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Sleeping Leonhart

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Posts posted by Sleeping Leonhart

  1. ** Grazie è utilissimo.

    Sapete per caso come rippare files .END e .BIN?

     

    @Taio:stasera ti posto una guida per PsxMC (e poi quello che doveva essere aiutato ero io XD)

     

    EDIT:Prima però qualcuno mi può mandare per PM le chiavi di registro di psxMC?Che le ho editate anche troppo e adesso non mi converte più i file :( (nel mio registro sono sotto le chiave HARDWARE,sottochiave di HKEY_CLASSES_ROOT).Mi bastano nomi e valori (ed eventuali sotto-chiavi)

    Prego!

     

    Non capisco però di quali chiavi di registro parli.... io ho solo quelle del seriale.

    HKEY_CLASSES_ROOT/HARDWARE non esiste sul mio registro :sisi:

     

    Per le altre estensioni vedo di fare una ricerca poi ti faccio sapere

  2. Per rippare da pleistescion io usavo un programma chiamato psxMC.

    Il programma nn rippa solo la grafica ma anche musica e filmati ed è di una semplicità estrema ti consiglio di provarlo.

     

    PS.

    Il formato musicale della psx è .xa

     

    Buona fortuna e buon ripping :sisi:

  3. Windowskin Rpg2S

    Questa skin l'ho creata basandomi sui colori del forum.

    Creditatemi se la usate please.

     

    Skin:

    http://img408.imageshack.us/img408/6459/rpg2sao0.png

    Esempio:

    http://img408.imageshack.us/img408/9939/esempioky7.png

    Nell'esempio ho cambiato i colori di base nel seguente modo:

    class Window_Base < Window
     ...
     def normal_color
    return Color.new(61, 81, 97, 128)
     end
     ....
     def system_color
    return Color.new(58, 79, 108, 255)
     end
     ...
    end

  4. The Sleeping Leonhart Test Bed

    Descrizione

    Questa è una raccolta di alcuni miei script.

    Gli script in totale sono 9 e sono:
    1. Multiple Frame Title

    2. Random Game Over

    3. Hero and Event Frame Script

    4. Universal Customizable Menù

    5. blueparukia Menu

    6. Advanced Configuration

    7. Advanced Configuration - RTAB Configuration

    8. Tempus Status Window

    9. Pausa

     

    Autore

    The Sleeping Leonhart

     

    Allegati

    Demo:

     

    Istruzioni per l'uso

    Dovete prendere lo script che vi serve dalla demo ed incollarlo nel vostro proggetto.

    Le istruzioni per configurare gli script sono all'interno degli stessi.

    Attenzione gli script Advanced Configuration e

    Advanced Configuration - RTAB Configuration necessitano dell'SDK

  5. Recentemente io ho creato questo ma è per un movimento n*4 (i frame sono quanti te ne pare).
    Devo precisarti che gli eroi e gli eventi possono avere un numero di frame differenti.
    Le impostazioni di default sono EROI a 8*4 con 1 frame per la posa da fermo (quindi 9*4)
    mentre gli eventi hanno una grafica 4*4.
    Per la camminata diagonale viene usata la grafica del PG in alto quando cammini nelle direzioni su/destra su/sinistra mentre la grafica del PG in basso quando cammini in giu/destra giu/sinistra

    Se ti può essere utile ecco lo script:

     

     




    #==============================================================================
    # ** Hero and Event Frame Script 1.1 (25-03-2007)
    # by The Sleeping Leonhart
    #------------------------------------------------------------------------------
    # This script allow the user to choice the frame of the hero, the frame of
    # the event, add a standing pose and the 8 direction movement.
    # This Script include the patch for the menu.
    #==============================================================================

    #=========================== CONFIGURATION =====================================
    HERO_FRAME = 8 #frame for the hero
    EVENT_FRAME = 4 #frame for the event
    HERO_STAND = true #enable/disable the hero standing pose
    EVENT_STAND = false #enable/disable the event standing pose
    EIGHT_DIRECTION = true #enabledisable the 8 direction mode
    #===============================================================================

    class Sprite_Character < RPG::Sprite
    alias tsl_spritecharcter_update update
    def update
    super
    if @tile_id != @character.tile_id or
    @character_name != @character.character_name or
    @character_hue != @character.character_hue
    @tile_id = @character.tile_id
    @character_name = @character.character_name
    @character_hue = @character.character_hue
    if @tile_id >= 384
    self.bitmap = RPG::Cache.tile($game_map.tileset_name,
    @tile_id, @character.character_hue)
    self.src_rect.set(0, 0, 32, 32)
    self.ox = 16
    self.oy = 32
    else
    self.bitmap = RPG::Cache.character(@character.character_name,
    @character.character_hue)
    if @character.is_a?(Game_Event)
    if EVENT_STAND
    @cw = bitmap.width / (EVENT_FRAME + 1)
    @ch = bitmap.height / 4
    else
    @cw = bitmap.width / EVENT_FRAME
    @ch = bitmap.height / 4
    end
    elsif @character.is_a?(Game_Player)
    if HERO_STAND
    @cw = bitmap.width / (HERO_FRAME + 1)
    @ch = bitmap.height / 4
    else
    @cw = bitmap.width / HERO_FRAME
    @ch = bitmap.height / 4
    end
    end
    self.ox = @cw / 2
    self.oy = @ch
    end
    end
    tsl_spritecharcter_update
    end
    end

    class Game_Character
    attr_reader :step_anime
    attr_reader :walk_anime
    attr_reader :stop_count
    def update
    if jumping?
    update_jump
    elsif moving?
    update_move
    else
    update_stop
    end
    if not self.is_a?(Game_Player)
    if @anime_count > 16 - @move_speed * 2
    if not @step_anime and @stop_count > 0
    @pattern = @original_pattern
    else
    if EVENT_STAND == true
    @pattern = @pattern - 1
    @pattern = (@pattern + 1) % EVENT_FRAME + 1
    else
    @pattern = (@pattern + 1) % EVENT_FRAME
    end
    end
    @anime_count = 0
    end
    else
    if @anime_count > 16 - @move_speed * 2
    if not @step_anime and @stop_count > 0
    @pattern = @original_pattern
    else
    if HERO_STAND == true
    @pattern = @pattern - 1
    @pattern = (@pattern + 1) % HERO_FRAME + 1
    else
    @pattern = (@pattern + 1) % HERO_FRAME
    end
    end
    @anime_count = 0
    end
    end
    if @wait_count > 0
    @wait_count -= 1
    return
    end
    if @move_route_forcing
    move_type_custom
    return
    end
    if @starting or lock?
    return
    end
    if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
    case @move_type
    when 1
    move_type_random
    when 2
    move_type_toward_player
    when 3
    move_type_custom
    end
    end
    end
    def move_lower_left
    unless @direction_fix
    if EIGHT_DIRECTION == true
    @direction = 3
    else
    @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
    end
    end
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
    (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
    if EIGHT_DIRECTION == true
    turn_downleft
    end
    @x -= 1
    @y += 1
    increase_steps
    end
    end
    def move_lower_right
    unless @direction_fix
    if EIGHT_DIRECTION == true
    @direction = 3
    else
    @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
    end
    end
    if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
    (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
    if EIGHT_DIRECTION == true
    turn_downright
    end
    @x += 1
    @y += 1
    increase_steps
    end
    end
    def move_upper_left
    unless @direction_fix
    if EIGHT_DIRECTION == true
    @direction = 9
    else
    @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
    end
    end
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
    (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
    if EIGHT_DIRECTION == true
    turn_upleft
    end
    @x -= 1
    @y -= 1
    increase_steps
    end
    end
    def move_upper_right
    unless @direction_fix
    if EIGHT_DIRECTION == true
    @direction = 9
    else
    @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
    end
    end
    if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
    (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
    if EIGHT_DIRECTION == true
    turn_upright
    end
    @x += 1
    @y -= 1
    increase_steps
    end
    end
    def move_random
    if EIGHT_DIRECTION == true
    caserand=8
    else
    caserand=4
    end
    case rand(caserand)
    when 0
    move_down(false)
    when 1
    move_left(false)
    when 2
    move_right(false)
    when 3
    move_up(false)
    when 4
    move_lower_left
    when 5
    move_lower_right
    when 6
    move_upper_left
    when 7
    move_upper_right
    end
    end
    def move_toward_player
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if sx == 0 and sy == 0
    return
    end
    abs_sx = sx.abs
    abs_sy = sy.abs
    if EIGHT_DIRECTION == true
    if sx > 0
    if sy > 0
    move_upper_left
    elsif sy <0
    move_lower_left
    else
    move_left
    end
    elsif sx <0
    if sy > 0
    move_upper_right
    elsif sy <0
    move_lower_right
    else
    move_right
    end
    else
    if sy > 0
    move_up
    elsif sy <0
    move_down
    else

    end
    end
    else
    if abs_sx == abs_sy
    rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
    end
    if abs_sx > abs_sy
    sx > 0 ? move_left : move_right
    if not moving? and sy != 0
    sy > 0 ? move_up : move_down
    end
    else
    sy > 0 ? move_up : move_down
    if not moving? and sx != 0
    sx > 0 ? move_left : move_right
    end
    end
    end
    end
    def move_away_from_player
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if sx == 0 and sy == 0
    return
    end
    abs_sx = sx.abs
    abs_sy = sy.abs
    if EIGHT_DIRECTION == true
    if sx > 0
    if sy > 0
    move_lower_right
    elsif sy <0
    move_upper_right
    else
    move_right
    end
    elsif sx <0
    if sy > 0
    move_lower_left
    elsif sy <0
    move_upper_left
    else
    move_left
    end
    else
    if sy > 0
    move_down
    elsif sy <0
    move_up
    else

    end
    end
    else
    if abs_sx == abs_sy
    rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
    end
    if abs_sx > abs_sy
    sx > 0 ? move_right : move_left
    if not moving? and sy != 0
    sy > 0 ? move_down : move_up
    end
    else
    sy > 0 ? move_down : move_up
    if not moving? and sx != 0
    sx > 0 ? move_right : move_left
    end
    end
    end
    end
    def move_forward
    if EIGHT_DIRECTION == true
    case @direction
    when 2
    move_down(false)
    when 4
    move_left(false)
    when 6
    move_right(false)
    when 8
    move_up(false)
    end
    else
    case @direction
    when 1
    move_lower_left
    when 2
    move_down(false)
    when 3
    move_lower_right
    when 4
    move_left(false)
    when 6
    move_right(false)
    when 7
    move_upper_left
    when 8
    move_up(false)
    when 9
    move_upper_right
    end
    end
    end
    def move_backward
    last_direction_fix = @direction_fix
    @direction_fix = true
    if EIGHT_DIRECTION == true
    case @direction
    when 1
    move_upper_right
    when 2
    move_up(false)
    when 3
    move_upper_left
    when 4
    move_right(false)
    when 6
    move_left(false)
    when 7
    move_lower_right
    when 8
    move_down(false)
    when 9
    move_lower_left
    end
    else
    case @direction
    when 2
    move_up(false)
    when 4
    move_right(false)
    when 6
    move_left(false)
    when 8
    move_down(false)
    end
    end
    @direction_fix = last_direction_fix
    end
    def turn_upleft
    unless @direction_fix
    @direction = 9
    @stop_count = 0
    end
    end
    def turn_upright
    unless @direction_fix
    @direction = 9
    @stop_count = 0
    end
    end
    def turn_downleft
    unless @direction_fix
    @direction = 3
    @stop_count = 0
    end
    end
    def turn_downright
    unless @direction_fix
    @direction = 3
    @stop_count = 0
    end
    end
    def turn_right_90
    case @direction
    when 1
    turn_downright
    when 2
    turn_left
    when 3
    turn_upright
    when 4
    turn_up
    when 6
    turn_down
    when 7
    turn_downleft
    when 8
    turn_right
    when 9
    turn_upleft
    end
    end
    def turn_left_90
    case @direction
    when 1
    turn_upleft
    when 2
    turn_right
    when 3
    turn_downleft
    when 4
    turn_down
    when 6
    turn_up
    when 7
    turn_upright
    when 8
    turn_left
    when 9
    turn_downright
    end
    end
    def turn_180
    case @direction
    when 1
    turn_upright
    when 2
    turn_up
    when 3
    turn_upleft
    when 4
    turn_right
    when 6
    turn_left
    when 7
    turn_downright
    when 8
    turn_down
    when 9
    turn_downleft
    end
    end
    def turn_random
    if EIGHT_DIRECTION == true
    caserand = 8
    else
    caserand = 4
    end
    case rand(caserand)
    when 0
    turn_down
    when 1
    turn_left
    when 2
    turn_right
    when 3
    turn_up
    when 4
    turn_downleft
    when 5
    turn_downright
    when 6
    turn_upleft
    when 7
    turn_upright
    end
    end
    def turn_toward_player
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if EIGHT_DIRECTION == true
    if sx > 0
    if sy > 0
    turn_upleft
    elsif sy <0
    turn_downleft
    else
    turn_left
    end
    elsif sx <0
    if sy > 0
    turn_upright
    elsif sy <0
    turn_downright
    else
    turn_right
    end
    else
    if sy > 0
    turn_up
    elsif sy <0
    turn_down
    else

    end
    end
    else
    if sx == 0 and sy == 0
    return
    end
    if sx.abs > sy.abs
    sx > 0 ? turn_left : turn_right
    else
    sy > 0 ? turn_up : turn_down
    end
    end
    end
    def turn_away_from_player
    sx = @x - $game_player.x
    sy = @y - $game_player.y
    if EIGHT_DIRECTION == true
    if sx > 0
    if sy > 0
    turn_downright
    elsif sy <0
    turn_upright
    else
    turn_right
    end
    elsif sx <0
    if sy > 0
    turn_downleft
    elsif sy <0
    turn_upleft
    else
    turn_left
    end
    else
    if sy > 0
    turn_down
    elsif sy <0
    turn_up
    else
    end
    end
    else
    if sx == 0 and sy == 0
    return
    endr
    if sx.abs > sy.abs
    sx > 0 ? turn_right : turn_left
    else
    sy > 0 ? turn_down : turn_up
    end
    end
    end
    end
    end

    class Game_Player < Game_Character
    alias tsl_gameplayer_update update
    def update
    last_moving = moving?
    unless moving? or $game_system.map_interpreter.running? or
    @move_route_forcing or $game_temp.message_window_showing
    if EIGHT_DIRECTION == true
    case Input.dir8
    when 1
    move_lower_left
    when 2
    move_down
    when 3
    move_lower_right
    when 4
    move_left
    when 6
    move_right
    when 7
    move_upper_left
    when 8
    move_up
    when 9
    move_upper_right
    end
    else
    case Input.dir4
    when 2
    move_down
    when 4
    move_left
    when 6
    move_right
    when 8
    move_up
    end
    end
    end
    tsl_gameplayer_update
    end
    end

    class Window_Base < Window
    def draw_actor_graphic(actor, x, y)
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    if HERO_STAND
    cw = bitmap.width / (HERO_FRAME + 1)
    else
    cw = bitmap.width / HERO_FRAME
    end
    ch = bitmap.height / 4
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
    end

     

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