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ReZLee

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Posts posted by ReZLee

  1. 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.

  2. 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

  3. 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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