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Posts posted by Pizza
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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?
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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:
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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

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Acc sono stato 1 ora a capire xkè mi saltava 2 volte ed era così semplice
Per la domanda di prima??
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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

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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 #========================================== -
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:)
-
Grz mille e scs lo volevo scrivere su sportello aiuti veloci però dato che sono nuovo mi sono confuso e ho aperto un nuovo topic
-
D=Voglio inserire nei dialoghi il nome che scegli all'inizio... come faccio?
-
D=in poche parole sul mio gioco inizialmente si sceglie un nome poi quando voglio far in modo che le persone lo chiamano con quel nome o quando lui parla scrivere il nome : bla bla bla.....come faccio?

Noia del proprio progetto.
in Parlando del Making...
Posted
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