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Everything posted by ReZLee
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e c'è un modo per cavare quelle già predefinite? EDIT: Ho trovato un modo e sembra funzionare..Ho creato il setup del gioco includendo le RTP, ho scompattato il gioco e ho tolto tutto ciò che era inutile all'interno.
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mi sono spiegato male xD.. facendolo vedere anche ad altri che non hanno installato rpg maker vx e le rtp
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Si può ridurre la dimensione di un progetto cavandogli le rtp e tutto il resto che è inutile?
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[RGSS] - Come creare un battle system in tempo reale
ReZLee replied to Kingartur2's topic in Guide alla Programmazione
Grazie! -
[RGSS] - Come creare un battle system in tempo reale
ReZLee replied to Kingartur2's topic in Guide alla Programmazione
def check_valore_commento(commento) com = commento.downcase return 0 if @list.nil? or @list.size <= 0 for item in @list if item.code == 108 or item.code == 408 if item.parameters[0].downcase =~ /#{com}[ ]?(\d+)?/ return $1.to_i end end end return 0 end Se non ti scoccia potresti spiegarmi questa funzione? Grazie -
[RGSS]Tutorial - Creare un battle system in tempo reale
ReZLee replied to Kingartur2's topic in Guide alla Programmazione
Grazie -
[RGSS]Tutorial - Creare un battle system in tempo reale
ReZLee replied to Kingartur2's topic in Guide alla Programmazione
No problem! Aspetterò! :smile: -
[RGSS] - Come creare un battle system in tempo reale
ReZLee replied to Kingartur2's topic in Guide alla Programmazione
anche io ^^ -
Grazie!!
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Ciao a tutti! Esiste un programma che crei personaggi nelle posizioni per il bs tanketai sbs 3.3d??? Grazie in anticipo!
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Mi fa piacere di esserti stato utile^^
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prova a sostituirlo con questo prima magari fatti una copia del progetto in modo che non vada perso niente ############### Scene_Menu ###############class Scene_Menu def mainstart perform_transition Input.update loop doGraphics.update Input.update update break if $scene != self endGraphics.updatepre_terminate Graphics.freeze terminate end def initialize(menu_index = 0)@menu_index = menu_indexend def create_menu_background@menuback_sprite = Sprite.new@menuback_sprite.bitmap = $game_temp.background_bitmap@menuback_sprite.color.set(16, 16, 16, 128)update_menu_backgroundend def create_menu_background@menuback_sprite = Sprite.new@menuback_sprite.bitmap = $game_temp.background_bitmap@menuback_sprite.color.set(16, 16, 16, 128)update_menu_backgroundenddef dispose_menu_background@menuback_sprite.disposeenddef update_menu_backgroundend def perform_transitionGraphics.transition(10)enddef startcreate_menu_backgroundcreate_command_window@gold_window = Window_Gold.new(0, 360)@status_window = Window_MenuStatus.new(160, 0)@playtime_window = Window_Time .new(0, 270)@mapname_window = Window_Mapname.new(0, 178)@status_window.openness = 0@playtime_window.openness = 0@mapname_window.openness = 0@gold_window.openness = 0@status_window.open@playtime_window.open@mapname_window.open@gold_window.openenddef pre_terminate@status_window.close@playtime_window.close@mapname_window.close@gold_window.close@command_window.closebegin@status_window.update@playtime_window.update@mapname_window.update@gold_window.update@command_window.updateGraphics.updateend until @status_window.openness == 0end def terminatedispose_menu_background@command_window.dispose@gold_window.dispose@status_window.dispose@playtime_window.dispose@mapname_window.disposeenddef updateupdate_menu_background@command_window.update@gold_window.update@status_window.update@mapname_window.update@playtime_window.updateif @command_window.activeupdate_command_selectionelsif @status_window.activeupdate_actor_selectionendenddef create_command_windows1 = Vocab::items2 = Vocab::skills3 = Vocab::equips4 = Vocab::statuss5 = Vocab::game_end@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])@command_window.index = @menu_index@command_window.openness = 0@command_window.openif $game_party.members.size == 0 @command_window.draw_item(0, false) @command_window.draw_item(1, false) @command_window.draw_item(2, false) @command_window.draw_item(3, false) endif $game_system.save_disabled @command_window.draw_item(4, false) endenddef update_command_selectionif Input.trigger?(Input::B)Sound.play_cancel$scene = Scene_Map.newelsif Input.trigger?(Input::C)if $game_party.members.size == 0 and @command_window.index < 4Sound.play_buzzerreturnelsif $game_system.save_disabled and @command_window.index == 4Sound.play_buzzerreturnendSound.play_decisioncase @command_window.indexwhen 0 $scene = Scene_Item.newwhen 1,2,3 start_actor_selectionwhen 4 $scene = Scene_End.newendendenddef start_actor_selection@command_window.active = false@status_window.active = trueif $game_party.last_actor_index < @status_window.item_max@status_window.index = $game_party.last_actor_indexelse@status_window.index = 0endenddef end_actor_selection@command_window.active = true@status_window.active = false@status_window.index = -1enddef update_actor_selectionif Input.trigger?(Input::B)Sound.play_cancelend_actor_selectionelsif Input.trigger?(Input::C)$game_party.last_actor_index = @status_window.indexSound.play_decisioncase @command_window.indexwhen 1$scene = Scene_Skill.new(@status_window.index)when 2 $scene = Scene_Equip.new(@status_window.index)when 3 $scene = Scene_Status.new(@status_window.index)endendendend$mogscript = {} if $mogscript == nil$mogscript["basic_menu_plus"] = true
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io di questi ho provato il sideview 3.3d con atb e qui veniva ridefinito la Scene_Menu gli altri non li ho mai provati quindi non saprei dirti..
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non è che in quelli script sia stato ridefinita la Scene_Menu per esempio se usi sbs è stata ridefinita quindi devi modificare nella Scene_Menu ridefinita
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ma che errore ti da?
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vai in Scene_Menu e al posto di questo metodo def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end end lo sostituisci con questo def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5]) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end end Poi sempre in Scene_menu sostituisci questo def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new end end end con questo def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # End Game $scene = Scene_End.new end end end e dopo dovrebbe funzionare..
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[GUIDA PRATICA] Rpg Maker VX (incompleta)
ReZLee replied to Eikichi's question in Supporto VX e VX-Ace
Penso che sia una buona idea!
