sorcioni
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Posts posted by sorcioni
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te posso consiglià 'na cosa..?XD
per le prossime "prove", 4 righe di codice sono PIU' CHE SUFFICENTI XDDDDDDDDDD
?.? in che senso? Cooomunque lo script funziona il problema è che nn mostra il valore del parametro come faccio T.T
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Per usare il tag code con il linguaggio ruby devi scrivere semplicemente "ruby" (senza apici) nella finestrella che ti apre il pulsante tag code.
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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
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####################################################################### ######### # # # ~~~~~ 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 -
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
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Ti ho mandato un Mp ^_^
ricevuto e aggiunto :D
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Salve,come da titolo cerco scripter anche non molto esperto che mi aiuti con piccoli script,a chi accetterà sarò lieto di fornire maggiori informazioni sul mio progetto ^^
Grazie a tutti :D
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Salve a tutti mi servirebbe un piccolissimo script che mi faccia visualizzare in un angolo di una determinata mappa gli status del primo PG.Ho provato a farlo da solo ma ho miseramente fallito T.T
Grazie a tutti :D
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Prova a togliere uno per uno quei tre script per vedere in quale può essere l'errore, purtroppo non mi intendo di script, più di così non posso aiutarti.
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Olèèèè problema risolto .... grazie mille dell'aiuto (era colpa di un parallaxes)
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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).
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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!!
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Panicooooo!!!.....ho un problema con il mio progetto....cerco di farlo partire quando mi parte la scritta dello script error solo che si tratta dello script Cache...mi dice errore alla riga 80(failed to create bitmap)!!! come faccio?
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metto il link http://www.rpg2s.net/forum/index.php?showt...9&hl=men%F9 tanto sta sul forum
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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 ^^
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Non puoi rippare qualche cosa e modificarla?
Usare un facemaker?
La richiesta è abbastanza tosta.
lo so che è tosta xD...cmq no nessun facemaker o roba simile!!!!
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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
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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
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up!? ho bisogno urgente dello script giusto T.T
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ok...tocca che controllo la % delle immagini xD
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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?
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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) endendGrazie 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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La parola chiave sarebbe "pose", ho provato a cercare con quella, ma non ho ottenuto risultati per il VX.
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Quindi nnt script T.T nn ci sono altri modi??...oppure un qualche script che permette di usare lo script del XP sul VX?
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Scusate la domanda ma cerco lo script che permette di inserire charset da + frame....ho cercato nel forum con la parola chiave "frame" ma non l'ho trovato...ho trovato solo quello per l' XP,c'è per il VX?
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yes, it is!
ok grazie ora vedo se riesco ad utilizzarli...il progetto che sto facendo è un casino xD
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@testament: mmm no non ho ancora cercato nei siti di mugen ora do un occhiata
@Xemnas: ma non sono gli sfondi di rpgmaker XP?o.O...cmq nn vanno bene ... peccato

Barre per Menù
in Richiesta risorse grafiche VX
Posted
Salve a tutti,mi servirebbero delle barre per un menù creato ad eventi.
le barre sono 5 e dovrebbero contenere le scritte:
Profilo
Quest
Riposo
Shop
Hunt
Possibilmente non in stile medioevale o fantasy ma con uno stile più Digitale.
Grazie