id or	   saved_character_name != @character.character_name or	   saved_character_index != @character.character_index	  unless @tile_id > 0		@cw = bitmap.width / @character.width_divisor		@ch = bitmap.height / @character.height_divisor		self.ox = @cw / 2		self.oy = @ch	  end	end  endend class Window_Base  def draw_character(character_name, character_index, x, y)	return if character_name == nil	bitmap = Cache.character(character_name)	sign = character_name[/^[!$].[@][d*]/]	if !sign.nil? && sign.size > 5	  cw = bitmap.width / sign[4, sign.size - 5].to_i	  ch = bitmap.height / 4	elsif sign != nil and sign.include?('$')	  cw = bitmap.width / 3	  ch = bitmap.height / 4	else	  cw = bitmap.width / 12	  ch = bitmap.height / 8	end	n = character_index	src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)	self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)  endend

     

    Grazie mille appena presenterò il mio progetto nn aspetterò a creditarti mi hai salvato xD

    anche se mi da errore alla riga 45!?o.O come lo risolvo?

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