Jump to content
Rpg²S Forum

Morshudiego

Utenti
  • Posts

    815
  • Joined

  • Last visited

Posts posted by Morshudiego

  1. ci sarebbe una soluzione:

     

    Condizione SE > Script

    $game_actors[id].name == 'Nome'

    Dove 'id' è l'id del personaggio in questione.

     

    Può essere una risoluzione provvisoria fino a quando non si risolve il problema.

  2. D: Come posso far caricare/suonare una musica tramite script(mi spiego meglio) che stringa debvo mettere all'interno(per esempio) dello script title per fatr suonare una musica che si trova nella cartella bgs(senza l'intervento del database???

    frazie anticipatamente^_^XD

     

    Un grande Ciao a tutti...

    Xemnas :smile:

    Audio.bgm_play(filename [, volume [, pitch]])

     

    Dove filename= nome del file compreso tra due apici (') volume= il volume (di solito 100) pitch= il pitch

     

    ESEMPIO: Audio.bgm_play('Town5' [, 100 [, 100]])

  3. E' un peccato che si debba prendere degli screen dai propri giochi e non montati sull'occasione.

    Avrei voluto partecipare volentieri a questo contest :)

  4. Ciao ragazzi, mi sto affacciando ora qui sul mondo di Rpg Maker. Sono sbalordito dalle potenzialità pressochè infinite di questo programma, ma devo ammettere che sta avendo la meglio su di me :P

     

    Il problema che mi affligge per ora è il seguente: Ho creato un evento in cui il personaggio ronfa tranquillamente sul prato (con tanto di vignetta con le Zzz). L'azione, però, si ripete in continuazione. Mica può stare a dormire per tutto il gioco XD così ho messo un "elimina evento" alla fine e fin qui tutto ok. Entro nella casetta (unica altra mappa creata fino a ora, tanto per provare il trasporto (riuscito). Appena esco e torno alla mappa di prima, riprende a russare con la vignetta lì in bella mostra. Perchè l'evento si ripete?

    R: Quando elimini un evento, lo elimini temporaneamente dall'update di quella mappa. Quando cambi mappa e ritorni nella stessa, l'update non memorizza più l'eliminazione dell'evento e lo riproduce di nuovo. Per risolvere, dovresti fare una seconda pagina su quell'evento che si attiva con uno specifico switch.

    Così l'update considererà quello switch e non riporterà l'evento allo stato iniziale.

     

    EDIT: Azzarola, Eikichi mi ha battuto sul tempo XP

  5. Scusate il necropost ma pensavo fosse utile:

     

    Mostra variabile come testo

    Se, durante un evento, usate questo codice:

    $game_variables[IDVARIABILE] = 'TESTO'(dove IDVARIABILE è il numero della variabile usata e TESTO è una parte di testo)

    Potrete registrare un testo dentro la variabile.

    Dopo in un messaggio vi basterà usare \v[iDVARIABILE] per mostrare il testo ricordato.

     

    Controlla testo variabile

    In "Condizione SE" potete usare la condizione "script" con il seguente codice

    $game_variables[IDVARIABILE] == 'TESTO'

    con questo controllo guardate se una variabile ha un particolare testo al suo interno.

    ATTENZIONE IL TESTO E' CASE SENSITIVE (differenzia maiuscole da minuscole)

  6. EDIT: mi continua a cancellare i post che faccio =.=

     

    RISPONDO A XASD1

     

    domanda 1: puoi usare anche X Y Z L R che corrispondono a A S D Q W

     

    domanda 2: prova ad usare questo script.

     

     

    #==============================================================================# ** Game_Interpreter FIX#------------------------------------------------------------------------------#  An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#============================================================================== class Game_Interpreter  #--------------------------------------------------------------------------  # * Object Initialization  #	 depth : nest depth  #	 main  : main flag  #--------------------------------------------------------------------------  def initialize(depth = 0, main = false)	@depth = depth	@main = main	if @depth > 100	  print("Common event call has exceeded maximum limit.")	  exit	end	clear  end  #--------------------------------------------------------------------------  # * Clear  #--------------------------------------------------------------------------  def clear	@map_id = 0					   # Map ID when starting up	@original_event_id = 0			# Event ID when starting up	@event_id = 0					 # Event ID	@list = nil					   # Execution content	@index = 0						# Index	@message_waiting = false		  # Waiting for message to end	@moving_character = nil		   # Moving character	@wait_count = 0				   # Wait count	@child_interpreter = nil		  # Child interpreter	@branch = {}					  # Branch data  end  #--------------------------------------------------------------------------  # * Event Setup  #	 list	 : list of event commands  #	 event_id : event ID  #--------------------------------------------------------------------------  def setup(list, event_id = 0)	clear							 # Clear internal interpreter state	@map_id = $game_map.map_id		# Memorize map ID	@original_event_id = event_id	 # Memorize event ID	@event_id = event_id			  # Memorize event ID	@list = list					  # Memorize execution contents	@index = 0						# Initialize index	cancel_menu_call				  # Cancel menu call  end  #--------------------------------------------------------------------------  # * Cancel Menu Call  #	Handles the situation when a player is moving and the cancel button  #	is pushed,  starting an event in the state where a menu call was  #	reserved.  #--------------------------------------------------------------------------  def cancel_menu_call	if @main and $game_temp.next_scene == "menu" and $game_temp.menu_beep	  $game_temp.next_scene = nil	  $game_temp.menu_beep = false	end  end  #--------------------------------------------------------------------------  # * Determine if Running  #--------------------------------------------------------------------------  def running?	return @list != nil  end  #--------------------------------------------------------------------------  # * Starting Event Setup  #--------------------------------------------------------------------------  def setup_starting_event	if $game_map.need_refresh			 # If necessary, refresh the map	  $game_map.refresh	end	if $game_temp.common_event_id > 0	 # Common event call reserved?	  setup($data_common_events[$game_temp.common_event_id].list)	  $game_temp.common_event_id = 0	  return	end	for event in $game_map.events.values  # Map event	  if event.starting				   # If a starting event is found		event.clear_starting			  # Clear starting flag		setup(event.list, event.id)	   # Set up event		return	  end	end	for event in $data_common_events.compact	  # Common event	  if event.trigger == 1 and				   # If autorun and		 $game_switches[event.switch_id] == true  # condition switch is ON		setup(event.list)						 # Set up event		return	  end	end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------  def update	loop do	  if $game_map.map_id != @map_id		# Map is different?		@event_id = 0					   # Make event ID 0	  end	  if @child_interpreter != nil		  # If child interpreter exists		@child_interpreter.update		   # Update child interpreter		if @child_interpreter.running?	  # If running		  return							# Return		else								# After execution has finished		  @child_interpreter = nil		  # Erase child interpreter		end	  end	  if @message_waiting				   # Waiting for message finish		return	  end	  if @moving_character != nil		   # Waiting for move to finish		if @moving_character.move_route_forcing		  return		end		@moving_character = nil	  end	  if @wait_count > 0					# Waiting		@wait_count -= 1		return	  end	  if $game_troop.forcing_battler != nil # Forcing battle action		return	  end	  if $game_temp.next_scene != nil	   # Opening screens		return	  end	  if @list == nil					   # If content list is empty		setup_starting_event if @main	   # Set up starting event		return if @list == nil			  # Nothing was set up	  end	  return if execute_command == false	# Execute event command	  @index += 1						   # Advance index	end  end  #--------------------------------------------------------------------------  # * Actor iterator (ID)  #	 param : If 1 or more, ID. If 0, all  #--------------------------------------------------------------------------  def iterate_actor_id(param)	if param == 0	   # All	  for actor in $game_party.members do yield actor end	else				# One	  actor = $game_actors[param]	  yield actor unless actor == nil	end  end  #--------------------------------------------------------------------------  # * Actor iterator (index)  #	 param : If 0 or more, index. If -1, all.  #--------------------------------------------------------------------------  def iterate_actor_index(param)	if param == -1	  # All	  for actor in $game_party.members do yield actor end	else				# One	  actor = $game_party.members[param]	  yield actor unless actor == nil	end  end  #--------------------------------------------------------------------------  # * Enemy iterator (index)  #	 param : If 0 or more, index. If -1, all.  #--------------------------------------------------------------------------  def iterate_enemy_index(param)	if param == -1	  # All	  for enemy in $game_troop.members do yield enemy end	else				# One	  enemy = $game_troop.members[param]	  yield enemy unless enemy == nil	end  end  #--------------------------------------------------------------------------  # * Battler iterator (for entire troop, entire party)  #	 param1 : If 0, enemy. If 1, actor.  #	 param : If 0 or more, index. If -1, all.  #--------------------------------------------------------------------------  def iterate_battler(param1, param2)	if $game_temp.in_battle	  if param1 == 0	  # Enemy		iterate_enemy_index(param2) do |enemy| yield enemy end	  else				# Actor		iterate_actor_index(param2) do |enemy| yield enemy end	  end	end  end  #--------------------------------------------------------------------------  # * Get Screen Command Target  #--------------------------------------------------------------------------  def screen	if $game_temp.in_battle	  return $game_troop.screen	else	  return $game_map.screen	end  end  #--------------------------------------------------------------------------  # * Event Command Execution  #--------------------------------------------------------------------------  def execute_command	if @index >= @list.size-1	  command_end	  return true	else	  @params = @list[@index].parameters	  @indent = @list[@index].indent	  case @list[@index].code	  when 101  # Show Text		return command_101	  when 102  # Show Choices		return command_102	  when 402  # When [**]		return command_402	  when 403  # When Cancel		return command_403	  when 103  # Input Number		return command_103	  when 111  # Conditional Branch		return command_111	  when 411  # Else		return command_411	  when 112  # Loop		return command_112	  when 413  # Repeat Above		return command_413	  when 113  # Break Loop		return command_113	  when 115  # Exit Event Processing		return command_115	  when 117  # Call Common Event		return command_117	  when 118  # Label		return command_118	  when 119  # Jump to Label		return command_119	  when 121  # Control Switches		return command_121	  when 122  # Control Variables		return command_122	  when 123  # Control Self Switch		return command_123	  when 124  # Control Timer		return command_124	  when 125  # Change Gold		return command_125	  when 126  # Change Items		return command_126	  when 127  # Change Weapons		return command_127	  when 128  # Change Armor		return command_128	  when 129  # Change Party Member		return command_129	  when 132  # Change Battle BGM		return command_132	  when 133  # Change Battle End ME		return command_133	  when 134  # Change Save Access		return command_134	  when 135  # Change Menu Access		return command_135	  when 136  # Change Encounter		return command_136	  when 201  # Transfer Player		return command_201	  when 202  # Set Vehicle Location		return command_202	  when 203  # Set Event Location		return command_203	  when 204  # Scroll Map		return command_204	  when 205  # Set Move Route		return command_205	  when 206  # Get on/off Vehicle		return command_206	  when 211  # Change Transparency		return command_211	  when 212  # Show Animation		return command_212	  when 213  # Show Balloon Icon		return command_213	  when 214  # Erase Event		return command_214	  when 221  # Fadeout Screen		return command_221	  when 222  # Fadein Screen		return command_222	  when 223  # Tint Screen		return command_223	  when 224  # Flash Screen		return command_224	  when 225  # Shake Screen		return command_225	  when 230  # Wait		return command_230	  when 231  # Show Picture		return command_231	  when 232  # Move Picture		return command_232	  when 233  # Rotate Picture		return command_233	  when 234  # Tint Picture		return command_234	  when 235  # Erase picture		return command_235	  when 236  # Set Weather Effects		return command_236	  when 241  # Play BGM		return command_241	  when 242  # Fadeout BGM		return command_242	  when 245  # Play BGS		return command_245	  when 246  # Fadeout BGS		return command_246	  when 249  # Play ME		return command_249	  when 250  # Play SE		return command_250	  when 251  # Stop SE		return command_251	  when 301  # Battle Processing		return command_301	  when 601  # If Win		return command_601	  when 602  # If Escape		return command_602	  when 603  # If Lose		return command_603	  when 302  # Shop Processing		return command_302	  when 303  # Name Input Processing		return command_303	  when 311  # Change HP		return command_311	  when 312  # Change MP		return command_312	  when 313  # Change State		return command_313	  when 314  # Recover All		return command_314	  when 315  # Change EXP		return command_315	  when 316  # Change Level		return command_316	  when 317  # Change Parameters		return command_317	  when 318  # Change Skills		return command_318	  when 319  # Change Equipment		return command_319	  when 320  # Change Name		return command_320	  when 321  # Change Class		return command_321	  when 322  # Change Actor Graphic		return command_322	  when 323  # Change Vehicle Graphic		return command_323	  when 331  #  Change Enemy HP		return command_331	  when 332  #  Change Enemy MP		return command_332	  when 333  # Change Enemy State		return command_333	  when 334  # Enemy Recover All		return command_334	  when 335  # Enemy Appear		return command_335	  when 336  # Enemy Transform		return command_336	  when 337  # Show Battle Animation		return command_337	  when 339  # Force Action		return command_339	  when 340  # Abort Battle		return command_340	  when 351  # Open Menu Screen		return command_351	  when 352  # Open Save Screen		return command_352	  when 353  # Game Over		return command_353	  when 354  # Return to Title Screen		return command_354	  when 355  # Script		return command_355	  else	  # Other		return true	  end	end  end  #--------------------------------------------------------------------------  # * End Event  #--------------------------------------------------------------------------  def command_end	@list = nil							 # Clear execution content list	if @main and @event_id > 0			  # If main map event	  $game_map.events[@event_id].unlock	# Clear event lock	end  end  #--------------------------------------------------------------------------  # * Command Skip  #--------------------------------------------------------------------------  def command_skip	while @list[@index+1].indent > @indent  # Next indent is deeper	  @index += 1						   # Advance index	end  end  #--------------------------------------------------------------------------  # * Get Character  #	 param : if -1, player. If 0, this event. Otherwise, event ID.  #--------------------------------------------------------------------------  def get_character(param)	case param	when -1   # Player	  return $game_player	when 0	# This event	  events = $game_map.events	  return events == nil ? nil : events[@event_id]	else	  # Particular event	  events = $game_map.events	  return events == nil ? nil : events[param]	end  end  #--------------------------------------------------------------------------  # * Calculate Operated Value  #	 operation	: operation (0: increase, 1: decrease)  #	 operand_type : operand type (0: invariable 1: variable)  #	 operand	  : operand (number or variable ID)  #--------------------------------------------------------------------------  def operate_value(operation, operand_type, operand)	if operand_type == 0	  value = operand	else	  value = $game_variables[operand]	end	if operation == 1	  value = -value	end	return value  end  #--------------------------------------------------------------------------  # * Show Text  #--------------------------------------------------------------------------  def command_101	unless $game_message.busy	  $game_message.face_name = @params[0]	  $game_message.face_index = @params[1]	  $game_message.background = @params[2]	  $game_message.position = @params[3]	  @index += 1	  while @list[@index].code == 401	   # Text data		$game_message.texts.push(@list[@index].parameters[0])		@index += 1	  end	  if @list[@index].code == 102		  # Show choices		setup_choices(@list[@index].parameters)	  elsif @list[@index].code == 103	   # Number input processing		setup_num_input(@list[@index].parameters)	  end	  set_message_waiting				   # Set to message wait state	end	return false  end  #--------------------------------------------------------------------------  # * Set message wait flag and callback  #--------------------------------------------------------------------------  def set_message_waiting	@message_waiting = true	$game_message.main_proc = Proc.new { @message_waiting = false }  end  #--------------------------------------------------------------------------  # * Show Choices  #--------------------------------------------------------------------------  def command_102	unless $game_message.busy	  setup_choices(@params)				# Setup	  set_message_waiting				   # Set to message wait state	end	return false  end  #--------------------------------------------------------------------------  # * Setup Choices  #--------------------------------------------------------------------------  def setup_choices(params)	if $game_message.texts.size <= 4 - params[0].size	  $game_message.choice_start = $game_message.texts.size	  $game_message.choice_max = params[0].size	  for s in params[0]		$game_message.texts.push(s)	  end	  $game_message.choice_cancel_type = params[1]	  $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }	  @index += 1	end  end  #--------------------------------------------------------------------------  # * When [**]  #--------------------------------------------------------------------------  def command_402	if @branch[@indent] == @params[0]	   # If matching choice	  @branch.delete(@indent)			   # Erase branching data	  return true						   # Continue	else									# If doesn't match condition	  return command_skip				   # Command skip	end  end  #--------------------------------------------------------------------------  # * When Cancel  #--------------------------------------------------------------------------  def command_403	if @branch[@indent] == 4				# If canceling choice	  @branch.delete(@indent)			   # Erase branching data	  return true						   # Continue	else									# If doesn't match condition	  return command_skip				   # Command skip	end  end  #--------------------------------------------------------------------------  # * Input Number  #--------------------------------------------------------------------------  def command_103	unless $game_message.busy	  setup_num_input(@params)			  # Setup	  set_message_waiting				   # Set to message wait state	end	return false  end  #--------------------------------------------------------------------------  # * Number Input Setup  #--------------------------------------------------------------------------  def setup_num_input(params)	if $game_message.texts.size < 4	  $game_message.num_input_variable_id = params[0]	  $game_message.num_input_digits_max = params[1]	  @index += 1	end  end  #--------------------------------------------------------------------------  # * Conditional Branch  #--------------------------------------------------------------------------  def command_111	result = false	case @params[0]	when 0  # Switch	  result = ($game_switches[@params[1]] == (@params[2] == 0))	when 1  # Variable	  value1 = $game_variables[@params[1]]	  if @params[2] == 0		value2 = @params[3]	  else		value2 = $game_variables[@params[3]]	  end	  case @params[4]	  when 0  # value1 is equal to value2		result = (value1 == value2)	  when 1  # value1 is greater than or equal to value2		result = (value1 >= value2)	  when 2  # value1 is less than or equal to value2		result = (value1 <= value2)	  when 3  # value1 is greater than value2		result = (value1 > value2)	  when 4  # value1 is less than value2		result = (value1 < value2)	  when 5  # value1 is not equal to value2		result = (value1 != value2)	  end	when 2  # Self switch	  if @original_event_id > 0		key = [@map_id, @original_event_id, @params[1]]		if @params[2] == 0		  result = ($game_self_switches[key] == true)		else		  result = ($game_self_switches[key] != true)		end	  end	when 3  # Timer	  if $game_system.timer_working		sec = $game_system.timer / Graphics.frame_rate		if @params[2] == 0		  result = (sec >= @params[1])		else		  result = (sec <= @params[1])		end	  end	when 4  # Actor	  actor = $game_actors[@params[1]]	  if actor != nil		case @params[2]		when 0  # in party		  result = ($game_party.members.include?(actor))		when 1  # name		  result = (actor.name == @params[3])		when 2  # skill		  result = (actor.skill_learn?($data_skills[@params[3]]))		when 3  # weapon		  result = (actor.weapons.include?($data_weapons[@params[3]]))		when 4  # armor		  result = (actor.armors.include?($data_armors[@params[3]]))		when 5  # state		  result = (actor.state?(@params[3]))		end	  end	when 5  # Enemy	  enemy = $game_troop.members[@params[1]]	  if enemy != nil		case @params[2]		when 0  # appear		  result = (enemy.exist?)		when 1  # state		  result = (enemy.state?(@params[3]))		end	  end	when 6  # Character	  character = get_character(@params[1])	  if character != nil		result = (character.direction == @params[2])	  end	when 7  # Gold	  if @params[2] == 0		result = ($game_party.gold >= @params[1])	  else		result = ($game_party.gold <= @params[1])	  end	when 8  # Item	  result = $game_party.has_item?($data_items[@params[1]])	when 9  # Weapon	  result = $game_party.has_item?($data_weapons[@params[1]], @params[2])	when 10  # Armor	  result = $game_party.has_item?($data_armors[@params[1]], @params[2])	when 11  # Button	  result = Input.press?(@params[1])	when 12  # Script	  result = eval(@params[1])	when 13  # Vehicle	  result = ($game_player.vehicle_type == @params[1])	end	@branch[@indent] = result	 # Store determination results in hash	if @branch[@indent] == true	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * Else  #--------------------------------------------------------------------------  def command_411	if @branch[@indent] == false	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * Loop  #--------------------------------------------------------------------------  def command_112	return true  end  #--------------------------------------------------------------------------  # * Repeat Above  #--------------------------------------------------------------------------  def command_413	begin	  @index -= 1	end until @list[@index].indent == @indent	return true  end  #--------------------------------------------------------------------------  # * Break Loop  #--------------------------------------------------------------------------  def command_113	loop do	  @index += 1	  if @index >= @list.size-1		return true	  end	  if @list[@index].code == 413 and	# Command [Repeat Above]		 @list[@index].indent < @indent   # Indent is shallow		return true	  end	end  end  #--------------------------------------------------------------------------  # * Exit Event Processing  #--------------------------------------------------------------------------  def command_115	command_end	return true  end  #--------------------------------------------------------------------------  # * Call Common Event  #--------------------------------------------------------------------------  def command_117	common_event = $data_common_events[@params[0]]	if common_event != nil	  @child_interpreter = Game_Interpreter.new(@depth + 1)	  @child_interpreter.setup(common_event.list, @event_id)	end	return true  end  #--------------------------------------------------------------------------  # * Label  #--------------------------------------------------------------------------  def command_118	return true  end  #--------------------------------------------------------------------------  # * Jump to Label  #--------------------------------------------------------------------------  def command_119	label_name = @params[0]	for i in 0...@list.size	  if @list[i].code == 118 and @list[i].parameters[0] == label_name		@index = i		return true	  end	end	return true  end  #--------------------------------------------------------------------------  # * Control Switches  #--------------------------------------------------------------------------  def command_121	for i in @params[0] .. @params[1]   # Batch control	  $game_switches[i] = (@params[2] == 0)	end	$game_map.need_refresh = true	return true  end  #--------------------------------------------------------------------------  # * Control Variables  #--------------------------------------------------------------------------  def command_122	value = 0	case @params[3]  # Operand	when 0  # Constant	  value = @params[4]	when 1  # Variable	  value = $game_variables[@params[4]]	when 2  # Random	  value = @params[4] + rand(@params[5] - @params[4] + 1)	when 3  # Item	  value = $game_party.item_number($data_items[@params[4]])	when 4 # Actor	  actor = $game_actors[@params[4]]	  if actor != nil		case @params[5]		when 0  # Level		  value = actor.level		when 1  # Experience		  value = actor.exp		when 2  # HP		  value = actor.hp		when 3  # MP		  value = actor.mp		when 4  # Maximum HP		  value = actor.maxhp		when 5  # Maximum MP		  value = actor.maxmp		when 6  # Attack		  value = actor.atk		when 7  # Defense		  value = actor.def		when 8  # Spirit		  value = actor.spi		when 9  # Agility		  value = actor.agi		end	  end	when 5  # Enemy	  enemy = $game_troop.members[@params[4]]	  if enemy != nil		case @params[5]		when 0  # HP		  value = enemy.hp		when 1  # MP		  value = enemy.mp		when 2  # Maximum HP		  value = enemy.maxhp		when 3  # Maximum MP		  value = enemy.maxmp		when 4  # Attack		  value = enemy.atk		when 5  # Defense		  value = enemy.def		when 6  # Spirit		  value = enemy.spi		when 7  # Agility		  value = enemy.agi		end	  end	when 6  # Character	  character = get_character(@params[4])	  if character != nil		case @params[5]		when 0  # x-coordinate		  value = character.x		when 1  # y-coordinate		  value = character.y		when 2  # direction		  value = character.direction		when 3  # screen x-coordinate		  value = character.screen_x		when 4  # screen y-coordinate		  value = character.screen_y		end	  end	when 7  # Other	  case @params[4]	  when 0  # map ID		value = $game_map.map_id	  when 1  # number of party members		value = $game_party.members.size	  when 2  # gold		value = $game_party.gold	  when 3  # steps		value = $game_party.steps	  when 4  # play time		value = Graphics.frame_count / Graphics.frame_rate	  when 5  # timer		value = $game_system.timer / Graphics.frame_rate	  when 6  # save count		value = $game_system.save_count	  end	end	for i in @params[0] .. @params[1]   # Batch control	  case @params[2]  # Operation	  when 0  # Set		$game_variables[i] = value	  when 1  # Add		$game_variables[i] += value	  when 2  # Sub		$game_variables[i] -= value	  when 3  # Mul		$game_variables[i] *= value	  when 4  # Div		$game_variables[i] /= value if value != 0	  when 5  # Mod		$game_variables[i] %= value if value != 0	  end	  if $game_variables[i] > 99999999	# Maximum limit check		$game_variables[i] = 99999999	  end	  if $game_variables[i] < -99999999   # Minimum limit check		$game_variables[i] = -99999999	  end	end	$game_map.need_refresh = true	return true  end  #--------------------------------------------------------------------------  # * Control Self Switch  #--------------------------------------------------------------------------  def command_123	if @original_event_id > 0	  key = [@map_id, @original_event_id, @params[0]]	  $game_self_switches[key] = (@params[1] == 0)	end	$game_map.need_refresh = true	return true  end  #--------------------------------------------------------------------------  # * Control Timer  #--------------------------------------------------------------------------  def command_124	if @params[0] == 0  # Start	  $game_system.timer = @params[1] * Graphics.frame_rate	  $game_system.timer_working = true	end	if @params[0] == 1  # Stop	  $game_system.timer_working = false	end	return true  end  #--------------------------------------------------------------------------  # * Change Gold  #--------------------------------------------------------------------------  def command_125	value = operate_value(@params[0], @params[1], @params[2])	$game_party.gain_gold(value)	return true  end  #--------------------------------------------------------------------------  # * Change Items  #--------------------------------------------------------------------------  def command_126	value = operate_value(@params[1], @params[2], @params[3])	$game_party.gain_item($data_items[@params[0]], value)	$game_map.need_refresh = true	return true  end  #--------------------------------------------------------------------------  # * Change Weapons  #--------------------------------------------------------------------------  def command_127	value = operate_value(@params[1], @params[2], @params[3])	$game_party.gain_item($data_weapons[@params[0]], value, @params[4])	return true  end  #--------------------------------------------------------------------------  # * Change Armor  #--------------------------------------------------------------------------  def command_128	value = operate_value(@params[1], @params[2], @params[3])	$game_party.gain_item($data_armors[@params[0]], value, @params[4])	return true  end  #--------------------------------------------------------------------------  # * Change Party Member  #--------------------------------------------------------------------------  def command_129	actor = $game_actors[@params[0]]	if actor != nil	  if @params[1] == 0	# Add		if @params[2] == 1  # Initialize		  $game_actors[@params[0]].setup(@params[0])		end		$game_party.add_actor(@params[0])	  else				  # Remove		$game_party.remove_actor(@params[0])	  end	  $game_map.need_refresh = true	end	return true  end  #--------------------------------------------------------------------------  # * Change Battle BGM  #--------------------------------------------------------------------------  def command_132	$game_system.battle_bgm = @params[0]	return true  end  #--------------------------------------------------------------------------  # * Change Battle End ME  #--------------------------------------------------------------------------  def command_133	$game_system.battle_end_me = @params[0]	return true  end  #--------------------------------------------------------------------------  # * Change Save Access  #--------------------------------------------------------------------------  def command_134	$game_system.save_disabled = (@params[0] == 0)	return true  end  #--------------------------------------------------------------------------  # * Change Menu Access  #--------------------------------------------------------------------------  def command_135	$game_system.menu_disabled = (@params[0] == 0)	return true  end  #--------------------------------------------------------------------------  # * Change Encounter  #--------------------------------------------------------------------------  def command_136	$game_system.encounter_disabled = (@params[0] == 0)	$game_player.make_encounter_count	return true  end  #--------------------------------------------------------------------------  # * Transfer Player  #--------------------------------------------------------------------------  def command_201	return true if $game_temp.in_battle	if $game_player.transfer? or			# Transferring Player	   $game_message.visible				# Displaying a message	  return false	end	if @params[0] == 0					  # Direct designation	  map_id = @params[1]	  x = @params[2]	  y = @params[3]	  direction = @params[4]	else									# Designation with variables	  map_id = $game_variables[@params[1]]	  x = $game_variables[@params[2]]	  y = $game_variables[@params[3]]	  direction = @params[4]	end	$game_player.reserve_transfer(map_id, x, y, direction)	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Set Vehicle Location  #--------------------------------------------------------------------------  def command_202	if @params[1] == 0					  # Direct designation	  map_id = @params[2]	  x = @params[3]	  y = @params[4]	else									# Designation with variables	  map_id = $game_variables[@params[2]]	  x = $game_variables[@params[3]]	  y = $game_variables[@params[4]]	end	if @params[0] == 0					  # Boat	  $game_map.boat.set_location(map_id, x, y)	elsif @params[0] == 1				   # Ship	  $game_map.ship.set_location(map_id, x, y)	else									# Airship	  $game_map.airship.set_location(map_id, x, y)	end	return true  end  #--------------------------------------------------------------------------  # * Set Event Location  #--------------------------------------------------------------------------  def command_203	character = get_character(@params[0])	if character != nil	  if @params[1] == 0					  # Direct designation		character.moveto(@params[2], @params[3])	  elsif @params[1] == 1				   # Designation with variables		new_x = $game_variables[@params[2]]		new_y = $game_variables[@params[3]]		character.moveto(new_x, new_y)	  else									# Exchange with another event		old_x = character.x		old_y = character.y		character2 = get_character(@params[2])		if character2 != nil		  character.moveto(character2.x, character2.y)		  character2.moveto(old_x, old_y)		end	  end	  case @params[4]   # Direction	  when 8  # Up		character.turn_up	  when 6  # Right		character.turn_right	  when 2  # Down		character.turn_down	  when 4  # Left		character.turn_left	  end	end	return true  end  #--------------------------------------------------------------------------  # * Scroll Map  #--------------------------------------------------------------------------  def command_204	return true if $game_temp.in_battle	return false if $game_map.scrolling?	$game_map.start_scroll(@params[0], @params[1], @params[2])	return true  end  #--------------------------------------------------------------------------  # * Set Move Route  #--------------------------------------------------------------------------  def command_205	if $game_map.need_refresh	  $game_map.refresh	end	character = get_character(@params[0])	if character != nil	  character.force_move_route(@params[1])	  @moving_character = character if @params[1].wait	end	return true  end  #--------------------------------------------------------------------------  # * Get on/off Vehicle  #--------------------------------------------------------------------------  def command_206	$game_player.get_on_off_vehicle	return true  end  #--------------------------------------------------------------------------  # * Change Transparency  #--------------------------------------------------------------------------  def command_211	$game_player.transparent = (@params[0] == 0)	return true  end  #--------------------------------------------------------------------------  # * Show Animation  #--------------------------------------------------------------------------  def command_212	character = get_character(@params[0])	if character != nil	  character.animation_id = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Show Balloon Icon  #--------------------------------------------------------------------------  def command_213	character = get_character(@params[0])	if character != nil	  character.balloon_id = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Erase Event  #--------------------------------------------------------------------------  def command_214	if @event_id > 0	  $game_map.events[@event_id].erase	end	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Fadeout Screen  #--------------------------------------------------------------------------  def command_221	if $game_message.visible	  return false	else	  screen.start_fadeout(30)	  @wait_count = 30	  return true	end  end  #--------------------------------------------------------------------------  # * Fadein Screen  #--------------------------------------------------------------------------  def command_222	if $game_message.visible	  return false	else	  screen.start_fadein(30)	  @wait_count = 30	  return true	end  end  #--------------------------------------------------------------------------  # * Tint Screen  #--------------------------------------------------------------------------  def command_223	screen.start_tone_change(@params[0], @params[1])	@wait_count = @params[1] if @params[2]	return true  end  #--------------------------------------------------------------------------  # * Screen Flash  #--------------------------------------------------------------------------  def command_224	screen.start_flash(@params[0], @params[1])	@wait_count = @params[1] if @params[2]	return true  end  #--------------------------------------------------------------------------  # * Screen Shake  #--------------------------------------------------------------------------  def command_225	screen.start_shake(@params[0], @params[1], @params[2])	@wait_count = @params[2] if @params[3]	return true  end  #--------------------------------------------------------------------------  # * Wait  #--------------------------------------------------------------------------  def command_230	@wait_count = @params[0]	return true  end  #--------------------------------------------------------------------------  # * Show Picture  #--------------------------------------------------------------------------  def command_231	if @params[3] == 0	# Direct designation	  x = @params[4]	  y = @params[5]	else				  # Designation with variables	  x = $game_variables[@params[4]]	  y = $game_variables[@params[5]]	end	screen.pictures[@params[0]].show(@params[1], @params[2],	  x, y, @params[6], @params[7], @params[8], @params[9])	return true  end  #--------------------------------------------------------------------------  # * Move Picture  #--------------------------------------------------------------------------  def command_232	if @params[3] == 0	# Direct designation	  x = @params[4]	  y = @params[5]	else				  # Designation with variables	  x = $game_variables[@params[4]]	  y = $game_variables[@params[5]]	end	screen.pictures[@params[0]].move(@params[2], x, y, @params[6],	  @params[7], @params[8], @params[9], @params[10])	@wait_count = @params[10] if @params[11]	return true  end  #--------------------------------------------------------------------------  # * Rotate Picture  #--------------------------------------------------------------------------  def command_233	screen.pictures[@params[0]].rotate(@params[1])	return true  end  #--------------------------------------------------------------------------  # * Tint Picture  #--------------------------------------------------------------------------  def command_234	screen.pictures[@params[0]].start_tone_change(@params[1], @params[2])	@wait_count = @params[2] if @params[3]	return true  end  #--------------------------------------------------------------------------  # * Erase Picture  #--------------------------------------------------------------------------  def command_235	screen.pictures[@params[0]].erase	return true  end  #--------------------------------------------------------------------------  # * Set Weather Effects  #--------------------------------------------------------------------------  def command_236	return true if $game_temp.in_battle	screen.weather(@params[0], @params[1], @params[2])	@wait_count = @params[2] if @params[3]	return true  end  #--------------------------------------------------------------------------  # * Play BGM  #--------------------------------------------------------------------------  def command_241	@params[0].play	return true  end  #--------------------------------------------------------------------------  # * Fadeout BGM  #--------------------------------------------------------------------------  def command_242	RPG::BGM.fade(@params[0] * 1000)	return true  end  #--------------------------------------------------------------------------  # * Play BGS  #--------------------------------------------------------------------------  def command_245	@params[0].play	return true  end  #--------------------------------------------------------------------------  # * Fadeout BGS  #--------------------------------------------------------------------------  def command_246	RPG::BGS.fade(@params[0] * 1000)	return true  end  #--------------------------------------------------------------------------  # * Play ME  #--------------------------------------------------------------------------  def command_249	@params[0].play	return true  end  #--------------------------------------------------------------------------  # * Play SE  #--------------------------------------------------------------------------  def command_250	@params[0].play	return true  end  #--------------------------------------------------------------------------  # * Stop SE  #--------------------------------------------------------------------------  def command_251	RPG::SE.stop	return true  end  #--------------------------------------------------------------------------  # * Battle Processing  #--------------------------------------------------------------------------  def command_301	return true if $game_temp.in_battle	if @params[0] == 0					  # Direct designation	  troop_id = @params[1]	else									# Designation with variables	  troop_id = $game_variables[@params[1]]	end	if $data_troops[troop_id] != nil	  $game_troop.setup(troop_id)	  $game_troop.can_escape = @params[2]	  $game_troop.can_lose = @params[3]	  $game_temp.battle_proc = Proc.new { |n| @branch[@indent] = n }	  $game_temp.next_scene = "battle"	end	@index += 1	return false  end  #--------------------------------------------------------------------------  # * If Win  #--------------------------------------------------------------------------  def command_601	if @branch[@indent] == 0	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * If Escape  #--------------------------------------------------------------------------  def command_602	if @branch[@indent] == 1	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * If Lose  #--------------------------------------------------------------------------  def command_603	if @branch[@indent] == 2	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * Shop Processing  #--------------------------------------------------------------------------  def command_302	$game_temp.next_scene = "shop"	$game_temp.shop_goods = [@params]	$game_temp.shop_purchase_only = @params[2]	loop do	  @index += 1	  if @list[@index].code == 605		  # Shop second line or after		$game_temp.shop_goods.push(@list[@index].parameters)	  else		return false	  end	end  end  #--------------------------------------------------------------------------  # * Name Input Processing  #--------------------------------------------------------------------------  def command_303	if $data_actors[@params[0]] != nil	  $game_temp.next_scene = "name"	  $game_temp.name_actor_id = @params[0]	  $game_temp.name_max_char = @params[1]	end	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Change HP  #--------------------------------------------------------------------------  def command_311	value = operate_value(@params[1], @params[2], @params[3])	iterate_actor_id(@params[0]) do |actor|	  next if actor.dead?	  if @params[4] == false and actor.hp + value <= 0		actor.hp = 1	# If incapacitation is not allowed, make 1	  else		actor.hp += value	  end	  actor.perform_collapse	end	if $game_party.all_dead?	  $game_temp.next_scene = "gameover"	end	return true  end  #--------------------------------------------------------------------------  # * Change MP  #--------------------------------------------------------------------------  def command_312	value = operate_value(@params[1], @params[2], @params[3])	iterate_actor_id(@params[0]) do |actor|	  actor.mp += value	end	return true  end  #--------------------------------------------------------------------------  # * Change State  #--------------------------------------------------------------------------  def command_313	iterate_actor_id(@params[0]) do |actor|	  if @params[1] == 0		actor.add_state(@params[2])		actor.perform_collapse	  else		actor.remove_state(@params[2])	  end	end	return true  end  #--------------------------------------------------------------------------  # * Recover All  #--------------------------------------------------------------------------  def command_314	iterate_actor_id(@params[0]) do |actor|	  actor.recover_all	end	return true  end  #--------------------------------------------------------------------------  # * Change EXP  #--------------------------------------------------------------------------  def command_315	value = operate_value(@params[1], @params[2], @params[3])	iterate_actor_id(@params[0]) do |actor|	  actor.change_exp(actor.exp + value, @params[4])	end	return true  end  #--------------------------------------------------------------------------  # * Change Level  #--------------------------------------------------------------------------  def command_316	value = operate_value(@params[1], @params[2], @params[3])	iterate_actor_id(@params[0]) do |actor|	  actor.change_level(actor.level + value, @params[4])	end	return true  end  #--------------------------------------------------------------------------  # * Change Parameters  #--------------------------------------------------------------------------  def command_317	value = operate_value(@params[2], @params[3], @params[4])	actor = $game_actors[@params[0]]	if actor != nil	  case @params[1]	  when 0  # Maximum HP		actor.maxhp += value	  when 1  # Maximum MP		actor.maxmp += value	  when 2  # Attack		actor.atk += value	  when 3  # Defense		actor.def += value	  when 4  # Spirit		actor.spi += value	  when 5  # Agility		actor.agi += value	  end	end	return true  end  #--------------------------------------------------------------------------  # * Change Skills  #--------------------------------------------------------------------------  def command_318	actor = $game_actors[@params[0]]	if actor != nil	  if @params[1] == 0		actor.learn_skill(@params[2])	  else		actor.forget_skill(@params[2])	  end	end	return true  end  #--------------------------------------------------------------------------  # * Change Equipment  #--------------------------------------------------------------------------  def command_319	actor = $game_actors[@params[0]]	if actor != nil	  actor.change_equip_by_id(@params[1], @params[2])	end	return true  end  #--------------------------------------------------------------------------  # * Change Name  #--------------------------------------------------------------------------  def command_320	actor = $game_actors[@params[0]]	if actor != nil	  actor.name = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Change Class  #--------------------------------------------------------------------------  def command_321	actor = $game_actors[@params[0]]	if actor != nil and $data_classes[@params[1]] != nil	  actor.class_id = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Change Actor Graphic  #--------------------------------------------------------------------------  def command_322	actor = $game_actors[@params[0]]	if actor != nil	  actor.set_graphic(@params[1], @params[2], @params[3], @params[4])	end	$game_player.refresh	return true  end  #--------------------------------------------------------------------------  # * Change Vehicle Graphic  #--------------------------------------------------------------------------  def command_323	if @params[0] == 0					  # Boat	  $game_map.boat.set_graphic(@params[1], @params[2])	elsif @params[0] == 1				   # Ship	  $game_map.ship.set_graphic(@params[1], @params[2])	else									# Airship	  $game_map.airship.set_graphic(@params[1], @params[2])	end	return true  end  #--------------------------------------------------------------------------  # * Change Enemy HP  #--------------------------------------------------------------------------  def command_331	value = operate_value(@params[1], @params[2], @params[3])	iterate_enemy_index(@params[0]) do |enemy|	  if enemy.hp > 0		if @params[4] == false and enemy.hp + value <= 0		  enemy.hp = 1	# If incapacitation is not allowed, make 1		else		  enemy.hp += value		end		enemy.perform_collapse	  end	end	return true  end  #--------------------------------------------------------------------------  # * Change Enemy MP  #--------------------------------------------------------------------------  def command_332	value = operate_value(@params[1], @params[2], @params[3])	iterate_enemy_index(@params[0]) do |enemy|	  enemy.mp += value	end	return true  end  #--------------------------------------------------------------------------  # * Change Enemy State  #--------------------------------------------------------------------------  def command_333	iterate_enemy_index(@params[0]) do |enemy|	  if @params[2] == 1					# If change of incapacitation		enemy.immortal = false			  # Clear immortal flag	  end	  if @params[1] == 0		enemy.add_state(@params[2])		enemy.perform_collapse	  else		enemy.remove_state(@params[2])	  end	end	return true  end  #--------------------------------------------------------------------------  # * Enemy Recover All  #--------------------------------------------------------------------------  def command_334	iterate_enemy_index(@params[0]) do |enemy|	  enemy.recover_all	end	return true  end  #--------------------------------------------------------------------------  # * Enemy Appear  #--------------------------------------------------------------------------  def command_335	enemy = $game_troop.members[@params[0]]	if enemy != nil and enemy.hidden	  enemy.hidden = false	  $game_troop.make_unique_names	end	return true  end  #--------------------------------------------------------------------------  # * Enemy Transform  #--------------------------------------------------------------------------  def command_336	enemy = $game_troop.members[@params[0]]	if enemy != nil	  enemy.transform(@params[1])	  $game_troop.make_unique_names	end	return true  end  #--------------------------------------------------------------------------  # * Show Battle Animation  #--------------------------------------------------------------------------  def command_337	iterate_battler(0, @params[0]) do |battler|	  next unless battler.exist?	  battler.animation_id = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Force Action  #--------------------------------------------------------------------------  def command_339	iterate_battler(@params[0], @params[1]) do |battler|	  next unless battler.exist?	  battler.action.kind = @params[2]	  if battler.action.kind == 0		battler.action.basic = @params[3]	  else		battler.action.skill_id = @params[3]	  end	  if @params[4] == -2				   # Last target		battler.action.decide_last_target	  elsif @params[4] == -1				# Random		battler.action.decide_random_target	  elsif @params[4] >= 0				 # Index designation		battler.action.target_index = @params[4]	  end	  battler.action.forcing = true	  $game_troop.forcing_battler = battler	  @index += 1	  return false	end	return true  end  #--------------------------------------------------------------------------  # * Abort Battle  #--------------------------------------------------------------------------  def command_340	$game_temp.next_scene = "map"	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Open Menu Screen  #--------------------------------------------------------------------------  def command_351	$game_temp.next_scene = "menu"	$game_temp.menu_beep = false	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Open Save Screen  #--------------------------------------------------------------------------  def command_352	$game_temp.next_scene = "save"	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Game Over  #--------------------------------------------------------------------------  def command_353	$game_temp.next_scene = "gameover"	return false  end  #--------------------------------------------------------------------------  # * Return to Title Screen  #--------------------------------------------------------------------------  def command_354	$game_temp.next_scene = "title"	return false  end  #--------------------------------------------------------------------------  # * Script  #--------------------------------------------------------------------------  def command_355	script = @list[@index].parameters[0] + "\n"	loop do	  if @list[@index+1].code == 655		# Second line of script and after		script += @list[@index+1].parameters[0] + "\n"	  else		break	  end	  @index += 1	end	eval(script)	return true  endend

     

  7. Mi sembra che quello di Sleeping sia solo un sistema di animazione, non un BS, ossia che non cambi i meccanismi con cui si svolge la battaglia (come il Minkoff per XP), e che perciò possa essere usato con qualunque BS . . .

    Tranne con questo che ha il proprio sistema di animazione amalgamato con le meccaniche del BS (da quel che ho capito, ed in tal caso il Tankentai sarebbe un pessimo esempio di sviluppo, a mio parere . . .)

    Il takentai è un sistema di battaglia che si basa sull'animazione dei vari character normali tramite uso dei codici rgss2, oltre che le modifiche di alcune parti di battaglia (messaggi di azione, abilità, oggetti eccetera). Con questo sistema puoi usare tutti i movimenti che vuoi con l'ausilio degli script. Mentre quello di sleeping lionheart è, come hai detto te, un sistema per mostrare le varie mosse tramite le animazioni grafiche (stile tales of symphonia).

     

    Con questo non dico che il takentai faccia schifo, ma che sia molto più difficile da usare in quanto implementa molte opzioni proprie (attacchi combinati, lancio di armi, salti, bombe, supermosseletalisuperelaborateda999999999HP,trasformazioni)

  8. ciao, mi vergogno di chiederlo, ma ci sarebbe qualcuno tanto gentile da aiutarmi con il ruby e magari inseniarmelo? ho letto tutte le guide che ci sono sul foro ma nn ci ho cpt nnt... nn è che sono un totale idiota, so anche qualcosina ma comunque mi serve una mano... ci sarebbe qualcuno così gentile???????

    io ho imparato tutto quello che so esplorando tra i vari script di default dell'RGSS2, però se vuoi ti posso tradurre la guida ufficiale :)

     

    ti do il mio indirizzo e-mail tramite MP

     

    PS: Non ti devi vergognare, molti non sanno il ruby e tantomeno non sanno l'RGSS (in teoria neanche io lo so tanto, però... :P)

  9. Ci fosse un video di come fosse questa battaglia, o anche un'immagine la proverei...

    anche se credo che questo sia il SBS Takentai System, ma non la versione più aggiornata (3.3d)

    io l'ho già usato in vari progetti e vi assicuro che dovete sapere dove mettete le mani se volete configurare al meglio lo script.

    In poche parole direi che quello di Sleeping Lionheart sia il più facile che io conosca :wink:

  10. Regola di Dragon Quest

    I bar che trovi nei gdr sono semplicemente luoghi di raccolta di persone. Nessun barista/cliente/cameriera vi offrirà da bere.

     

    Mostri dalle mille risorse... senza usarle

    I mostri quando muoiono lasciano un sacco di oggetti utili: pozioni, eteri, armi...

    Ma a nessuno di loro viene l'idea di tenerli PER USO PERSONALE in modo da avere una possibilità di vittoria.

     

    Non abusiamo di gioielli!

    Ogni eroe può tenere con se un solo accessorio. Quindi se uno ha equipaggiato "Stivali di Fata" e vuole mettersi "Anello di Fuoco", deve togliersi gli stivali dai piedi e mettersi un'anello al dito...

     

    Che stile di combattimento uso?

    Nei gdr non hai possibilità di cambiare gestione di armi e scudi... O USI LE DUE SPADE OPPURE TI TIENI UNO SCUDO!

     

    Resistenza sovrumana

    I personaggi possono correre ore e ore e ore e ore e ore e ore e ore e ore e ore

    e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore e ore

    senza stancarsi mai.

     

    Regola del Party Supremo

    Ogni party che si rispetti ha questo schema di combattimento: Eroe:Guerriero o Paladino 2°PG:Mago 3°PG:Guaritore 4°PG:2° Guerriero o Cavaliere

  11. Regola di Super Mario Viaggiatore

    Nella world map tutto il mondo improvvisamente si rimpicciolisce, come se tu avessi mangiato il fungo di Super Mario. Stranamente gli abitanti di varie città e vilaggi non si allarmeranno e i mostri non esiteranno a ingrandirsi all'istante e attaccarvi come se foste Godzilla.

  12. Benvenuto nel forum e buona permanenza

     

    Per il tuo problema:

    Primo: Che tool usi? ce ne sono 4 differenti :)

    Poi: Credo che dipenda da dove hai preso il programma. Se l'hai scaricato dai siti non ufficiali potrebbero riscontrare problemi (è capitato anche a me in un sito di mediafire, mentre da quello originale è andato a meraviglia)

  13. So io qual'è il problema.

    Pare che (scusate lo spam) rpgmakervx.net abbia trovato dei problemi riguardo al Game_Interpreter, che a quanto sembra la entrebrain abbia incasinato un po'. questi problemi sono riconoscibili in base a questi fatti: non assegna i valori alla variabile di HP,MP e cose varie dell'eroe, assegnando alla variabile il valore della quantità dell'oggetto da errore e può causare altri tipi di errori.

    Per fortuna hanno creato un FIX per l'interpreter che permette di risolvere questo problema.

     

    #==============================================================================# ** Game_Interpreter FIX#------------------------------------------------------------------------------#  An interpreter for executing event commands. This class is used within the# Game_Map, Game_Troop, and Game_Event classes.#============================================================================== class Game_Interpreter  #--------------------------------------------------------------------------  # * Object Initialization  #	 depth : nest depth  #	 main  : main flag  #--------------------------------------------------------------------------  def initialize(depth = 0, main = false)	@depth = depth	@main = main	if @depth > 100	  print("Common event call has exceeded maximum limit.")	  exit	end	clear  end  #--------------------------------------------------------------------------  # * Clear  #--------------------------------------------------------------------------  def clear	@map_id = 0					   # Map ID when starting up	@original_event_id = 0			# Event ID when starting up	@event_id = 0					 # Event ID	@list = nil					   # Execution content	@index = 0						# Index	@message_waiting = false		  # Waiting for message to end	@moving_character = nil		   # Moving character	@wait_count = 0				   # Wait count	@child_interpreter = nil		  # Child interpreter	@branch = {}					  # Branch data  end  #--------------------------------------------------------------------------  # * Event Setup  #	 list	 : list of event commands  #	 event_id : event ID  #--------------------------------------------------------------------------  def setup(list, event_id = 0)	clear							 # Clear internal interpreter state	@map_id = $game_map.map_id		# Memorize map ID	@original_event_id = event_id	 # Memorize event ID	@event_id = event_id			  # Memorize event ID	@list = list					  # Memorize execution contents	@index = 0						# Initialize index	cancel_menu_call				  # Cancel menu call  end  #--------------------------------------------------------------------------  # * Cancel Menu Call  #	Handles the situation when a player is moving and the cancel button  #	is pushed,  starting an event in the state where a menu call was  #	reserved.  #--------------------------------------------------------------------------  def cancel_menu_call	if @main and $game_temp.next_scene == "menu" and $game_temp.menu_beep	  $game_temp.next_scene = nil	  $game_temp.menu_beep = false	end  end  #--------------------------------------------------------------------------  # * Determine if Running  #--------------------------------------------------------------------------  def running?	return @list != nil  end  #--------------------------------------------------------------------------  # * Starting Event Setup  #--------------------------------------------------------------------------  def setup_starting_event	if $game_map.need_refresh			 # If necessary, refresh the map	  $game_map.refresh	end	if $game_temp.common_event_id > 0	 # Common event call reserved?	  setup($data_common_events[$game_temp.common_event_id].list)	  $game_temp.common_event_id = 0	  return	end	for event in $game_map.events.values  # Map event	  if event.starting				   # If a starting event is found		event.clear_starting			  # Clear starting flag		setup(event.list, event.id)	   # Set up event		return	  end	end	for event in $data_common_events.compact	  # Common event	  if event.trigger == 1 and				   # If autorun and		 $game_switches[event.switch_id] == true  # condition switch is ON		setup(event.list)						 # Set up event		return	  end	end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------  def update	loop do	  if $game_map.map_id != @map_id		# Map is different?		@event_id = 0					   # Make event ID 0	  end	  if @child_interpreter != nil		  # If child interpreter exists		@child_interpreter.update		   # Update child interpreter		if @child_interpreter.running?	  # If running		  return							# Return		else								# After execution has finished		  @child_interpreter = nil		  # Erase child interpreter		end	  end	  if @message_waiting				   # Waiting for message finish		return	  end	  if @moving_character != nil		   # Waiting for move to finish		if @moving_character.move_route_forcing		  return		end		@moving_character = nil	  end	  if @wait_count > 0					# Waiting		@wait_count -= 1		return	  end	  if $game_troop.forcing_battler != nil # Forcing battle action		return	  end	  if $game_temp.next_scene != nil	   # Opening screens		return	  end	  if @list == nil					   # If content list is empty		setup_starting_event if @main	   # Set up starting event		return if @list == nil			  # Nothing was set up	  end	  return if execute_command == false	# Execute event command	  @index += 1						   # Advance index	end  end  #--------------------------------------------------------------------------  # * Actor iterator (ID)  #	 param : If 1 or more, ID. If 0, all  #--------------------------------------------------------------------------  def iterate_actor_id(param)	if param == 0	   # All	  for actor in $game_party.members do yield actor end	else				# One	  actor = $game_actors[param]	  yield actor unless actor == nil	end  end  #--------------------------------------------------------------------------  # * Actor iterator (index)  #	 param : If 0 or more, index. If -1, all.  #--------------------------------------------------------------------------  def iterate_actor_index(param)	if param == -1	  # All	  for actor in $game_party.members do yield actor end	else				# One	  actor = $game_party.members[param]	  yield actor unless actor == nil	end  end  #--------------------------------------------------------------------------  # * Enemy iterator (index)  #	 param : If 0 or more, index. If -1, all.  #--------------------------------------------------------------------------  def iterate_enemy_index(param)	if param == -1	  # All	  for enemy in $game_troop.members do yield enemy end	else				# One	  enemy = $game_troop.members[param]	  yield enemy unless enemy == nil	end  end  #--------------------------------------------------------------------------  # * Battler iterator (for entire troop, entire party)  #	 param1 : If 0, enemy. If 1, actor.  #	 param : If 0 or more, index. If -1, all.  #--------------------------------------------------------------------------  def iterate_battler(param1, param2)	if $game_temp.in_battle	  if param1 == 0	  # Enemy		iterate_enemy_index(param2) do |enemy| yield enemy end	  else				# Actor		iterate_actor_index(param2) do |enemy| yield enemy end	  end	end  end  #--------------------------------------------------------------------------  # * Get Screen Command Target  #--------------------------------------------------------------------------  def screen	if $game_temp.in_battle	  return $game_troop.screen	else	  return $game_map.screen	end  end  #--------------------------------------------------------------------------  # * Event Command Execution  #--------------------------------------------------------------------------  def execute_command	if @index >= @list.size-1	  command_end	  return true	else	  @params = @list[@index].parameters	  @indent = @list[@index].indent	  case @list[@index].code	  when 101  # Show Text		return command_101	  when 102  # Show Choices		return command_102	  when 402  # When [**]		return command_402	  when 403  # When Cancel		return command_403	  when 103  # Input Number		return command_103	  when 111  # Conditional Branch		return command_111	  when 411  # Else		return command_411	  when 112  # Loop		return command_112	  when 413  # Repeat Above		return command_413	  when 113  # Break Loop		return command_113	  when 115  # Exit Event Processing		return command_115	  when 117  # Call Common Event		return command_117	  when 118  # Label		return command_118	  when 119  # Jump to Label		return command_119	  when 121  # Control Switches		return command_121	  when 122  # Control Variables		return command_122	  when 123  # Control Self Switch		return command_123	  when 124  # Control Timer		return command_124	  when 125  # Change Gold		return command_125	  when 126  # Change Items		return command_126	  when 127  # Change Weapons		return command_127	  when 128  # Change Armor		return command_128	  when 129  # Change Party Member		return command_129	  when 132  # Change Battle BGM		return command_132	  when 133  # Change Battle End ME		return command_133	  when 134  # Change Save Access		return command_134	  when 135  # Change Menu Access		return command_135	  when 136  # Change Encounter		return command_136	  when 201  # Transfer Player		return command_201	  when 202  # Set Vehicle Location		return command_202	  when 203  # Set Event Location		return command_203	  when 204  # Scroll Map		return command_204	  when 205  # Set Move Route		return command_205	  when 206  # Get on/off Vehicle		return command_206	  when 211  # Change Transparency		return command_211	  when 212  # Show Animation		return command_212	  when 213  # Show Balloon Icon		return command_213	  when 214  # Erase Event		return command_214	  when 221  # Fadeout Screen		return command_221	  when 222  # Fadein Screen		return command_222	  when 223  # Tint Screen		return command_223	  when 224  # Flash Screen		return command_224	  when 225  # Shake Screen		return command_225	  when 230  # Wait		return command_230	  when 231  # Show Picture		return command_231	  when 232  # Move Picture		return command_232	  when 233  # Rotate Picture		return command_233	  when 234  # Tint Picture		return command_234	  when 235  # Erase picture		return command_235	  when 236  # Set Weather Effects		return command_236	  when 241  # Play BGM		return command_241	  when 242  # Fadeout BGM		return command_242	  when 245  # Play BGS		return command_245	  when 246  # Fadeout BGS		return command_246	  when 249  # Play ME		return command_249	  when 250  # Play SE		return command_250	  when 251  # Stop SE		return command_251	  when 301  # Battle Processing		return command_301	  when 601  # If Win		return command_601	  when 602  # If Escape		return command_602	  when 603  # If Lose		return command_603	  when 302  # Shop Processing		return command_302	  when 303  # Name Input Processing		return command_303	  when 311  # Change HP		return command_311	  when 312  # Change MP		return command_312	  when 313  # Change State		return command_313	  when 314  # Recover All		return command_314	  when 315  # Change EXP		return command_315	  when 316  # Change Level		return command_316	  when 317  # Change Parameters		return command_317	  when 318  # Change Skills		return command_318	  when 319  # Change Equipment		return command_319	  when 320  # Change Name		return command_320	  when 321  # Change Class		return command_321	  when 322  # Change Actor Graphic		return command_322	  when 323  # Change Vehicle Graphic		return command_323	  when 331  #  Change Enemy HP		return command_331	  when 332  #  Change Enemy MP		return command_332	  when 333  # Change Enemy State		return command_333	  when 334  # Enemy Recover All		return command_334	  when 335  # Enemy Appear		return command_335	  when 336  # Enemy Transform		return command_336	  when 337  # Show Battle Animation		return command_337	  when 339  # Force Action		return command_339	  when 340  # Abort Battle		return command_340	  when 351  # Open Menu Screen		return command_351	  when 352  # Open Save Screen		return command_352	  when 353  # Game Over		return command_353	  when 354  # Return to Title Screen		return command_354	  when 355  # Script		return command_355	  else	  # Other		return true	  end	end  end  #--------------------------------------------------------------------------  # * End Event  #--------------------------------------------------------------------------  def command_end	@list = nil							 # Clear execution content list	if @main and @event_id > 0			  # If main map event	  $game_map.events[@event_id].unlock	# Clear event lock	end  end  #--------------------------------------------------------------------------  # * Command Skip  #--------------------------------------------------------------------------  def command_skip	while @list[@index+1].indent > @indent  # Next indent is deeper	  @index += 1						   # Advance index	end  end  #--------------------------------------------------------------------------  # * Get Character  #	 param : if -1, player. If 0, this event. Otherwise, event ID.  #--------------------------------------------------------------------------  def get_character(param)	case param	when -1   # Player	  return $game_player	when 0	# This event	  events = $game_map.events	  return events == nil ? nil : events[@event_id]	else	  # Particular event	  events = $game_map.events	  return events == nil ? nil : events[param]	end  end  #--------------------------------------------------------------------------  # * Calculate Operated Value  #	 operation	: operation (0: increase, 1: decrease)  #	 operand_type : operand type (0: invariable 1: variable)  #	 operand	  : operand (number or variable ID)  #--------------------------------------------------------------------------  def operate_value(operation, operand_type, operand)	if operand_type == 0	  value = operand	else	  value = $game_variables[operand]	end	if operation == 1	  value = -value	end	return value  end  #--------------------------------------------------------------------------  # * Show Text  #--------------------------------------------------------------------------  def command_101	unless $game_message.busy	  $game_message.face_name = @params[0]	  $game_message.face_index = @params[1]	  $game_message.background = @params[2]	  $game_message.position = @params[3]	  @index += 1	  while @list[@index].code == 401	   # Text data		$game_message.texts.push(@list[@index].parameters[0])		@index += 1	  end	  if @list[@index].code == 102		  # Show choices		setup_choices(@list[@index].parameters)	  elsif @list[@index].code == 103	   # Number input processing		setup_num_input(@list[@index].parameters)	  end	  set_message_waiting				   # Set to message wait state	end	return false  end  #--------------------------------------------------------------------------  # * Set message wait flag and callback  #--------------------------------------------------------------------------  def set_message_waiting	@message_waiting = true	$game_message.main_proc = Proc.new { @message_waiting = false }  end  #--------------------------------------------------------------------------  # * Show Choices  #--------------------------------------------------------------------------  def command_102	unless $game_message.busy	  setup_choices(@params)				# Setup	  set_message_waiting				   # Set to message wait state	end	return false  end  #--------------------------------------------------------------------------  # * Setup Choices  #--------------------------------------------------------------------------  def setup_choices(params)	if $game_message.texts.size <= 4 - params[0].size	  $game_message.choice_start = $game_message.texts.size	  $game_message.choice_max = params[0].size	  for s in params[0]		$game_message.texts.push(s)	  end	  $game_message.choice_cancel_type = params[1]	  $game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }	  @index += 1	end  end  #--------------------------------------------------------------------------  # * When [**]  #--------------------------------------------------------------------------  def command_402	if @branch[@indent] == @params[0]	   # If matching choice	  @branch.delete(@indent)			   # Erase branching data	  return true						   # Continue	else									# If doesn't match condition	  return command_skip				   # Command skip	end  end  #--------------------------------------------------------------------------  # * When Cancel  #--------------------------------------------------------------------------  def command_403	if @branch[@indent] == 4				# If canceling choice	  @branch.delete(@indent)			   # Erase branching data	  return true						   # Continue	else									# If doesn't match condition	  return command_skip				   # Command skip	end  end  #--------------------------------------------------------------------------  # * Input Number  #--------------------------------------------------------------------------  def command_103	unless $game_message.busy	  setup_num_input(@params)			  # Setup	  set_message_waiting				   # Set to message wait state	end	return false  end  #--------------------------------------------------------------------------  # * Number Input Setup  #--------------------------------------------------------------------------  def setup_num_input(params)	if $game_message.texts.size < 4	  $game_message.num_input_variable_id = params[0]	  $game_message.num_input_digits_max = params[1]	  @index += 1	end  end  #--------------------------------------------------------------------------  # * Conditional Branch  #--------------------------------------------------------------------------  def command_111	result = false	case @params[0]	when 0  # Switch	  result = ($game_switches[@params[1]] == (@params[2] == 0))	when 1  # Variable	  value1 = $game_variables[@params[1]]	  if @params[2] == 0		value2 = @params[3]	  else		value2 = $game_variables[@params[3]]	  end	  case @params[4]	  when 0  # value1 is equal to value2		result = (value1 == value2)	  when 1  # value1 is greater than or equal to value2		result = (value1 >= value2)	  when 2  # value1 is less than or equal to value2		result = (value1 <= value2)	  when 3  # value1 is greater than value2		result = (value1 > value2)	  when 4  # value1 is less than value2		result = (value1 < value2)	  when 5  # value1 is not equal to value2		result = (value1 != value2)	  end	when 2  # Self switch	  if @original_event_id > 0		key = [@map_id, @original_event_id, @params[1]]		if @params[2] == 0		  result = ($game_self_switches[key] == true)		else		  result = ($game_self_switches[key] != true)		end	  end	when 3  # Timer	  if $game_system.timer_working		sec = $game_system.timer / Graphics.frame_rate		if @params[2] == 0		  result = (sec >= @params[1])		else		  result = (sec <= @params[1])		end	  end	when 4  # Actor	  actor = $game_actors[@params[1]]	  if actor != nil		case @params[2]		when 0  # in party		  result = ($game_party.members.include?(actor))		when 1  # name		  result = (actor.name == @params[3])		when 2  # skill		  result = (actor.skill_learn?($data_skills[@params[3]]))		when 3  # weapon		  result = (actor.weapons.include?($data_weapons[@params[3]]))		when 4  # armor		  result = (actor.armors.include?($data_armors[@params[3]]))		when 5  # state		  result = (actor.state?(@params[3]))		end	  end	when 5  # Enemy	  enemy = $game_troop.members[@params[1]]	  if enemy != nil		case @params[2]		when 0  # appear		  result = (enemy.exist?)		when 1  # state		  result = (enemy.state?(@params[3]))		end	  end	when 6  # Character	  character = get_character(@params[1])	  if character != nil		result = (character.direction == @params[2])	  end	when 7  # Gold	  if @params[2] == 0		result = ($game_party.gold >= @params[1])	  else		result = ($game_party.gold <= @params[1])	  end	when 8  # Item	  result = $game_party.has_item?($data_items[@params[1]])	when 9  # Weapon	  result = $game_party.has_item?($data_weapons[@params[1]], @params[2])	when 10  # Armor	  result = $game_party.has_item?($data_armors[@params[1]], @params[2])	when 11  # Button	  result = Input.press?(@params[1])	when 12  # Script	  result = eval(@params[1])	when 13  # Vehicle	  result = ($game_player.vehicle_type == @params[1])	end	@branch[@indent] = result	 # Store determination results in hash	if @branch[@indent] == true	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * Else  #--------------------------------------------------------------------------  def command_411	if @branch[@indent] == false	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * Loop  #--------------------------------------------------------------------------  def command_112	return true  end  #--------------------------------------------------------------------------  # * Repeat Above  #--------------------------------------------------------------------------  def command_413	begin	  @index -= 1	end until @list[@index].indent == @indent	return true  end  #--------------------------------------------------------------------------  # * Break Loop  #--------------------------------------------------------------------------  def command_113	loop do	  @index += 1	  if @index >= @list.size-1		return true	  end	  if @list[@index].code == 413 and	# Command [Repeat Above]		 @list[@index].indent < @indent   # Indent is shallow		return true	  end	end  end  #--------------------------------------------------------------------------  # * Exit Event Processing  #--------------------------------------------------------------------------  def command_115	command_end	return true  end  #--------------------------------------------------------------------------  # * Call Common Event  #--------------------------------------------------------------------------  def command_117	common_event = $data_common_events[@params[0]]	if common_event != nil	  @child_interpreter = Game_Interpreter.new(@depth + 1)	  @child_interpreter.setup(common_event.list, @event_id)	end	return true  end  #--------------------------------------------------------------------------  # * Label  #--------------------------------------------------------------------------  def command_118	return true  end  #--------------------------------------------------------------------------  # * Jump to Label  #--------------------------------------------------------------------------  def command_119	label_name = @params[0]	for i in 0...@list.size	  if @list[i].code == 118 and @list[i].parameters[0] == label_name		@index = i		return true	  end	end	return true  end  #--------------------------------------------------------------------------  # * Control Switches  #--------------------------------------------------------------------------  def command_121	for i in @params[0] .. @params[1]   # Batch control	  $game_switches[i] = (@params[2] == 0)	end	$game_map.need_refresh = true	return true  end  #--------------------------------------------------------------------------  # * Control Variables  #--------------------------------------------------------------------------  def command_122	value = 0	case @params[3]  # Operand	when 0  # Constant	  value = @params[4]	when 1  # Variable	  value = $game_variables[@params[4]]	when 2  # Random	  value = @params[4] + rand(@params[5] - @params[4] + 1)	when 3  # Item	  value = $game_party.item_number($data_items[@params[4]])	when 4 # Actor	  actor = $game_actors[@params[4]]	  if actor != nil		case @params[5]		when 0  # Level		  value = actor.level		when 1  # Experience		  value = actor.exp		when 2  # HP		  value = actor.hp		when 3  # MP		  value = actor.mp		when 4  # Maximum HP		  value = actor.maxhp		when 5  # Maximum MP		  value = actor.maxmp		when 6  # Attack		  value = actor.atk		when 7  # Defense		  value = actor.def		when 8  # Spirit		  value = actor.spi		when 9  # Agility		  value = actor.agi		end	  end	when 5  # Enemy	  enemy = $game_troop.members[@params[4]]	  if enemy != nil		case @params[5]		when 0  # HP		  value = enemy.hp		when 1  # MP		  value = enemy.mp		when 2  # Maximum HP		  value = enemy.maxhp		when 3  # Maximum MP		  value = enemy.maxmp		when 4  # Attack		  value = enemy.atk		when 5  # Defense		  value = enemy.def		when 6  # Spirit		  value = enemy.spi		when 7  # Agility		  value = enemy.agi		end	  end	when 6  # Character	  character = get_character(@params[4])	  if character != nil		case @params[5]		when 0  # x-coordinate		  value = character.x		when 1  # y-coordinate		  value = character.y		when 2  # direction		  value = character.direction		when 3  # screen x-coordinate		  value = character.screen_x		when 4  # screen y-coordinate		  value = character.screen_y		end	  end	when 7  # Other	  case @params[4]	  when 0  # map ID		value = $game_map.map_id	  when 1  # number of party members		value = $game_party.members.size	  when 2  # gold		value = $game_party.gold	  when 3  # steps		value = $game_party.steps	  when 4  # play time		value = Graphics.frame_count / Graphics.frame_rate	  when 5  # timer		value = $game_system.timer / Graphics.frame_rate	  when 6  # save count		value = $game_system.save_count	  end	end	for i in @params[0] .. @params[1]   # Batch control	  case @params[2]  # Operation	  when 0  # Set		$game_variables[i] = value	  when 1  # Add		$game_variables[i] += value	  when 2  # Sub		$game_variables[i] -= value	  when 3  # Mul		$game_variables[i] *= value	  when 4  # Div		$game_variables[i] /= value if value != 0	  when 5  # Mod		$game_variables[i] %= value if value != 0	  end	  if $game_variables[i] > 99999999	# Maximum limit check		$game_variables[i] = 99999999	  end	  if $game_variables[i] < -99999999   # Minimum limit check		$game_variables[i] = -99999999	  end	end	$game_map.need_refresh = true	return true  end  #--------------------------------------------------------------------------  # * Control Self Switch  #--------------------------------------------------------------------------  def command_123	if @original_event_id > 0	  key = [@map_id, @original_event_id, @params[0]]	  $game_self_switches[key] = (@params[1] == 0)	end	$game_map.need_refresh = true	return true  end  #--------------------------------------------------------------------------  # * Control Timer  #--------------------------------------------------------------------------  def command_124	if @params[0] == 0  # Start	  $game_system.timer = @params[1] * Graphics.frame_rate	  $game_system.timer_working = true	end	if @params[0] == 1  # Stop	  $game_system.timer_working = false	end	return true  end  #--------------------------------------------------------------------------  # * Change Gold  #--------------------------------------------------------------------------  def command_125	value = operate_value(@params[0], @params[1], @params[2])	$game_party.gain_gold(value)	return true  end  #--------------------------------------------------------------------------  # * Change Items  #--------------------------------------------------------------------------  def command_126	value = operate_value(@params[1], @params[2], @params[3])	$game_party.gain_item($data_items[@params[0]], value)	$game_map.need_refresh = true	return true  end  #--------------------------------------------------------------------------  # * Change Weapons  #--------------------------------------------------------------------------  def command_127	value = operate_value(@params[1], @params[2], @params[3])	$game_party.gain_item($data_weapons[@params[0]], value, @params[4])	return true  end  #--------------------------------------------------------------------------  # * Change Armor  #--------------------------------------------------------------------------  def command_128	value = operate_value(@params[1], @params[2], @params[3])	$game_party.gain_item($data_armors[@params[0]], value, @params[4])	return true  end  #--------------------------------------------------------------------------  # * Change Party Member  #--------------------------------------------------------------------------  def command_129	actor = $game_actors[@params[0]]	if actor != nil	  if @params[1] == 0	# Add		if @params[2] == 1  # Initialize		  $game_actors[@params[0]].setup(@params[0])		end		$game_party.add_actor(@params[0])	  else				  # Remove		$game_party.remove_actor(@params[0])	  end	  $game_map.need_refresh = true	end	return true  end  #--------------------------------------------------------------------------  # * Change Battle BGM  #--------------------------------------------------------------------------  def command_132	$game_system.battle_bgm = @params[0]	return true  end  #--------------------------------------------------------------------------  # * Change Battle End ME  #--------------------------------------------------------------------------  def command_133	$game_system.battle_end_me = @params[0]	return true  end  #--------------------------------------------------------------------------  # * Change Save Access  #--------------------------------------------------------------------------  def command_134	$game_system.save_disabled = (@params[0] == 0)	return true  end  #--------------------------------------------------------------------------  # * Change Menu Access  #--------------------------------------------------------------------------  def command_135	$game_system.menu_disabled = (@params[0] == 0)	return true  end  #--------------------------------------------------------------------------  # * Change Encounter  #--------------------------------------------------------------------------  def command_136	$game_system.encounter_disabled = (@params[0] == 0)	$game_player.make_encounter_count	return true  end  #--------------------------------------------------------------------------  # * Transfer Player  #--------------------------------------------------------------------------  def command_201	return true if $game_temp.in_battle	if $game_player.transfer? or			# Transferring Player	   $game_message.visible				# Displaying a message	  return false	end	if @params[0] == 0					  # Direct designation	  map_id = @params[1]	  x = @params[2]	  y = @params[3]	  direction = @params[4]	else									# Designation with variables	  map_id = $game_variables[@params[1]]	  x = $game_variables[@params[2]]	  y = $game_variables[@params[3]]	  direction = @params[4]	end	$game_player.reserve_transfer(map_id, x, y, direction)	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Set Vehicle Location  #--------------------------------------------------------------------------  def command_202	if @params[1] == 0					  # Direct designation	  map_id = @params[2]	  x = @params[3]	  y = @params[4]	else									# Designation with variables	  map_id = $game_variables[@params[2]]	  x = $game_variables[@params[3]]	  y = $game_variables[@params[4]]	end	if @params[0] == 0					  # Boat	  $game_map.boat.set_location(map_id, x, y)	elsif @params[0] == 1				   # Ship	  $game_map.ship.set_location(map_id, x, y)	else									# Airship	  $game_map.airship.set_location(map_id, x, y)	end	return true  end  #--------------------------------------------------------------------------  # * Set Event Location  #--------------------------------------------------------------------------  def command_203	character = get_character(@params[0])	if character != nil	  if @params[1] == 0					  # Direct designation		character.moveto(@params[2], @params[3])	  elsif @params[1] == 1				   # Designation with variables		new_x = $game_variables[@params[2]]		new_y = $game_variables[@params[3]]		character.moveto(new_x, new_y)	  else									# Exchange with another event		old_x = character.x		old_y = character.y		character2 = get_character(@params[2])		if character2 != nil		  character.moveto(character2.x, character2.y)		  character2.moveto(old_x, old_y)		end	  end	  case @params[4]   # Direction	  when 8  # Up		character.turn_up	  when 6  # Right		character.turn_right	  when 2  # Down		character.turn_down	  when 4  # Left		character.turn_left	  end	end	return true  end  #--------------------------------------------------------------------------  # * Scroll Map  #--------------------------------------------------------------------------  def command_204	return true if $game_temp.in_battle	return false if $game_map.scrolling?	$game_map.start_scroll(@params[0], @params[1], @params[2])	return true  end  #--------------------------------------------------------------------------  # * Set Move Route  #--------------------------------------------------------------------------  def command_205	if $game_map.need_refresh	  $game_map.refresh	end	character = get_character(@params[0])	if character != nil	  character.force_move_route(@params[1])	  @moving_character = character if @params[1].wait	end	return true  end  #--------------------------------------------------------------------------  # * Get on/off Vehicle  #--------------------------------------------------------------------------  def command_206	$game_player.get_on_off_vehicle	return true  end  #--------------------------------------------------------------------------  # * Change Transparency  #--------------------------------------------------------------------------  def command_211	$game_player.transparent = (@params[0] == 0)	return true  end  #--------------------------------------------------------------------------  # * Show Animation  #--------------------------------------------------------------------------  def command_212	character = get_character(@params[0])	if character != nil	  character.animation_id = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Show Balloon Icon  #--------------------------------------------------------------------------  def command_213	character = get_character(@params[0])	if character != nil	  character.balloon_id = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Erase Event  #--------------------------------------------------------------------------  def command_214	if @event_id > 0	  $game_map.events[@event_id].erase	end	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Fadeout Screen  #--------------------------------------------------------------------------  def command_221	if $game_message.visible	  return false	else	  screen.start_fadeout(30)	  @wait_count = 30	  return true	end  end  #--------------------------------------------------------------------------  # * Fadein Screen  #--------------------------------------------------------------------------  def command_222	if $game_message.visible	  return false	else	  screen.start_fadein(30)	  @wait_count = 30	  return true	end  end  #--------------------------------------------------------------------------  # * Tint Screen  #--------------------------------------------------------------------------  def command_223	screen.start_tone_change(@params[0], @params[1])	@wait_count = @params[1] if @params[2]	return true  end  #--------------------------------------------------------------------------  # * Screen Flash  #--------------------------------------------------------------------------  def command_224	screen.start_flash(@params[0], @params[1])	@wait_count = @params[1] if @params[2]	return true  end  #--------------------------------------------------------------------------  # * Screen Shake  #--------------------------------------------------------------------------  def command_225	screen.start_shake(@params[0], @params[1], @params[2])	@wait_count = @params[2] if @params[3]	return true  end  #--------------------------------------------------------------------------  # * Wait  #--------------------------------------------------------------------------  def command_230	@wait_count = @params[0]	return true  end  #--------------------------------------------------------------------------  # * Show Picture  #--------------------------------------------------------------------------  def command_231	if @params[3] == 0	# Direct designation	  x = @params[4]	  y = @params[5]	else				  # Designation with variables	  x = $game_variables[@params[4]]	  y = $game_variables[@params[5]]	end	screen.pictures[@params[0]].show(@params[1], @params[2],	  x, y, @params[6], @params[7], @params[8], @params[9])	return true  end  #--------------------------------------------------------------------------  # * Move Picture  #--------------------------------------------------------------------------  def command_232	if @params[3] == 0	# Direct designation	  x = @params[4]	  y = @params[5]	else				  # Designation with variables	  x = $game_variables[@params[4]]	  y = $game_variables[@params[5]]	end	screen.pictures[@params[0]].move(@params[2], x, y, @params[6],	  @params[7], @params[8], @params[9], @params[10])	@wait_count = @params[10] if @params[11]	return true  end  #--------------------------------------------------------------------------  # * Rotate Picture  #--------------------------------------------------------------------------  def command_233	screen.pictures[@params[0]].rotate(@params[1])	return true  end  #--------------------------------------------------------------------------  # * Tint Picture  #--------------------------------------------------------------------------  def command_234	screen.pictures[@params[0]].start_tone_change(@params[1], @params[2])	@wait_count = @params[2] if @params[3]	return true  end  #--------------------------------------------------------------------------  # * Erase Picture  #--------------------------------------------------------------------------  def command_235	screen.pictures[@params[0]].erase	return true  end  #--------------------------------------------------------------------------  # * Set Weather Effects  #--------------------------------------------------------------------------  def command_236	return true if $game_temp.in_battle	screen.weather(@params[0], @params[1], @params[2])	@wait_count = @params[2] if @params[3]	return true  end  #--------------------------------------------------------------------------  # * Play BGM  #--------------------------------------------------------------------------  def command_241	@params[0].play	return true  end  #--------------------------------------------------------------------------  # * Fadeout BGM  #--------------------------------------------------------------------------  def command_242	RPG::BGM.fade(@params[0] * 1000)	return true  end  #--------------------------------------------------------------------------  # * Play BGS  #--------------------------------------------------------------------------  def command_245	@params[0].play	return true  end  #--------------------------------------------------------------------------  # * Fadeout BGS  #--------------------------------------------------------------------------  def command_246	RPG::BGS.fade(@params[0] * 1000)	return true  end  #--------------------------------------------------------------------------  # * Play ME  #--------------------------------------------------------------------------  def command_249	@params[0].play	return true  end  #--------------------------------------------------------------------------  # * Play SE  #--------------------------------------------------------------------------  def command_250	@params[0].play	return true  end  #--------------------------------------------------------------------------  # * Stop SE  #--------------------------------------------------------------------------  def command_251	RPG::SE.stop	return true  end  #--------------------------------------------------------------------------  # * Battle Processing  #--------------------------------------------------------------------------  def command_301	return true if $game_temp.in_battle	if @params[0] == 0					  # Direct designation	  troop_id = @params[1]	else									# Designation with variables	  troop_id = $game_variables[@params[1]]	end	if $data_troops[troop_id] != nil	  $game_troop.setup(troop_id)	  $game_troop.can_escape = @params[2]	  $game_troop.can_lose = @params[3]	  $game_temp.battle_proc = Proc.new { |n| @branch[@indent] = n }	  $game_temp.next_scene = "battle"	end	@index += 1	return false  end  #--------------------------------------------------------------------------  # * If Win  #--------------------------------------------------------------------------  def command_601	if @branch[@indent] == 0	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * If Escape  #--------------------------------------------------------------------------  def command_602	if @branch[@indent] == 1	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * If Lose  #--------------------------------------------------------------------------  def command_603	if @branch[@indent] == 2	  @branch.delete(@indent)	  return true	end	return command_skip  end  #--------------------------------------------------------------------------  # * Shop Processing  #--------------------------------------------------------------------------  def command_302	$game_temp.next_scene = "shop"	$game_temp.shop_goods = [@params]	$game_temp.shop_purchase_only = @params[2]	loop do	  @index += 1	  if @list[@index].code == 605		  # Shop second line or after		$game_temp.shop_goods.push(@list[@index].parameters)	  else		return false	  end	end  end  #--------------------------------------------------------------------------  # * Name Input Processing  #--------------------------------------------------------------------------  def command_303	if $data_actors[@params[0]] != nil	  $game_temp.next_scene = "name"	  $game_temp.name_actor_id = @params[0]	  $game_temp.name_max_char = @params[1]	end	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Change HP  #--------------------------------------------------------------------------  def command_311	value = operate_value(@params[1], @params[2], @params[3])	iterate_actor_id(@params[0]) do |actor|	  next if actor.dead?	  if @params[4] == false and actor.hp + value <= 0		actor.hp = 1	# If incapacitation is not allowed, make 1	  else		actor.hp += value	  end	  actor.perform_collapse	end	if $game_party.all_dead?	  $game_temp.next_scene = "gameover"	end	return true  end  #--------------------------------------------------------------------------  # * Change MP  #--------------------------------------------------------------------------  def command_312	value = operate_value(@params[1], @params[2], @params[3])	iterate_actor_id(@params[0]) do |actor|	  actor.mp += value	end	return true  end  #--------------------------------------------------------------------------  # * Change State  #--------------------------------------------------------------------------  def command_313	iterate_actor_id(@params[0]) do |actor|	  if @params[1] == 0		actor.add_state(@params[2])		actor.perform_collapse	  else		actor.remove_state(@params[2])	  end	end	return true  end  #--------------------------------------------------------------------------  # * Recover All  #--------------------------------------------------------------------------  def command_314	iterate_actor_id(@params[0]) do |actor|	  actor.recover_all	end	return true  end  #--------------------------------------------------------------------------  # * Change EXP  #--------------------------------------------------------------------------  def command_315	value = operate_value(@params[1], @params[2], @params[3])	iterate_actor_id(@params[0]) do |actor|	  actor.change_exp(actor.exp + value, @params[4])	end	return true  end  #--------------------------------------------------------------------------  # * Change Level  #--------------------------------------------------------------------------  def command_316	value = operate_value(@params[1], @params[2], @params[3])	iterate_actor_id(@params[0]) do |actor|	  actor.change_level(actor.level + value, @params[4])	end	return true  end  #--------------------------------------------------------------------------  # * Change Parameters  #--------------------------------------------------------------------------  def command_317	value = operate_value(@params[2], @params[3], @params[4])	actor = $game_actors[@params[0]]	if actor != nil	  case @params[1]	  when 0  # Maximum HP		actor.maxhp += value	  when 1  # Maximum MP		actor.maxmp += value	  when 2  # Attack		actor.atk += value	  when 3  # Defense		actor.def += value	  when 4  # Spirit		actor.spi += value	  when 5  # Agility		actor.agi += value	  end	end	return true  end  #--------------------------------------------------------------------------  # * Change Skills  #--------------------------------------------------------------------------  def command_318	actor = $game_actors[@params[0]]	if actor != nil	  if @params[1] == 0		actor.learn_skill(@params[2])	  else		actor.forget_skill(@params[2])	  end	end	return true  end  #--------------------------------------------------------------------------  # * Change Equipment  #--------------------------------------------------------------------------  def command_319	actor = $game_actors[@params[0]]	if actor != nil	  actor.change_equip_by_id(@params[1], @params[2])	end	return true  end  #--------------------------------------------------------------------------  # * Change Name  #--------------------------------------------------------------------------  def command_320	actor = $game_actors[@params[0]]	if actor != nil	  actor.name = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Change Class  #--------------------------------------------------------------------------  def command_321	actor = $game_actors[@params[0]]	if actor != nil and $data_classes[@params[1]] != nil	  actor.class_id = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Change Actor Graphic  #--------------------------------------------------------------------------  def command_322	actor = $game_actors[@params[0]]	if actor != nil	  actor.set_graphic(@params[1], @params[2], @params[3], @params[4])	end	$game_player.refresh	return true  end  #--------------------------------------------------------------------------  # * Change Vehicle Graphic  #--------------------------------------------------------------------------  def command_323	if @params[0] == 0					  # Boat	  $game_map.boat.set_graphic(@params[1], @params[2])	elsif @params[0] == 1				   # Ship	  $game_map.ship.set_graphic(@params[1], @params[2])	else									# Airship	  $game_map.airship.set_graphic(@params[1], @params[2])	end	return true  end  #--------------------------------------------------------------------------  # * Change Enemy HP  #--------------------------------------------------------------------------  def command_331	value = operate_value(@params[1], @params[2], @params[3])	iterate_enemy_index(@params[0]) do |enemy|	  if enemy.hp > 0		if @params[4] == false and enemy.hp + value <= 0		  enemy.hp = 1	# If incapacitation is not allowed, make 1		else		  enemy.hp += value		end		enemy.perform_collapse	  end	end	return true  end  #--------------------------------------------------------------------------  # * Change Enemy MP  #--------------------------------------------------------------------------  def command_332	value = operate_value(@params[1], @params[2], @params[3])	iterate_enemy_index(@params[0]) do |enemy|	  enemy.mp += value	end	return true  end  #--------------------------------------------------------------------------  # * Change Enemy State  #--------------------------------------------------------------------------  def command_333	iterate_enemy_index(@params[0]) do |enemy|	  if @params[2] == 1					# If change of incapacitation		enemy.immortal = false			  # Clear immortal flag	  end	  if @params[1] == 0		enemy.add_state(@params[2])		enemy.perform_collapse	  else		enemy.remove_state(@params[2])	  end	end	return true  end  #--------------------------------------------------------------------------  # * Enemy Recover All  #--------------------------------------------------------------------------  def command_334	iterate_enemy_index(@params[0]) do |enemy|	  enemy.recover_all	end	return true  end  #--------------------------------------------------------------------------  # * Enemy Appear  #--------------------------------------------------------------------------  def command_335	enemy = $game_troop.members[@params[0]]	if enemy != nil and enemy.hidden	  enemy.hidden = false	  $game_troop.make_unique_names	end	return true  end  #--------------------------------------------------------------------------  # * Enemy Transform  #--------------------------------------------------------------------------  def command_336	enemy = $game_troop.members[@params[0]]	if enemy != nil	  enemy.transform(@params[1])	  $game_troop.make_unique_names	end	return true  end  #--------------------------------------------------------------------------  # * Show Battle Animation  #--------------------------------------------------------------------------  def command_337	iterate_battler(0, @params[0]) do |battler|	  next unless battler.exist?	  battler.animation_id = @params[1]	end	return true  end  #--------------------------------------------------------------------------  # * Force Action  #--------------------------------------------------------------------------  def command_339	iterate_battler(@params[0], @params[1]) do |battler|	  next unless battler.exist?	  battler.action.kind = @params[2]	  if battler.action.kind == 0		battler.action.basic = @params[3]	  else		battler.action.skill_id = @params[3]	  end	  if @params[4] == -2				   # Last target		battler.action.decide_last_target	  elsif @params[4] == -1				# Random		battler.action.decide_random_target	  elsif @params[4] >= 0				 # Index designation		battler.action.target_index = @params[4]	  end	  battler.action.forcing = true	  $game_troop.forcing_battler = battler	  @index += 1	  return false	end	return true  end  #--------------------------------------------------------------------------  # * Abort Battle  #--------------------------------------------------------------------------  def command_340	$game_temp.next_scene = "map"	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Open Menu Screen  #--------------------------------------------------------------------------  def command_351	$game_temp.next_scene = "menu"	$game_temp.menu_beep = false	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Open Save Screen  #--------------------------------------------------------------------------  def command_352	$game_temp.next_scene = "save"	@index += 1	return false  end  #--------------------------------------------------------------------------  # * Game Over  #--------------------------------------------------------------------------  def command_353	$game_temp.next_scene = "gameover"	return false  end  #--------------------------------------------------------------------------  # * Return to Title Screen  #--------------------------------------------------------------------------  def command_354	$game_temp.next_scene = "title"	return false  end  #--------------------------------------------------------------------------  # * Script  #--------------------------------------------------------------------------  def command_355	script = @list[@index].parameters[0] + "\n"	loop do	  if @list[@index+1].code == 655		# Second line of script and after		script += @list[@index+1].parameters[0] + "\n"	  else		break	  end	  @index += 1	end	eval(script)	return true  endend

     

  14. D:salve! vi farò ridere, ma vorrei sapere a cosa serve l'agilità di preciso. Siccome ho guardato la pagine di aiuto che spiega come sono calcolati i danni in battaglia ma non è nominata l'agilità, a meno che essa non sia "spirit".

    R:L'agilità serve a vedere chi dovrà compiere l'azione per prima e per aumentare le probabilità di fuga. Senza quella i mostri userebbero le loro tecniche migliori contro di noi senza che noi ci ribellassimo X)

  15. Grazie, della risposta, ma a chi devochiedere di farmene uno?

    Poi avevo una domanda,

    Quando faccio test giocoin alto a destra mi viene scritto:

    "Rpgmaker", e sopra a questo ''system message 2.2'' come faccioad toglierle?

    Qui puoi fare un topic e richiedere un title personalizzato (mi raccomando descrivilo bene) http://www.rpg2s.net/forum/index.php?showforum=94

     

    mentre per la scritta dipende che patch italiana hai usato (perche nell`originale non c`e :))

  16. Salve,

    Avevo finito la beta del mio gioco,

    Mi servirebbe sapere 2 cose se qualcuno me le dicesse:

    1- come faccio ad pubblicarlo (in modo dare il set up ai miei amici)

    2- come modifico la home? (cioè quando accendi il gioco e ci sono opzioni "nuovo gioco, carica,opzioni")

    Grazie in antcipo :smile:

     

    per creare il setup dovresti fare File > crea setup, poi vai su google e cerca Mediafire se hai progetti leggeri e Megaupload se hai progetti pesanti.

     

    per modificare la home devi cercarti lo script che lo fa, oppure puoi chiedere di fartene uno.

  17. Per come l'ho programmato, il Map System permette di teletrasportarsi da un qualunque punto del mondo in una delle località evidenziate (tranne in alcuni momenti in cui la "Modalità di Viaggio" sarà disabilitata). Il fatto è che non ho previsto l'opzione di "ri-teletrasporto" nel punto in cui il Map System è stato chiamato. Non so se sono stato chiaro. :/

     

    Esempio:

    Sono in un bosco, arrivo all'ingresso di una caverna, ma è buia e non ho Torce. Allora uso la Mappa per tornare in una città a comprare una Torcia.

    Per come è ora il Map System, il giocatore sarebbe costretto a "rifarsi a piedi" tutta la strada dalla città all'ingresso della caverna.

    Secondo voi dovrei inserire nella Mappa la possibilità di "ri-teletrasportarsi" nell'ultimo punto in cui la Mappa è stata usata? (in questo caso di fronte all'ingresso della caverna?)

     

    Sarebbe molto comodo per il giocatore, e non è difficile da programmare. Ma secondo me ha delle magagne:

    1) a causa del Random System, il giocatore rischia di "ri-teletrasportarsi" su un nemico che prima non c'era;

    2) se il giocatore ne abusa ho paura che il gioco possa diventare troppo facile. :/

    Voi che ne dite?

    Potresti creare l'oggetto "Polvere del Ritorno" con un prezzo modesto (regolati in base ai soldi che potresti guadagnare) e richiederlo quando vuoi fare il "ri-teletrasporto" con una frase tipo questa "Pe ritornare nelle vie del tuo cammino dovrai cedere una dose delle tue Polveri del Ritorno"

  18. Trasferimento Instantaneo - Instant Transfer

    Descrizione

    Questo script permette di usare nel proprio gioco il trasporto instantaneo senza negare il normale trasporto.

     

    Autore

    Morshudiego

     

    Allegati

    N/A

     

    Istruzioni per l'uso

    Piazzare sopra main e sotto tutti gli altri effetti di trasporto (se ne avete)

     

     

    #==============================================================================# Instant Transfer by Morhudiego, Member of rpg2s.net# Date: 11th january of 2010# Version: 1.1# Permission required: no# Credit required: yes#------------------------------------------------------------------------------# UPDATE BUG (italian)# 1.0 : Uscita dello script# 1.1 : Corretti errori di sintassi.## UPDATE BUG (english)# 1.0 : Script published# 1.1 : Sintax errors corrected.#------------------------------------------------------------------------------# CONFIGURATION (italian)# Cambiate l'id della variabile qui sotto (Se necessario) usata per impostare# il tipo di dissolvenza.# Poi in un evento usate il comando "Controllo Variabili" e assegnatene uno# dei seguenti valori.# Valore 0 = Dissolvenza normale (nera)# Valore 1 = Dissolvenza immediata# Altri valori = Messaggio di errore## CONFIGURATION (english)# Change the number of the variable (if necessary) used to set the kind of# fadeout/fadein.# Then use in an event the command "Variables" and assign it one of this# values.# Value 0 = Normal fade (black)# Value 1 = Instant fade# Other values = Error Message#==============================================================================class Scene_Map < Scene_Base  #Cambia il numero con l'id della variabile.  #Change this number with the variable id.  TIPO_DI_FADE = 1  attr_accessor :transfer_kind  def update_transfer_player	return unless $game_player.transfer?	transfer_kind = $game_variables[TIPO_DI_FADE]	if transfer_kind == 0	  fade = (Graphics.brightness > 0)	  fadeout(30) if fade	  @spriteset.dispose			  # Dispose of sprite set	  $game_player.perform_transfer   # Execute player transfer	  $game_map.autoplay			  # Automatically switch BGM and BGS	  $game_map.update	  Graphics.wait(15)	  @spriteset = Spriteset_Map.new  # Recreate sprite set	  fadein(30) if fade	  Input.update	elsif transfer_kind == 1	  @spriteset.dispose			  # Dispose of sprite set	  $game_player.perform_transfer   # Execute player transfer	  $game_map.autoplay			  # Automatically switch BGM and BGS	  $game_map.update	  @spriteset = Spriteset_Map.new  # Recreate sprite set	  Input.update	else	  p 'id variabile invalido.'	  $game_variables[TIPO_DI_FADE] = 0	end  endend

     

     

    Bugs e Conflitti Noti

    N/A

     

    Altri Dettagli

    Utili per creare speciali effetti durante il trasporto tramite eventi.

  19. Molto probabilemte vengono richiamati prima che Game_Actors diventi diverso da nil.

    Oltre che hai messo la vairabile $battaglia senza definirla

    no purtroppo. Mi vergogno di aver fatto una domanda inutile senza ragionare XP.

    Ho sbagliato e ho messo al posto del simbolo globale "$" un'altro simbolo "@"

    Ora funziona tutto XP scusate per il disturbo.

     

    $battaglia è una variabile come $scene e funzionava anche con altri script di mia invenzione.

     

    ancora scusate XP.

     

    OFF TOPIC EDIT: tu sei quello che sta facendo il tutorial in RGSS sulla battaglia in tempo reale? ti dico che mi hai ispirato te a fare la battaglia custom 8Q_

×
×
  • Create New...