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TheWisher

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Posts posted by TheWisher

  1. Lo script mi funziona va vorrei capire come poter fare un evento per dire se ha vinto o il tempo è scaduto.

     

    Per richiamare lo script si usa: $scene = Scene_Puzle.new(180, "Puzzleinizio", 3, 90, "Back")

     

    Nello script dice che 1= You Won 2:Time Up

     

    Ma anche mettendo 1 o 2 al posto di 3 nel richiamo non mi appare niente. Q

     

    ualcuno saprebbe aiutarmi? Grazie

  2. Io uso questo script per il limit break e vorrei capire come faccio a impostare i limiti per i vari personaggi, aiutatemi please

     

    Il codice è questo:

     

     

    ==============================================================================# *** Limit Break (DVV's)										  (03-18-2007)# *** Version 1.6#------------------------------------------------------------------------------# by DerVVulfman# #   This system is a revamped & rewritten system that disables 'element-tagged'#   skills until the hero's limitbreak bar is filled.   Once the skill is used,#   the skill becomes disabled again.   Works with and without the RTAB system.#   #   One feature  that was sadly lacking in all other systems  was the inability#   to fill the limitbreak bar with item damage.   Previous systems only looked#   to damage inflicted through attacks and skill use.   Items such as grenades#   were entirely overlooked.##   It is still designed  'menu-less'  so there would be  no conflicts with any#   custom menu scripts.  However,  with a little work, making a menu system to#   change an actor's limit break fill-type (Attack/Defend/Guard) can be accom-#   plished fairly easily... for the script literate.  :)##   It still requires Cogwheel's HP/SP/EXP Gauge script to draw the Limit Break#   bar, unless a suitable Bar Drawing script is available.   However,  without #   the bar drawing script, you will not get an error.   You just won't see the#   bars on the screen.   Previous scripts  either had  their own 'cheaper' bar#   rendering system, or had 'REQUIRED' scripts that without 'em... crashed.##   Bug reported by link2795 for healing items crashing the game when used with#   the RTAB system.  Bug caught and squashed.##   Removed Window_BattleStatus's 'Update' def as re-aliasation slowed the game#   down without contributing to anything.  It was a bug in the KGC_OverDrive#   and previous BattleStatus Mod script combined.##   Converted the positioning system's CONSTANTS into ($)GLOBAL values that you#   can edit and change from a script call.   That way, positioning of the bars#   can be changed based on which menu  or battlestatus window you are using at#   the time.##   Added a feature to hide limit break bars from the menu and the battlestatus#   screens. Simple enough... just fill the array with the ID of the heroes you#   don't want to have visible bars.  As it TOO uses ($)GLOBAL values, you can#   change it through a script call.##   Added save/load feature so ($)GLOBAL values that are changed through script#   calls can be recorded into the savegame files.##============================================================================== #==============================================================================#						 * Configuration Section *#==============================================================================   # Name of the Limit Break element   LB_NAME   = "Limit Break"    # Starting/Default Limit Break Setting  LB_START  = 0   # 0 = Attack		  |  1 = Critical	  |  2 = Damaged				  # 3 = Killed an enemy |  4 = Killed a Boss |  5 = Hero Died				  # 6 = Victory		 |  7 = Escape/Flee   |  8 = Defending				  # 9 = Lone Combatant  | 10 = Any Action	| 11 = Crit. Health    # Enemy Bosses (by ID)  # Related to the LB_Rate, it determines if points garnered through 'killing'  # an ememy gives regular 'enemy' points or 'boss' points to your LB gauge.  LB_BOSSES = [17]   # Set to enemy 17 (Skeleton)   # Hidden Actors (by ID)  # This array holds the ID number of Actors who hide their own Limit Break bars  # in both the battle and menu screens.  Will only apply to both battle & menu.  $lb_hidden = [3]  # Set to actor #3, Cyrus    # Limit Break Max Value  LB_MAX	= 1000   # Limit Break Fill Rates  # For flat rates & max value settings, the max value should not exceed LB_MAX.  LB_RATE   = [  10,   50,  200,  # Hero Attacks the Enemy	(rate, min., max.)				 25,   25, 1000,  # Hero delivers a CRITICAL! (rate, min., max.)				 30,	1, 1000,  # Hero takes Damage		 (rate, min., max.)				500,  750,  900,  # Fatalaties:  Enemy, Boss or Self (flat rate)				200,  200,  100,  # Victory, Escape & Defending	  (flat rate)				160,   40,  160]  # Loner, Action & Crit. Health	 (flat rate)    # Flexible positioning system.  Default position appears under the STATUS txt.  $lb_menu_on	= 1			  # If set to '1', the bar is shown in the menu.  $lb_menu_pos   = [ 0,   0, 190] # Positioning in the menu:  X, Y, & bar width.  $lb_battle_pos = [ 0,  64, 120] # Positioning in the battle menu.  Same setup.  $lb_rtab_pos   = [ 0, -25, 111] # Position if using RTAB system.   Same setup.  $lb_rtab_var   = [0, 40]		# Variable distances between hero's LB gauges.    # Hidden Actors  # This array holds the ID number of Actors who hide their own overdrive gauges  # in both the battle and menu screens.  $lb_hide	  = []   # SE played when Limit Break filled  LB_RING   = "006-System06"    #----------------------------------------------------------------------------  # Do not edit below unless you know what you're doing. The following code is  # for automatic systems in the script. Values are edited or passed elsewhere.  #----------------------------------------------------------------------------   # Stores the battler id for item users (needed for non-RTAB systems)  $item_user = nil  # Obtain the Limit Break 'id' from the system  $data_system = load_data("Data/System.rxdata")  $lb_element_id = $data_system.elements.index(LB_NAME) #==============================================================================#					   * Configuration Section End *#==============================================================================   #============================================================================== # ** Game_System#------------------------------------------------------------------------------#  This class handles data surrounding the system. Backround music, etc.#  is managed here as well. Refer to "$game_system" for the instance of #  this class.#============================================================================== class Game_System  #--------------------------------------------------------------------------  # * Public Instance Variables  #--------------------------------------------------------------------------  # Additional values for the save/load feature  attr_accessor :lb_mn					# menu on  attr_accessor :lb_mp					# menu position  attr_accessor :lb_bp					# battle position  attr_accessor :lb_rp					# rtab position  attr_accessor :lb_rv					# rtab variance  attr_accessor :lb_h					 # hidden  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  alias lb_init initialize  def initialize	# Perform the original call	lb_init	# Create the savable values	@lb_mn  = 0	@lb_mp  = []	@lb_bp  = []	@lb_rp  = []	@lb_rv  = []	@lb_h   = []  end  end     #==============================================================================# ** Scene_Save#------------------------------------------------------------------------------#  This class performs save screen processing.#============================================================================== class Scene_Save < Scene_File  #--------------------------------------------------------------------------  # * Write Save Data  #	 file : write file object (opened)  #--------------------------------------------------------------------------  alias lb_wsd write_save_data  def write_save_data(file)	# Store the globals	$game_system.lb_mn  = $lb_menu_on	$game_system.lb_mp  = $lb_menu_pos	$game_system.lb_bp  = $lb_battle_pos	$game_system.lb_rp  = $lb_rtab_pos	$game_system.lb_rv  = $lb_rtab_var	$game_system.lb_h   = $lb_hide	# Perform the original call	lb_wsd(file)  endend   #==============================================================================# ** Scene_Load#------------------------------------------------------------------------------#  This class performs load screen processing.#============================================================================== class Scene_Load < Scene_File  #--------------------------------------------------------------------------  # * Read Save Data  #	 file : file object for reading (opened)  #--------------------------------------------------------------------------  alias lb_rsd read_save_data  def read_save_data(file)	#Perform the original call	lb_rsd(file)	# ReStore the globals	$lb_menu_on	= $game_system.lb_mn	$lb_menu_pos   = $game_system.lb_mp	$lb_battle_pos = $game_system.lb_bp	$lb_rtab_pos   = $game_system.lb_rp	$lb_rtab_var   = $game_system.lb_rv	$lb_hide	   = $game_system.lb_h  endend   #==============================================================================# ** Game_Battler#------------------------------------------------------------------------------#  This class deals with battlers. It's used as a superclass for the Game_Actor#  and Game_Enemy classes.#============================================================================== class Game_Battler  #--------------------------------------------------------------------------  # * Public Instance Variables  #--------------------------------------------------------------------------    attr_accessor :base_damage  #--------------------------------------------------------------------------  # * Applying Normal Attack Effects (Edited)  #	 attacker : battler  #--------------------------------------------------------------------------  alias lb_attack_effect attack_effect  def attack_effect(attacker)	# Attach base damage to battler (for self.base_damage)	@base_damage = nil	# Execute the original process	result = lb_attack_effect(attacker)	# Set current damage (rtab or not)	current_dmg = self.damage	if $rtab_detected; current_dmg = self.damage[attacker]; end	# Set crit flag (rtab or not)	current_crit = self.critical	if $rtab_detected; current_crit = self.critical[attacker]; end	# Calculate basic damage	if @base_damage == nil	  @base_damage = 	  [attacker.atk - self.pdef / 2, 0].max * (20 + attacker.str) / 20	end	# When actual physical damage is applied	if result && current_dmg.is_a?(Numeric) && self.base_damage > 0	  # When HERO attacking the enemy (and tagged for 'Attack')	  if attacker.is_a?(Game_Actor) && self.is_a?(Game_Enemy) && attacker.lb_type == 0 		# Limit Break growth calculation		lb_calc = current_dmg * LB_RATE[0] * 10 / self.base_damage		# Adjust Limit Break growth between min & max values		lb_add = [[lb_calc, LB_RATE[1]].max, LB_RATE[2]].min		# OD gauge increase		attacker.limitbreak += lb_add	  end	  # If the HERO made a critical hit on the Enemy	  if attacker.is_a?(Game_Actor) && self.is_a?(Game_Enemy) && attacker.lb_type == 1 		if current_crit		  # Limit Break growth calculation		  lb_calc = current_dmg * LB_RATE[3] * 10 / self.base_damage		  # Adjust Limit Break growth between min & max values		  lb_add = [[lb_calc, LB_RATE[4]].max, LB_RATE[5]].min		  # OD gauge increase		  attacker.limitbreak += lb_add  		end	  end	  # When HERO is damaged by the enemy (and tagged for 'Damaged')	  if attacker.is_a?(Game_Enemy) && self.is_a?(Game_Actor) && self.lb_type == 2 		lb_calc = current_dmg * LB_RATE[6] * 10 / self.maxhp		# Adjust Limit Break growth between min & max values		lb_add = [[lb_calc, LB_RATE[7]].max, LB_RATE[8]].min		self.limitbreak += lb_add	  end	  # IF a battler has died	  if self.dead?		# Regular killing move check.		if attacker.is_a?(Game_Actor) && attacker.lb_type == 3		  attacker.limitbreak += LB_RATE[9]  		# Killed a boss enemy  		elsif attacker.is_a?(Game_Actor) && attacker.lb_type == 4 &&		  LB_BOSSES.include?(self.id)		  attacker.limitbreak += LB_RATE[10]  		end		# Hero dies		if self.is_a?(Game_Actor) && self.lb_type == 5		  self.limitbreak += LB_RATE[11]  		end			  end	end	return result  end  #--------------------------------------------------------------------------  # * Apply Skill Effects  #	 user  : the one using skills (battler)  #	 skill : skill  #--------------------------------------------------------------------------    alias lb_skill_effect skill_effect    def skill_effect(user, skill)	# Attach base damage to battler (for self.base_damage)	@base_damage = nil	# Execute the original process	result = lb_skill_effect(user, skill)	# Set current damage (rtab or not)	current_dmg = self.damage	if $rtab_detected; current_dmg = self.damage[user]; end	# Recalculate the base (unadjusted) damage	if @base_damage == nil	  # Calculate power	  power = skill.power + user.atk * skill.atk_f / 100	  if power > 0		power -= self.pdef * skill.pdef_f / 200		power -= self.mdef * skill.mdef_f / 200		power = [power, 0].max	  end	  # Calculate rate	  rate = 20	  rate += (user.str * skill.str_f / 100)	  rate += (user.dex * skill.dex_f / 100)	  rate += (user.agi * skill.agi_f / 100)	  rate += (user.int * skill.int_f / 100)	  # Calculate basic damage	  @base_damage = power * rate / 20	end	# When actual physical damage is applied	if result && current_dmg.is_a?(Numeric) && self.base_damage > 0	  # When HERO attacking the enemy (and tagged for 'Attack')	  if user.is_a?(Game_Actor) && self.is_a?(Game_Enemy) && user.lb_type == 0		# Limit Break growth calculation		lb_calc = current_dmg * LB_RATE[0] * 10 / self.base_damage		# Adjust Limit Break growth between min & max values		lb_add = [[lb_calc, LB_RATE[1]].max, LB_RATE[2]].min		# OD gauge increase		user.limitbreak += lb_add	  end	  # When HERO is damaged by the enemy (and tagged for 'Damaged')	  if user.is_a?(Game_Enemy) && self.is_a?(Game_Actor) && self.lb_type == 2		lb_calc = current_dmg * LB_RATE[6] * 10 / self.maxhp		# Adjust Limit Break growth between min & max values		lb_add = [[lb_calc, LB_RATE[7]].max, LB_RATE[8]].min		self.limitbreak += lb_add	  end	  # IF a battler has died	  if self.dead?		# Regular killing move check.		if user.is_a?(Game_Actor) && user.lb_type == 3		  user.limitbreak += LB_RATE[9]  		# Killed a boss enemy  		elsif user.is_a?(Game_Actor) && user.lb_type == 4 &&		  LB_BOSSES.include?(self.id)		  user.limitbreak += LB_RATE[10]  		end		# Hero dies		if self.is_a?(Game_Actor) && self.lb_type == 5		  self.limitbreak += LB_RATE[11]  		end			  end	end	# When limitbreak skill is used	if user.is_a?(Game_Actor) && skill.element_set.include?($lb_element_id)	  # Reset gauge	  user.limitbreak = 0	end	return result  end  #--------------------------------------------------------------------------  # * Application of Item Effects  #	 item : item  #--------------------------------------------------------------------------  alias lb_item_effect item_effect    def item_effect(item, battler = @active_battler)	# Attach base damage to battler (for self.base_damage)	@base_damage = nil	# Set 'user' to the current battler (and ensure if RTAB)	user = $item_user	if $rtab_detected; user = battler; end	# Execute the original process (RTAB or not)	if $rtab_detected	  result = lb_item_effect(item, user)	else	  result = lb_item_effect(item)	end	# Set current damage (rtab or not)	current_dmg = self.damage	if $rtab_detected; current_dmg = self.damage[user]; end	# Recalculate the base (unadjusted) damage	if @base_damage == nil	  #Calculate power	  power = maxhp * item.recover_hp_rate / 100 + item.recover_hp	  if power < 0		power += self.pdef * item.pdef_f / 20		power = [power, 0].min	  end	  # Set damage value and reverse item power amount	  @base_damage = -power	end	# When actual physical damage is applied	if result && current_dmg.is_a?(Numeric) && self.base_damage > 0	  # When HERO attacking the enemy (and tagged for 'Attack')	  if user.is_a?(Game_Actor) && self.is_a?(Game_Enemy) && user.lb_type == 0		# Limit Break growth calculation		lb_calc = current_dmg * LB_RATE[0] * 10 / self.base_damage		# Adjust Limit Break growth between min & max values		lb_add = [[lb_calc, LB_RATE[1]].max, LB_RATE[2]].min		# OD gauge increase		user.limitbreak += lb_add	  end	  # When HERO is damaged by the enemy (and tagged for 'Damaged')	  if user.is_a?(Game_Enemy) && self.is_a?(Game_Actor) && self.lb_type == 2		lb_calc = current_dmg * LB_RATE[6] * 10 / self.maxhp		# Adjust Limit Break growth between min & max values		lb_add = [[lb_calc, LB_RATE[7]].max, LB_RATE[8]].min		self.limitbreak += lb_add	  end	  # IF a battler has died	  if self.dead?		# Regular killing move check.		if user.is_a?(Game_Actor) && user.lb_type == 3		  user.limitbreak += LB_RATE[9]  		# Killed a boss enemy  		elsif user.is_a?(Game_Actor) && user.lb_type == 4 &&		  LB_BOSSES.include?(self.id)		  user.limitbreak += LB_RATE[10]  		end		# Hero dies		if self.is_a?(Game_Actor) && self.lb_type == 5		  self.limitbreak += LB_RATE[11]  		end			  end	end	return result  endend   #==============================================================================# ** Game_Actor#------------------------------------------------------------------------------#  This class handles the actor. It's used within the Game_Actors class#  ($game_actors) and refers to the Game_Party class ($game_party).#============================================================================== class Game_Actor < Game_Battler   #--------------------------------------------------------------------------  # * Public Instance Variables  #--------------------------------------------------------------------------  attr_reader   :limitbreak			   # Limitbreak value  attr_accessor :lb_type				  # Limitbreak action type  attr_accessor :limitbreak_ring		  # Limit Break Ring Checker  #--------------------------------------------------------------------------  # * Setup  #	 actor_id : actor ID  #--------------------------------------------------------------------------  alias lb_setup setup  def setup(actor_id)	# Perform the original call	lb_setup(actor_id)	@limitbreak = 0		   # Reset Limit Break gauge to zero	@lb_type = LB_START	   # Set the Limit Break type to 'config' settings.	@limitbreak_ring = false  # Turn the 'ring' off  end  #--------------------------------------------------------------------------  # * Determine if Skill can be Used  #	 skill_id : skill ID  #--------------------------------------------------------------------------  alias lb_skill_can_use? skill_can_use?  def skill_can_use?(skill_id)	# Get result from original call	result = lb_skill_can_use?(skill_id)	# Return if already disabled	return if result == false	# Obtain skill from database	skill = $data_skills[skill_id]	# Only perform if skill	if skill != nil	  # Only perform if includes the Element	  if skill.element_set.include?($lb_element_id)		# If the limitbreak bar is filled, skill is available		if self.limitbreak == LB_MAX		  result = true		# Otherwise, it isn't		else		  result = false		end	  end	end	return result & super  end   #--------------------------------------------------------------------------  # * Adjust the limitbreak value (permits addition & keeps within range)  #--------------------------------------------------------------------------  def limitbreak=(limitbreak)	@limitbreak = limitbreak	@limitbreak = LB_MAX if @limitbreak > LB_MAX 	@limitbreak = 0 if @limitbreak < 0  end  #--------------------------------------------------------------------------  # * Acquire Limit Break value (nil values won't cause errors now)  #--------------------------------------------------------------------------  def limitbreak	# Return 0 if nil (prevent errors)	@limitbreak = 0 if @limitbreak == nil	return @limitbreak  endend   #==============================================================================# ** Window_Base#------------------------------------------------------------------------------#  This class is for all in-game windows.#==============================================================================class Window_Base  #--------------------------------------------------------------------------  # * Draw Actor Name  #--------------------------------------------------------------------------  alias lb_draw_actor_name draw_actor_name  def draw_actor_name(actor, x, y)	# Only perform if the actor isn't hidden	unless $lb_hidden.include?(actor.id)	  # Set/reset the x, y and width of the Limit Break bar.		  ox = $game_temp.in_battle ? $lb_battle_pos[0] : $lb_menu_pos[0]	  oy = $game_temp.in_battle ? $lb_battle_pos[1] : $lb_menu_pos[1]	  ow = $game_temp.in_battle ? $lb_battle_pos[2] : $lb_menu_pos[2]	  # To menu... or not to menu	  if $lb_menu_on == 1 && !$game_temp.in_battle		draw_actor_lb(actor, x + ox, y + oy + 32, ow)	  elsif $game_temp.in_battle		unless $rtab_detected		  draw_actor_lb(actor, x + ox, y + oy + 32, ow)		end	  end	end	lb_draw_actor_name(actor, x, y)  end    #--------------------------------------------------------------------------  # * Draw Battler Name  #--------------------------------------------------------------------------  # If the BattleStatus value of 'Alignment' exists  if $bstat_align != nil	alias lb_draw_battler_name draw_battler_name	def draw_battler_name(actor, x, y)	  # Only perform if the actor isn't hidden	  unless $lb_hidden.include?(actor.id)		# Set/reset the x, y and width of the Limit Break bar.			ox = $game_temp.in_battle ? $lb_battle_pos[0] : $lb_menu_pos[0]		oy = $game_temp.in_battle ? $lb_battle_pos[1] : $lb_menu_pos[1]		ow = $game_temp.in_battle ? $lb_battle_pos[2] : $lb_menu_pos[2]		# To menu... or not to menu		if $lb_menu_on == 1 && !$game_temp.in_battle		  draw_actor_lb(actor, x + ox, y + oy + 32, ow)		elsif $game_temp.in_battle		  unless $rtab_detected			draw_actor_lb(actor, x + ox, y + oy + 32, ow)		  end		end	  end	  lb_draw_battler_name(actor, x, y)	end	  end  #--------------------------------------------------------------------------  # * Draw Overdrive Meter  #--------------------------------------------------------------------------  def draw_actor_lb(actor, x, y, width = 144)	if defined?(gauge_rect)	  rate = actor.limitbreak.to_f / LB_MAX	  plus_x = 0	  rate_x = 0	  plus_y = 25	  plus_width = 0	  rate_width = 100	  height = 10	  align1 = 1	  align2 = 2	  align3 = 0	  grade1 = 1	  grade2 = 0	  color1 = Color.new(0, 0, 0, 192)	  color2 = Color.new(255, 255, 192, 192)	  color3 = Color.new(0, 0, 0, 192)	  color4 = Color.new(64, 0, 0, 192)	  color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)	  color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)	  lb = (width + plus_width) * actor.limitbreak * rate_width / 100 / LB_MAX	  gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,		width, plus_width + width * rate_width / 100,		height, lb, align1, align2, align3,		color1, color2, color3, color4, color5, color6, grade1, grade2)	end	    endend   #==============================================================================# ** Window_BattleStatus#------------------------------------------------------------------------------#  This window displays the status of all party members on the battle screen.#==============================================================================class Window_BattleStatus < Window_Base   alias lb_init initialize  def initialize	lb_init	if defined?(at_refresh)	  $rtab_detected = true	end	refresh  end  #--------------------------------------------------------------------------  # * Full Limit Break Gauge SE  #--------------------------------------------------------------------------  def full_lb_se	if LB_RING != nil	  if LB_RING != ""		Audio.se_play("Audio/SE/" + LB_RING, 80, 100)	  end	end  end  #--------------------------------------------------------------------------  # * Frame renewal  #--------------------------------------------------------------------------  alias lb_refresh refresh  def refresh(number = 0)	# Call the original def	if $rtab_detected	  lb_refresh(number)	else	  lb_refresh	end	# This block is needed only if RTAB in use	if $rtab_detected	  # Ensure bitmap available for bar drawing	  if self.contents == nil		self.contents = Bitmap.new(width - 32 ,height - 32)	  end	  # Search through actors & draw bar if applicable	  if number == 0		for i in 0...$game_party.actors.size		  rtab_pos_x = $lb_rtab_pos[0] + ($lb_rtab_var[0] * i)		  rtab_pos_y = $lb_rtab_pos[1] + ($lb_rtab_var[1] * i)		  unless $lb_hidden.include?($game_party.actors[i].id)			draw_actor_lb($game_party.actors[i], rtab_pos_x, rtab_pos_y+10,  $lb_rtab_pos[2])		  end		end	  else		if $game_party.actors[number].is_a?(Game_Actor)		  rtab_pos_x = $lb_rtab_pos[0] + ($lb_rtab_var[0] * number)		  rtab_pos_y = $lb_rtab_pos[1] + ($lb_rtab_var[1] * number)		  unless $lb_hidden.include?($game_party.actors[number].id)			draw_actor_lb($game_party.actors[number], rtab_pos_x, rtab_pos_y+10, $lb_rtab_pos[2])		  end		end	  end	end	# Go through the Actors	$game_party.actors.each { |actor|	  # Only perform if the actor exists	  next unless actor.exist?	  # When the Limit Break gauge is set to zero,	  # Reset the Limit Break Ringer to false	  if actor.limitbreak == 0		actor.limitbreak_ring = false	  end	  # When the Overdrive Ringer hasn't rung	  if actor.limitbreak_ring == false		# But, if the Overdrive Bar is filled		if actor.limitbreak == LB_MAX		  # Play the Overdrive Sound Effect		  full_lb_se		  # And Set the Overdrive Ringer to true		  actor.limitbreak_ring = true		end	  end	  }		  endend   #==============================================================================# ** Scene_Battle#------------------------------------------------------------------------------#  This class performs battle screen processing.#============================================================================== class Scene_Battle  #--------------------------------------------------------------------------  # * Battle Ends  #	 result : results (0:win 1:lose 2:escape)  #--------------------------------------------------------------------------  alias lb_battle_end battle_end  def battle_end(result)	# Branch on Battle condition	case result	when 0 # Victory	  $game_party.actors.each { |actor|	  next unless actor.exist?	  # For each actor who won & set to Victory	  if actor.lb_type == 6		actor.limitbreak += LB_RATE[12]	  end	  }	when 1 # Escape	  $game_party.actors.each { |actor|	  next unless actor.exist?	  # For each actor who ran & set to Escape	  if actor.lb_type == 7		actor.limitbreak += LB_RATE[13]	  end	  }	end	# Defeat	lb_battle_end(result)  end  #--------------------------------------------------------------------------  # * Frame Update (main phase step 2 : start action)  #--------------------------------------------------------------------------  alias lb_adddate_p4_s2 update_phase4_step2  def update_phase4_step2(battler = @active_battler)	# Perform only if actor	if battler.is_a?(Game_Actor)	  # Reset adding value	  lb_add = 0	  # Branch on LimitBreak type	  case battler.lb_type	  when 8 # When Defending		if battler.current_action.kind = 0		  if battler.current_action.basic == 1			lb_add = LB_RATE[14]		  end		end	  when 9 # When it's a lone battler		if $game_party.actors.size == 1		  lb_add = LB_RATE[15]		end	  when 10 # When performing ANY acton		lb_add = LB_RATE[16]	  when 11 # If in CRITICAL		if battler.hp <= @active_battler.maxhp / 4		  lb_add = LB_RATE[17]		end	  end	  # Add values to limitbreak	  battler.limitbreak += lb_add	end	# Perform the original call	if $rtab_detected; lb_adddate_p4_s2(battler); else; lb_adddate_p4_s2; end  end  #--------------------------------------------------------------------------  # * Make Item Action Results  #--------------------------------------------------------------------------    alias lb_miar make_item_action_result   def make_item_action_result(battler = @active_battler)	$item_user = battler	# Perform the original call	if $rtab_detected; lb_miar(battler); else; lb_miar; end  end    #--------------------------------------------------------------------------  # * Frame Update (main phase step 4 : animation for target)  #--------------------------------------------------------------------------    alias lb_update_p4_s4 update_phase4_step4   def update_phase4_step4(battler = @active_battler)	 if $rtab_detected	  @status_window.update	  @status_window.refresh	 end	# Perform the original call	if $rtab_detected; lb_update_p4_s4(battler); else lb_update_p4_s4 ; end	  endend

     

  3. Per il mio progetto uso BS laterale questo: Animated Battlers - Enhanced ver. 5.0 (12-23-2006)

    Poi uso come ATB questo: Real time active battle (RTAB) Ver 1.16

     

    Il mio problema ora è cambiare la grafica di battaglia, vorrei togliere il menù di default dove c'è scritto HP,MP, ecc..

    Se non sono chiaro è questo che vorrei cambiare:

    http://img40.imageshack.us/img40/6359/immaginewid.jpg

     

     

    E vorrei averlo nel vecchio modo come i FF, in orizzontale:

    http://img251.imageshack.us/img251/7673/ff61.jpg

     

    Sempre tenendo Hp, Mp e la barra ATB. Lo status può pure sparire.

     

    Ho cercato, sia con cerca che a mano, per molte pagine di rpg2s e non ho trovato niente.

     

    Aiutatemi per piacere :) Grazie infinite

  4. Il progetto si intitola Pandemy of Chaos - PoC

     

    Abbozzo della Storia

    Un tempo i Draghi erano gli unici esseri esistenti nell'universo, e lo governavano in equilibrio.

    Putroppo il periodo di equilibrio era destinato ad interrompersi bruscamente: uno squarcio nello spazio-tempo creò un varco tra due universi paralleli, e quello in equilibrio dei draghi si fuse con un universo caotico, controllato dal male e dal chaos dei demoni

    L'equilibrio ed il caos non potevano predominare insieme, e così la guerra tra le due armate più potenti del cosmo giunse all'alba

    I draghi non avevano mai avuto bisogno di combattere, ma il loro equilibrio conferiva loro una forza superiore a quella dei demoni, che però avevano più esperienza nella guerra, dopo anni passati a combattere tra di loro

    Così i draghi vennero sopraffatti. Rimasero 8 draghi maggiori, ognuno rappresentante un elemento: Acqua, Fuoco, Aria, Terra, Morte, Vita, Luce, Oscurità (poi li possiamo cambiare)

    Ormai sull'orlo della sconfitta, questi superstiti decisero di tentare il tutto per tutto per mantenere l'equilibrio. Ognuno di loro prese una scaglia dal suo corpo e la unì alle altre per formare un unico artefatto: La rosa di [inserire nome della rosa qui]

    e la nascosero su [Nome del mondo di gioco], sperando, così, di salvare l'universo, si prepararono allo scontro finale con i demoni, che però perdettero

    purtroppo però le cose non andarono come sperate. I demoni riuscirono a recuperare la rosa [magari ci mettiamo un umano che gliela fa ritrovare e si unisce a loro]

    e si divisero tra loro le scaglie. Questo causò la rottura nell'equilibrio del pianeta su cui si trovavano, che finì nel caos, suscitando il divertimento dei demoni che decisero di rimanervi per osservare le creature combattersi tra loro

    I re di questo mondo, ai quali era stata affidata la rosa, indissero una gara tra le genti di [nome mondo]

    per restaurare l'equilibrio, ma qualcosa andò storto. I guerrieri, invece di pensare al bene comune, pensavano solo al proprio fine personale, e solo a volte si univano ad altri guerrieri, per usarli e subito dopo pugnalarli alle spalle (spiegato il pvp)

    Ora il mondo è in uno stato confusionario, e così rimarrà finchè non arriverà un avventuriero dal nome sconosciuto che riuscirà a procurarsi gli 8 petali di rosa, le 8 scaglie di drago, che riporteranno pace nel mondo

     

     

    Visto che è un gioco online i combattimenti sono in tempo reale e non a turni. Riguardo chat, trade erano presenti nel progetto che implementava il gioco online.

     

    Abbiamo iniziato a fare delle mappe ma siamo solo in 2, io e un mio amico. Io mi occupo degli eventi e database e lui delle mappe.

     

    Cerchiamo assolutamente uno scripter e un pixelart e anche un altro mapper non ci farebbe male.

     

    Ringrazio tutti, per chiarimenti basta chiedere

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