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Pizza

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Posts posted by Pizza

  1. Salve non ho letto tutto ma il tuo post inizziale si...(complimenti per i calcoli) cmq volevo dirti che io sono uguale identico a te

    solo che io faccio basket al posto di piscina e suono il basso mentre tu la chitarra, vado a catechismo, ma credo poco nnt in dio e sono disposto ad aiutarti.

     

    come ti ho detto non ho letto tt quindi non lo so se si trovato qualcunaltro ma se vuoi io sono disposto.

     

    Email msn = Pizza_lollo@hotmail.it

  2. grazzie mille ragazzi mi avete dato la voglia di cominciare.

    Non so scriptare ma con gli eventi ci so fare molto molto bene, l'unica cosa è che se tipo me potete da un idea su come far in modo de far scegliere carte casuali al pg..

     

    nel senso che quando io pesco na carta non è già predisposta ma è a caso....come faccio?

  3. :sad: Salve ragazzi è da svariati mesi che giocherello con rpg maker xp e la mia mente contorta mi ha portato a pensare ciò:

    Perkè non creare un bel gioco di carte dove te poi andà in giro e apposto de duelli ce sta na partita a carte?

    La mia risposta è stata sarebbe troppo difficile qundi chiedo a voi se mi potete aiutare.

     

    Ho già letto una guida(fatta abbastanza male) dove non cò capito un'accidenti.

     

    Dettagli:

    Il gioco di carte deve esse sstile magic o yhou ghi oh (non so scriverlo) dove ce sta i mostri e le creature, e tipo che mentre vai in giro ce stanno i negozzi de carte dove puoi compra e dove ce stanno i tornei ecc..

     

    Io voglio sono una spiegazzione su come creare il gioco de carte grazzie in anticipo.

     

    P.S=non ho voluto mettere sta domanda su sportello xp perkè mi sembrava un po + lunga e complessa (non so se ho fatto bene) :ph34r:

  4. D=Salve ragazzi mi servirebbe uno script(se esiste) che faccia in modo che si veda l'arma che ai in mano, poi mi chiedevo come fare a far in modo che far vedere su una mappa dove si trova l'eroe.

     

    Esempio: se premo tasto A trasporto mappa (x) dove ce una immagine della mappa dove posso fare vedere tt anche dove si tro l'eroe.

     

     

     

     

    P.s=rispondete alla mia precedente domannda dove chiedo come si insrerisce SDK grz :sisi:

  5. Raga questi giorni vi assillerò perchè sono nuovo, ambizzioso con le cose e perchè con cerca non trovo nnt di nnt

     

     

    D= IO VOGLIO FARE UN EVENTO CHE FA SALTARE UN EROE, NON SONO PROPIO NIUBBISSIMO LO SO FARE, IL PROBLEMA è CHE MI SALTA 2 VOLTE PREMENDO 1 VOLTA IL TASTO E NON SO COME RIMEDIARE...

     

     

     

    PS=se perfavore potete rispondere alla domanda di prima me fate un favore :tongue:

  6. D=Ho trovato lo script che me fa usa tt i tasti ma se lo ficco me dice errore alla riga 23 name error occurred... e poi mi serve l'SDK ke ho cercato ma non lo trovo apparte un topic dove spiega come metterlo ma non ce la fo...me serve aiuto lo scrip è codesto[/color]

     

     


    #================================================================
    ==============
    # ** RMXP Standard Development Kit (SDK) - Documentation
    #------------------------------------------------------------------------------
    # Build Date - 2005-11-22
    # Version 1.0 - Near Fantastica - 2005-11-22
    # Version 1.1 - SephirothSpawn - 2005-12-18 - (Near Fantastica)
    # Version 1.2 - Near Fantastica - 2005-12-18 - (Wachunga)
    # Version 1.3 - Wachunga - 2005-12-19 - (Near Fantastica)
    # Version 1.4 - Prexus - 2006-03-02 - (SephirothSpawn)
    # Version 1.5 - Jimme Reashu - 2006-03-25 - (Near Fantastica)
    # Version 2.0 - SephirothSpawn / Trickster /
    # Der Drake / Sandgolem - 2007-02-22 - (SDK Team)
    # Version 2.1 - tibuda /alexanderpas / Mr. Mo - 2007-02-25 - (SephirothSpawn)
    # Version 2.2 - SephirothSpawn / Trickster /
    # tibuda - 2007-04-04 - (SDK Team)
    # Version 2.3 - Rataime / SephirothSpawn /
    # Trickster / vgvgf - 2007-07-22 - (SDK Team)
    #===============================================================================
    =begin
    ** 1.0 - SDK Definition & Information

    The Standard Development Kit (SDK) aims to increase compatibility between
    RGSS scripts by:

    a) defining a set of scripting standards (see section 4)
    b) restructuring often-used default classes and methods (see section 5)
    c) providing a scripting tools module (see section 6)

    The SDK has been divided up into individual parts, to allow more users to
    use only part of or the complete SDK. It is recommended to use all 4 parts
    of the SDK but is not required. All SDK scripts must use at least part I,
    but this should not interfer with any other scripts. The Parts are divided
    up as follows :

    Part I : SDK Module ; Standard Fixes
    Part II : SDK Modifications - Hidden, Game, Sprite & Spriteset Classes
    Part III : SDK Modifications - Scene Classes
    Part IV : SDK Modifications - Scene Input Handeling

    Using Part I will not cause problems with non-SDK scripts. Parts II - IV
    split up default methods into specialized methods allowing easier
    modification. Part IV requires Part III.
    #==============================================================================
    ** 2.0 - Modifications to the RMXP Standard Development Kit

    Since edits to the SDK may cause massive capability errors, any and all
    modifications must first be approved by a member of the RMXP SDK Team.

    The author of any modifications must be sure to update all relevant
    documentation. This also includes the header, where the author is to put
    the next version number with his or her name and the name of the approval
    member (from the SDK Team) under the latest version in the following format.

    Version # - Name - Date - (Approval Member Name)
    #------------------------------------------------------------------------------
    ** 2.1 - Terms & Conditions for the RMXP Standard Development Kit

    The RMXP SDK Kit is open for any commerical or non-commerical game usage. It
    is required to credit the SDK and all authors found in the SDK script
    heading.
    #==============================================================================
    ** 3.0 - Instructions & FAQ

    Q) How do I install the SDK?
    A) Copy and paste each require part (SDK Doc., SDK Parts I - IV, & SDK Patch)
    below Scene_Debug, but above Main. You only need to place required parts
    specified in your scripts. You can place each by themselves like so :

    Scene_Debug
    SDK Doc
    SDK Part I
    SDK Part II
    SDK Part III
    SDK Part IV
    SDK Patch

    Main

    or simply place them together in 1 script.

    Scene_Debug
    SDK Complete

    Main

    It is suggested to keep them seperate, but not required.

    Q) What does this script do?
    A) First off, this isn't really a script. By itself it does nothing so unless
    you are using a SDK script or using it to code with, you don't need to
    include the SDK in your project. It has no noticable effect, but is
    required for SDK scripts. It is simply a tool for scripts to make scripts
    more compatable with eachother. The only real script involved are found
    in Part I. Parts II and III are method breakups and slight modifications
    and Part IV is method command splitting.

    Q) What order do I place my scripts?
    A) There is no simple answer for this. Some scripts overwrite methods or
    other problems may arise. The most common order of placement is

    * Default Scripts
    * The SDK
    * Non-SDK Scripts
    * SDK Scripts
    * Main

    However, non-SDK scripts could overwrite SDK methods rendering them
    uselss. If a problem arises, feel free to ask for help
    here :

    SDK General Support
    - http://www.rmxp.org/forums/showthread.php?t=17691
    SDK Conversion Request Shop
    - http://www.rmxp.org/forums/showthread.php?t=1985

    Q) What is the SDK Patch?
    A) The SDK Patch is for upgrading purpose only. Old SDK methods were renamed,
    deleted, replaced, etc. with new, better methods. This patch is to
    redirect old scripts to use the new methods as the old one. Unless you
    are using a script that requires a previous version of the SDK, you do
    not need to include the patch.

    Q) What is compliant? Compatible?
    A) Compliant means that the script you are using follows all guidelines
    set in the coding standards of the SDK. Compatible is scripts that use
    SDK created methods and will not conflict with other SDK scripts (in
    theory).

    Q) I only want to use a certain part of the SDK. Do I need all of them?
    A) No. Only if you are using a script that uses elements of a certain part
    of the SDK are you required to use that part. However, Part I is required
    for use with any other part and part III is required for part IV.

    Have more questions? Post them here :
    - http://www.rmxp.org/forums/showthread.php?t=1802
    #==============================================================================
    ** 4.0 - Coding Standards

    To be compliant with the SDK, a script must comply with the following
    coding standards:

    4.1 - Commenting
    4.2 - Classes
    4.3 - Variables
    4.4 - Aliases
    4.5 - Strings
    4.6 - Line Length
    4.7 - White Space
    4.8 - Constants
    4.9 - Parentheses
    4.10 - Versions
    #------------------------------------------------------------------------------
    * 4.1 - Commenting

    Scripts must begin with the following header :

    #==============================================================================
    # ** Script Name
    #------------------------------------------------------------------------------
    # Your Name
    # Version
    # Date
    # SDK Version : (SDK Version Number) - Parts #s
    #==============================================================================

    All classes and methods must have a comment describing the process or what
    was added. All code added to methods that can not be aliased must be
    formatted as follows:

    #----------------------------------------------------------------------------
    # Begin Script Name Edit
    #----------------------------------------------------------------------------


    #----------------------------------------------------------------------------
    # End Script Name Edit
    #----------------------------------------------------------------------------

    Single line comments should precede the described block of code and should be
    indented at the same level. Code that is not self-documenting should be
    commented.

    However, very short comments can appear on the same line as the described
    code, but should be shifted far enough to separate them from the statements.
    If more than one short comment appears in a chunk of code, they should all be
    indented to the same tab setting. Attribute declarations should always have a
    trailing comment.
    #------------------------------------------------------------------------------
    * 4.2 - Classes

    All classes must be named consistently with the default code, namely:

    Data - Any class that defines database information
    Game - Any class that defines specific game data for specific session
    Sprite - Any class that defines a specialized sprite class
    Spriteset - Any class that defines multiple sprites
    Window - Any class that defines a specialized window class
    Arrow - Any class that defines a specialized arrow class
    Scene - Any class that defines a specialized scene
    #------------------------------------------------------------------------------
    * 4.3 - Variables

    All variable names must be reasonably descriptive. Use of class and global
    variables should be limited. Any variable used by the default system can not
    have its use changed.
    #------------------------------------------------------------------------------
    * 4.4 - Aliases

    Aliasing a method is preferable to overriding it; an alias should be used
    whenever possible to increase compatibility with other scripts. All aliased
    method names must either be logged, or by using the alias_method method in
    class Module. All alias names must have the following format:

    alias new_method_name old_method_name
    SDK.log_alias(:class_name, :old_method_name, :new_method_name)

    - or -

    alias_method :new_method_name, :old_method_name

    * Format for New Method Name should be:

    yourname_scriptname_classname_methodname / yourname_scriptname_methodname

    ** Note : When Aliasing the same method in parent / child-class, it is
    required for you to put class name in the alias naming.
    #------------------------------------------------------------------------------
    * 4.5 – Strings

    Strings should normally be defined with single quotes ('example'); this
    decreases the processing time of the engine. Double quotes are useful when
    using the following features:
    a) substitutions, i.e. sequences that start with a backslash character
    (e.g. \n for the newline character)
    b) expression interpolation, i.e. #{ expression } is replaced by the value
    of expression
    #------------------------------------------------------------------------------
    * 4.6 - Line Length

    Lines should not cause the the viewer to have to scroll sideways to view them
    in the script editor. When the line needs to be broken, it should follow the
    following guidelines, in preferential order:

    Break after a comma.
    Break before an operator.
    Prefer higher-level breaks to lower-level breaks.
    Align the new line with the beginning of the expression at the same level
    on the previous line.

    If the above rules lead to confusing code or to code that’s squished up
    against the right margin, just indent 4 spaces instead.
    #------------------------------------------------------------------------------
    * 4.7 - White Space

    A blank line(s) should be used in the following places:

    Between sections of a source file
    Between class and module definitions
    Between attributes and the class definition
    Between methods
    Between the local variables in a method and its first statement
    Before a block or single-line comment
    Between logical sections inside a method to improve readability

    Blank spaces should be used in the following places:

    A keyword followed by a parenthesis, e.g. if (some_boolean_statements)
    After commas in argument lists, e.g. def method (arg1, arg2, ...)
    All binary operators except '.', e.g. a + b; c = 1
    #------------------------------------------------------------------------------
    * 4.8 - Constants

    Numercial values that are used constantly and have the same purpose
    for being used, is encouraged to be made a constant value instead of being
    hard coded. Also if a numericial value has a important function that can be
    changed then it is also encouraged for it to be made a constant.
    #------------------------------------------------------------------------------
    * 4.9 - Parentheses

    It is generally a good idea to use parentheses liberally in expressions
    involving mixed operators to avoid operator precedence problems. Even if
    the operator precedence seems clear to you, it might not be to others -— you
    shouldn’t assume that other programmers know precedence as well as you do.
    #------------------------------------------------------------------------------
    * 4.10 - Versions

    You are required to document the script with the current version. Here is a
    general guideline to recording this. (Thanks to Ccoa)

    Format : A.BC (A.B.C is fine except when logging)

    A = Main Version or Rewrites
    B = Additions or Modifications
    C = Bug Fixes

    Due to the version checking, A.B.C will result in an error if used to log
    your script. Please use the A.BC method when logging script.
    #==============================================================================
    ** 5.0 - Engine Updates

    The following is a list of classes and methods that have been updated by the
    SDK to help improve compatibility:

    ----------------------------- Found in Part I -----------------------------

    * New Classes :
    - Window_HorizCommand

    * Created Methods :
    - Object#disable_dispose, #disable_dispose= & #disable_dispose?
    - Object#disable_update, #disable_update= & #disable_update?
    - RPG::Event::Page::Condition#conditions_met?
    - RPG::Event::Page::Condition#conditions_met?
    - Window_Command#command
    - Window_Command#commands
    - Window_Command#commands=

    * Bug & Bug Prevention Fixes :
    - Window_Base#dispose
    - Window_SaveFile#initialize
    - Interpreter#command_355

    * Deprecated Methods :
    - SDK#print -> SDK#return_log
    - SDK#state -> SDK#enabled?

    ----------------------------- Found in Part II -----------------------------

    * Split Methods :
    - RPG::Sprite#update
    - update_whiten # Update Whiten
    - update_appear # Update Appear
    - update_escape # Update Escape
    - update_collapse # Update Collapse
    - update_damage # Update Damage
    - update_animation_duration # Update Animation Duration
    - update_loop_animation_index # Update Loop Animation
    - update_blink # Update Blink
    - Window_SaveFile#initialize
    - init_filename # Initialize Filename
    - init_filedata # Initialize Filedata
    - init_gamedata # Initialize Gamedata
    - Game_Map#setup
    - setup_map_id # Setup Map ID
    - setup_load # Setup Map Data
    - setup_tileset # Setup Tileset Data
    - setup_display # Setup Display
    - setup_refresh # Setup Refresh
    - setup_events # Setup Events
    - setup_common_events # Setup Common Events
    - setup_fog # Setup Fog
    - setup_scroll # Setup Scroll
    - Game_Map#update
    - update_refresh # Update Refresh Flag
    - update_scrolling # Update Scrolling
    - update_events # Update Events
    - update_common_events # Update Common Events
    - update_fog_scroll # Update Fog Scrolling
    - update_fog_color # Update Fog Color
    - update_fog # Update Fog
    - Game_Actor#exp=
    - level_up # Level Actor Up
    - level_down # Level Actor Down
    - Game_Character#update
    - update_movement_type # Update Movement Type
    - update_animation # Update Animation Counters
    - update_wait? # Update Wait Test
    - update_force? # Update Force Route Test
    - update_startlock? # Update Start/Lock Test
    - update_movement # Update Movement
    - Game_Event#refresh
    - refresh_new_page # Refresh New Page
    - refresh_page_change? # Refresh Page Change Test
    - refresh_page_reset? # Refresh Page Reset Test
    - refresh_set_page # Refresh Set page variables
    - refresh_check_process # Check parallel processing
    - Game_Player#update
    - update_player_movement # Update Player Movement
    - update_plyrmvttest? # Update Can Move Test
    - update_scroll_down # Update Scroll Down
    - update_scroll_left # Update Scroll Left
    - update_scroll_right # Update Scroll Right
    - update_scroll_up # Update Scroll Up
    - update_nonmoving # Update Non-Moving
    - Sprite_Battler#update
    - redraw_battler # Redraw Battler
    - loop_anim # Loop Animaiton
    - adjust_actor_opacity # Adjust Actor Opacity
    - adjust_blink # Adjust Blink
    - adjust_visibility # Adjust Visibility
    - sprite_escape # Sprite Escape
    - sprite_white_flash # Sprite White Flash
    - sprite_animation # Sprite Animation
    - sprite_damage # Sprite Damage
    - sprite_collapse # Sprite Collapse
    - Spriteset_Map#initialize
    - init_viewports # Initialize Viewports
    - init_tilemap # Initialize Tilemap
    - init_panorama # Initialize Panorama
    - init_fog # Initialize Fog
    - init_characters # Initialize Characters
    - init_player # Initialize Player
    - init_weather # Initialize Weather
    - init_pictures # Initialize Pictures
    - init_timer # Initialize Timer
    - Spriteset_Map#update
    - update_panorama # Update Panorama
    - update_fog # Update Fog
    - update_tilemap # Update Tilemap
    - update_panorama_plane # Update Panorama Plane
    - update_fog_plane # Update Fog Plane
    - update_character_sprites # Update Character Sprites
    - update_weather # Update Weather
    - update_picture_sprites # Update Picture Sprites
    - update_timer # Update Timer Sprite
    - update_viewports # Update Viewports
    - Spriteset_Battle#initialize
    - init_viewport # Initialize Viewports
    - init_battleback # Initialize Battleback
    - init_enemysprites # Initialize Enemy Sprites
    - init_actorsprites # Initialize Actor Sprites
    - init_picturesprites # Initialize Picture Sprites
    - init_weather # Initialize Weather
    - init_timer # Initialize Timer
    - Spriteset_Battle#update
    - update_battleback # Update Battleback
    - update_battlers # Update Actor Battlers
    - update_sprites # Update Sprites
    - update_weather # Update Weather
    - update_timer # Update Timer
    - update_viewports # Update Viewports

    * Deprecated Methods :
    - Game_Map : update_fog_colour -> update_fog_color
    - Game_Character : update_wait -> update_wait?
    - Game_Character : update_event_execution? -> update_startlock?

    ---------------------------- Found in Part III ----------------------------

    All scenes are now child classes of SDK::Scene_Base. You still must alias
    every Scene_Base method even if not defined below.

    * Created Methods :
    - Window_EquipItem#disable_update?
    - Window_Message#disable_update?

    * Split Methods :
    - Scene_Title#main
    - main_battle_test? # Main Battle Test Mode Test
    - main_variable # Main Variable Initialization
    - main_database # Main Database Initialization
    - main_test_continue # Test For Saved Files
    - main_sprite # Main Sprite Initialization
    - main_window # Main Window Initialization
    - main_audio # Main Audio Initialization
    - Scene_Title#command_new_game
    - commandnewgame_audio # Audio Control
    - commandnewgame_gamedata # Game Data Setup
    - commandnewgame_partysetup # Party Setup
    - commandnewgame_mapsetup # Map Setup
    - commandnewgame_sceneswitch # Scene Switch
    - Scene_Title#battle_test
    - battletest_database # Setup Battletest Database
    - commandnewgame_gamedata # Game Data Setup
    - battletest_setup # Battletest Setup
    - battletest_sceneswitch # Scene Switch
    - Scene_Map#main
    - main_spriteset # Main Spriteset Initialization
    - main_window # Main Window Initialization
    - main_end # Main End
    - Scene_Map#update
    - update_systems # Update Systems
    - update_transferplayer? # Break if Transfer Player
    - update_transition? # Break if Transition
    - update_game_over? # Exit If Gameover
    - update_to_title? # Exit if Title
    - update_message? # Exit If Message
    - update_transition # Update Transition
    - update_encounter # Update Encounter
    - update_call_menu # Update Menu Call
    - update_call_debug # Update Debug Call
    - update_calling # Update Calls
    - Scene_Menu#main
    - main_window # Main Window Initialization
    - main_command_window # Main Command Window Setup
    - Scene_Item#main
    - main_window # Main Window Initialization
    - Scene_Skill#main
    - main_variable # Main Variable Initialization
    - main_window # Main Window Initialization
    - Scene_Equip#main
    - main_variable # Main Variable Initialization
    - main_window # Main Window Initialization
    - Scene_Status#main
    - main_variable # Main Variable Initialization
    - main_window # Main Window Initialization
    - Scene_File#main
    - main_variable # Main Variable Initialization
    - main_window # Main Window Initialization
    - Scene_Save#write_save_data
    - write_characters(file) # Write Characters
    - write_frame(file) # Write Frame Count
    - write_setup(file) # Write Setup Data
    - write_data(file) # Write Game Data
    - Scene_Load#read_save_data
    - read_characters(file) # Read Characters
    - read_frame(file) # Read Frame Count
    - read_data(file) # Read Game Data
    - read_edit # Read Edit
    - read_refresh # Read Refresh
    - Scene_End#main
    - main_window # Main Window Initialization
    - main_end # Main End
    - Scene_Battle#main
    - main_variable # Main Variable Initialization
    - main_battledata # Setup Battle Temp Data & Interpreter
    - main_troopdata # Setup Troop Data
    - main_spriteset # Main Spriteset Initialization
    - main_window # Main Window Initialization
    - main_transition # Main Transition Initialization
    - main_end # Main End
    - Scene_Battle#update
    - update_interpreter # Update Battle Interpreter
    - update_systems # Update Screen & Timer
    - update_transition # Update Transition
    - update_message? # Update Message Test
    - update_sseffect? # Update Spriteset Effect Test
    - update_gameover? # Update Gameover Test
    - update_title? # Update Title Test
    - update_abort? # Update Abort Test
    - update_wait? # Update Wait Test
    - update_forcing? # Update Forcing Test
    - update_battlephase # Update Battle Phase
    - Scene_Shop#main
    - main_window # Main Window Initialization
    - Scene_Name#main
    - main_variable # Main Variable Initialization
    - main_window # Main Window Initialization
    - Scene_Gameover#main
    - main_sprite # Main Sprite Initialization
    - main_audio # Main Audio Initialization
    - main_transition # Main Transition Initialization
    - main_end # Main End
    - Scene_Debug#main
    - main_window # Main Window Initialization

    * Deprecated Methods :
    - Scene_Title : main_background -> main_sprite
    - Scene_Title : main_scenechange? -> main_break?
    - Scene_Map : main_draw -> main_spriteset ; main_window
    - Scene_Map : main_scenechange? -> main_break?
    - Scene_Map : main_tiletrigger -> main_end
    - Scene_Map : update_graphics -> nil
    - Scene_Map : update_scene -> update_calling
    - Scene_Title : main_windows -> main_window
    - Scene_Title : main_scenechange? -> main_break?
    - Scene_Battle : main_temp -> main_battledata
    - Scene_Battle : main_troop -> main_troopdata
    - Scene_Battle : main_command -> main_windows
    - Scene_Battle : main_windows -> main_window
    - Scene_Battle : main_scenechange? -> main_break?

    ----------------------------- Found in Part IV -----------------------------

    * Altered Classes :
    - Window_ShopCommand # Child-class of Window_HorizCommand
    - Window_PartyCommand # Child-class of Window_HorizCommand

    * Rewrote Methods (Methods Created In Part III) :
    - Scene_Title#main_window # Assigns Commands with SDK Commands
    - Scene_Menu#main_command_window # Assigns Commands with SDK Commands
    - Scene_End#main_window # Assigns Commands with SDK Commands
    - Scene_Battle#main_window # Assigns Commands with SDK Commands

    * Command Methods :
    - Scene_Title#update
    - main_command_input # Command Branch
    - disabled_main_command? # Test For Disabled Command
    - Scene_Menu#update_command
    - disabled_main_command? # Test For Disabled Command
    - main_command_input # Command Branch
    - command_item # Item Command
    - command_skill # Skill Command
    - command_equip # Equip Command
    - command_status # Status Command
    - command_save # Save Command
    - command_endgame # End Game Command
    - active_status_window # Activate Status Method
    - Scene_Menu#update_status
    - disabled_sub_command? # Test For Disabled Command
    - sub_command_input # Command Branch
    - command_skill # Skill Command
    - command_equip # Equip Command
    - command_status # Status Command
    - Scene_End#update
    - disabled_main_command? # Test For Disabled Command
    - main_command_input # Branch Command
    - command_to_title # To Title Command
    - command_shutdown # Shutdown Command
    - command_cancel # Cancel Command
    - Scene_Battle#update_phase2
    - phase2_command_disabled? # Test For Disabled Command
    - phase2_command_input # Command Branch
    - phase2_command_fight # Fight Command
    - phase2_command_escape # Escape Command
    - Scene_Battle#update_phase3_basic_command
    - phase3_basic_command_disabled? # Test for Disabled Command
    - phase3_basic_command_input # Command Branch
    - phase3_command_attack # Attack Command
    - phase3_command_skill # Skill Command
    - phase3_command_guard # Guard Command
    - phase3_command_item # Item Command
    - Scene_Shop#update_command
    - disabled_main_command? # Test for Disabled Command
    - main_command_input # Command Branch
    - command_main_buy # Command Buy
    - command_main_sell # Command Sell
    - command_exit # Command Exit
    - Scene_Shop#update_number
    - number_cancel_command_input # Command Branch
    - number_command_input # Command Branch
    - command_number_buy # Command Buy
    - command_number_sell # Command Sell

    * Deprecated Methods :
    - Scene_Menu : buzzer_check -> disabled_main_command?
    - Scene_Menu : update_command_check -> main_command_input
    - Scene_Menu : update_status_check -> sub_command_input
    - Scene_Menu : command_start_skill -> command_skill
    - Scene_Menu : command_start_equip -> command_equip
    - Scene_Menu : command_start_status -> command_status
    - Scene_Battle : check_commands -> phase3_basic_command_input
    - Scene_Battle : update_phase3_command_attack -> phase3_command_attack
    - Scene_Battle : update_phase3_command_skill -> phase3_command_skill
    - Scene_Battle : update_phase3_command_guard -> phase3_command_guard
    - Scene_Battle : update_phase3_command_item -> phase3_command_item

    * Removed Methods :
    - Scene_Menu#commands_init -> See SDK::Scene_Commands::Scene_Menu
    - Scene_Battle#commands_init -> See SDK::Scene_Commands::Scene_Battle
    - Scene_Battle#make_basic_action_result_attack
    - Scene_Battle#make_basic_action_result_guard
    - Scene_Battle#make_basic_action_result_escape
    - Scene_Battle#make_basic_action_result_nothing
    #------------------------------------------------------------------------------
    5.1 - SDK Module

    ~ Constants
    - Version : Specifies SDK Version (Float)
    - Parts : Specifies SDK Parts (Array of Integers)
    - Show_Error_Disable_Message : Show Error Messages (Boolean)
    - Show_Method_Overwrite_Error : Show Method Errors (Boolean)

    ~ Method Instances
    - @list : Specifies Logged Scripts (Hash)
    Setup : script_name => [ scripter, version, date ]
    script_name : Script Name (String)
    scripter : Scripter Name (String)
    version : Version Number (Numeric)
    date : Script Date (String)
    Default : nil
    - @enabled : Specifies Enabled Scripts (Hash)
    Setup : script_name => boolean
    script_name : Script Name (String)
    boolean : true or false
    Default : false
    - @aliases : Specifies Aliased Methods (Hash)
    Setup : script_name => [ [class, old_method, new_method], ... ]
    script_name : Script Name (String)
    class : Class Name (Symbol)
    old_method : Method Name (Symbol)
    new_method : Method Name (Symbol)
    Default : []
    - @overwrites : Specifies Overwrote Methods (Hash)
    Setup : script_name => [ [class, method], ... ]
    script_name : Script Name (String)
    method : Method Name (Symbol)
    Default : []
    - @method_branch_log : Specifies SDK Method Branches (Hash)
    Setup : [class, method] => [method, ... ]
    class : Class Name (Symbol)
    method : Method Name (Symbol)
    - @last_script : Specifies Last Logged Scripts (String)

    ~ Methods
    - SDK.log(script, name, ver, date)
    script : Script Name (String)
    name : Scripter Name (String)
    ver : Version (Float)
    date : Date (String)
    - SDK.log_alias(classname, oldmethodname, newmethodname)
    classname : Class Name (Symbol)
    oldmethodname : Old Method Name (Symbol)
    newmethodname : New Method Name (Symbol)
    - SDK.log_overwrite(classname, methodname)
    classname : Class Name (Symbol)
    methodname : Method Name (Symbol)
    - self.log_branch(classname, methodname, *sub_methods)
    classname : Class Name (Symbol)
    methodname : Method Name (Symbol)
    submethods : Method Name (Symbol)
    - self.check_requirements(version = 2.3, parts = [1], scripts = [])
    version : Required SDK Version or greater (Float)
    parts : Required SDK Parts (Array of Integers)
    scripts : Script Name (String)
    Array of Script Names (Strings)
    Hash of Script Name => Version (Hash)
    - self.enable(script)
    script : Script Name (String)
    - self.disable(script)
    script : Script Name (String)
    - self.write(scripts = self.sorted_log, filename = 'Scripts List.txt')
    scripts : Array of Script Info
    filename : Filename of Log
    - self.write_enabled
    - self.write_aliases
    - self.write_overwrites
    - self.return_log(script = '')
    script : Script Name or No Argument
    - self.return_enabled_log(script = '')
    script : Script Name or No Argument
    - self.return_alias_log(script = '')
    script : Script Name or No Argument
    - self.return_overwrite_log(script = '')
    script : Script Name or No Argument
    - self.text_box_input(element, index)
    - self.event_comment_input(*args)
    #==============================================================================
    6.0 - SDK Tools

    The following tools are included in the SDK to help improve the development
    process:

    6.1 - Logging Scripts
    6.2 - Checking Script Requirements (Script Dependencies)
    6.3 - Logging Aliased & Overwrote Methods
    6.4 - Enabling/Disabling Scripts
    6.5 - Standard Text Box Input
    6.6 - Standard Event Comment Input
    6.7 - Scene_Base
    6.8 - Scene Command Input
    #------------------------------------------------------------------------------
    * 6.1 – Logging Scripts

    All SDK-compliant scripts should be logged. This is done by calling the
    SDK.log(script, name, ver, date) method, where

    script = script name
    name = your name
    ver = version
    date = date last updated
    #------------------------------------------------------------------------------
    * 6.2 - Checking SDK Requirements

    All SDK-compliant scripts must check for for the current SDK version and
    required SDK parts. This is done by calling :

    SDK.check_requirements(version, [parts], [scripts])

    or

    SDK.check_requirements(version, [parts], {scripts})


    version = Required Version of SDK (or greater)
    parts = Array of all SDK required parts (part 1 is not required)
    scripts = Array of required script names

    or

    scripts = Hash with script names as key and required min version as values

    If the requirements are not met, the script will be disabled and an error
    will be given on why the script was disabled.
    #------------------------------------------------------------------------------
    * 6.3 - Logging Aliased & Overwrote Methods

    Aliased methods must be logged using :

    alias_method :yourname_scriptname_classname_methodname, :oldmethodname

    or

    alias yourname_scriptname_classname_methodname oldmethodname
    SDK.log_alias(:classname, :oldmethodname, :newmethodname)


    Overwrote methods must be logged using :

    SDK.log_overwrite(:classname, :methodname)

    The reason for this is there is an auto-error detection system that will
    check method overwrites for compatability issues.
    #------------------------------------------------------------------------------
    * 6.4 – Enabling/Disabling Scripts

    When a script is logged it is also enabled. A script can be enabled and
    disabled using the following calls:

    SDK.enable('Script Name')
    SDK.disable('Script Name')

    All non-default scripts (and code added to default scripts) must be enclosed
    in an if statement that checks whether or not they have been enabled, as
    follows:

    #--------------------------------------------------------------------------
    # Begin SDK Enabled Check
    #--------------------------------------------------------------------------
    if SDK.enabled?('Script Name')

    [script or Code]

    end
    #--------------------------------------------------------------------------
    # End SDK Enabled Test
    #--------------------------------------------------------------------------

    Keep in mind that this if statement can not continue on to other pages and
    every page needs its own if statement testing the state of the script. As
    well every script should have its own test.
    #------------------------------------------------------------------------------
    * 6.5 – Standard Text Box Input

    Any script that requires input from a database text field should use the
    following:

    SDK.text_box_input(element, index)

    where:
    element = an object of the text field
    index = the index in which your script call falls

    The text field should be formatted in the following way:

    "Default value | script call | script call"
    #------------------------------------------------------------------------------
    * 6.6 – Standard Event Comment Input

    Any script that requires input from an event comment should use the
    following:

    SDK.event_comment_input(event, elements, trigger)

    where:
    event = an object of the event
    elements = the number of elements the method is to process
    trigger = the text value triggering the script to start processing

    or

    SDK.event_comment_input(page, elements, trigger)

    where:
    page = an object of the event.page
    elements = the number of elements the method is to process
    trigger = the text value triggering the script to start processing

    The method returns nil if the trigger can not be found; otherwise, it
    returns a list of the parameters from the event.
    #------------------------------------------------------------------------------
    * 6.7 – Scene Base (Part I)

    This script was designed to act as a parent class for all scenes. It
    provides 2 major purposes :

    a) Give the Main Processing Method a Common Structure
    b) Automatically Update & Dispose All Spritesets, Sprites, Windows or
    any other instance variable that responds to :update or :dispose

    This is a script for developers, not non-scripters. If you do not
    plan to create scenes in RMXP, this isn't needed.

    The SDK::Scene_Base class divides the main processing method into :

    main_variable
    main_spriteset
    main_sprite
    main_window
    main_audio
    main_transition
    main_loop
    main_update
    main_breaktest
    main_dispose
    main_end

    When making scenes, make Scene_Base the parent class. Organize the
    creation of variables, spritesets, sprites, windows and audio within these
    methods:

    main_variable Used for Variables Non-Sprite or Window Related
    main_spriteset Used for spriteset setup
    main_sprite Used for sprite setsup
    main_window Used for window setup
    main_audio Used for Audio setup

    You need to only use methods needed and others may be leftout. It is
    advised to place super calls within these methods, in case of further
    updates or additions to the SDK::Scene_Base class.

    ** Notes **

    main_transition

    This method can can be left alone unless you are wanting to alter from
    the default Graphics.transition call.

    main_loop / main_update

    This method updates the Graphics and Input modules. It is advised to add
    other module updates directly to the Scene_Base class (such as the
    Keyboard or Mouse Module). The sub-method to this is main_update, where
    the automatic update takes place of objects.

    ** Special Note On Automatic Update & Dispose

    The autoupdate and autodispose method will test every instance object
    to check if it responds to the method names list below. This will pass
    through arrays and hashes as well.

    Basic Update Processing

    if object responds to :update
    if object responds to :disable_update?
    return if object :disable_update?
    end
    update object
    end

    Basic Dispose Processing

    if object responds to :dispose
    if object responds to :disposed?
    return if object :disposed?
    end
    dispose object
    end

    main_breaktest

    This method test to break the scene loop. By default, it returns true
    only when the $scene changes to another scene class.

    main_dispose

    Like the main_update method, this method is designed to automatically
    dispose all instance variables.

    main_end

    This method was added on in the event you are wanting to add additional
    coding after the scene has been executed and exited.
    #------------------------------------------------------------------------------
    * 5.8 - Scene Command Input (Part IV)

    The SDK has a sub-module (SDK::Scene_Commands) that holds more sub-modules
    containing constants for scene commands. Each sub-module of Scene_Commands
    should match the name of the scene you are adding commands to. If you add
    any commands to the default scenes, the commands are to be placed with here.
    It is advised that any custom scenes you create with command windows are
    added here as well.

    Each C trigger branch is set up as the following :

    if Input.trigger?(Input::C)
    if _command_disabled?

    return
    end
    _command_input
    end

    Commands are not to be branched by the index, but the command using

    .command

    Each command is to have its own method, for simpler modification.


    * Changes in the Window_Command class

    The window command class now has added methods, Window_Command#command and
    Window_Command#commands=. The #command method returns the current command
    depending upon the index (by default ; can pass alternate index). The
    #commands= method allows you to reset the commands. This method automatically
    resets the windows contents, item max, etc. if a change occurs.


    * Changes in Horizontal Command classes

    The creation of a Window_HorizCommand class has been created to match the
    Window_Command class, just horizonatally. All methods of Window_Command are
    found in this class (default and SDK created methods). The default classes
    Window_ShopCommand and Window_PartyCommand have been rewrote, using this
    class.


    * For more information, refer to Part IV
    =end #==========================================

     

  7. D=Stamani mi è venuto in mente un quesito a sai interessante che ora vi illustro....Mi chiedevo se esisteva qualcosa o non so che, che potrebbe fare in modo che si può usare tutti i tasti della tastiera su rpg maker xp?

     

     

    R alla domanda dello scripts.....Allora per inserire un script bisogna fare così...bisogna aprire la finestra dello script che sta l'ì sopra insieme al database oppure premere f11...ti si dovrebbe aprire una finestra con migliaglia di scritte inutili(a prima vista)ma se guardi bene a sinistra ce una lista de cose e se la scorri alla fine trovi maide (è l'ultima)clicchi con il tasto destro e fai inserisci...te se dovrebbe apri na nuova pagina e li ci incolli lo script....penso che sia abbastansa semplice e spiegato bene:)

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