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Gidan90

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Posts posted by Gidan90

  1. Wow v1.9? senza face? Non potevo trovare di meglio!!!

    Però a quando ho capito i pg si rialzano se morti, spero che si risolva il problema almeno metto da parte la v1.7. Quei face sotto i nomi sono fastidiosi.

     

    EDIT: ho rivalutato la situazione testando lo script, e a quando ho capito le face andavano disattivate togliendo alcune righe.

    Non capisco solo perché a voi vi si rialzano i pg morti. A me stanno ben rannicchiati per terra. Per caso accade solo in una certa situazione?

    Beh, se così non fosse, come dice Gianni Morandi: Uno su mille ce la fa! :sisi:

     

    Si rialzano se usi l'addon dell'ATB. Comunque, esistono nuove versioni di questo script, se sei interessato puoi trovare la 2.2 QUI.

  2. Non si potrebbe fare in modo che i personaggi KO non si rialzassero ad ogni azione? (almeno, con l'rtab fa così)pleaseeee è abbastanza fastidioso! :tongue:

     

    valentino eri riuscito in tutto questo tempo a risolvere il problema? ho provato le versioni successive ma non funzionano comunque con l'atb :/ l'unica che funziona è questa, ma risorgono i pg XD

  3. Scusate se nn ho specificato....

     

    per l'esattezza ho modificato lo script base dell' rmxp e aggiunto qualcosa.

     

    Cmq per quanto riguarda la demo a me funge... non lo so...

     

    Per far funzionare lo script sostituite main con questo:

     

    #================================================================
    # ■ Main
    #================================================================
    begin
    # Cambia la variabile $fontface per cambiare i font
    $fontface = "Arial"
    # Cambia la variabile $fontsize per cambiare la grandezza dei font
    $fontsize = 24
    Graphics.freeze
    $scene = Scene_Title.new
    while $scene != nil
    $scene.main
    end
    Graphics.transition(20)
    rescue Errno::ENOENT
    filename = $!.message.sub("No such file or directory - ", "")
    print("File #{filename} was not found.")
    end

     

    ora tornate alla classe *gidan status window

     

    e inserite un # alla linea 591 dove dice "draw_actor_face(@actor, 10, 85)"

     

    e toglietelo alla linea 592 "draw_actor_graphic(@actor, 40, 75)"

     

    SCREEN: http://img292.imageshack.us/img292/3447/54373385ln0.th.png

  4. Gidan Status Window

    Descrizione


    Nuova status window... non è un gran ke, ma spero vi sia utile!


    Autore


    Gidan90



    Allegati


    DEMO: link


    Istruzioni per l'uso


    Incolla lo script sopra la classe main.


    Codice

     

    #======================================================================
    # ¦ Window_Base
    #------------------------------------------------------------------------------
    #  ?????????????????????????
    #==============================================================================
    
    class Window_Base2 < Window
    #--------------------------------------------------------------------------
    # Draw Actor Battle Picture
    #--------------------------------------------------------------------------
    def draw_battlegraphic(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
    #--------------------------------------------------------------------------
    # Draw Actor Face
    #--------------------------------------------------------------------------
    def draw_actor_face(actor, x, y)
    face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x - fw / 23, y - fh, face, src_rect)
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    # x : ?????? X ??
    # y : ?????? Y ??
    # width : ???????
    # height : ????????
    #--------------------------------------------------------------------------
    def initialize(x, y, width, height)
    super()
    @windowskin_name = $game_system.windowskin_name
    self.windowskin = RPG::Cache.windowskin(@windowskin_name)
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    self.z = 100
    end
    #--------------------------------------------------------------------------
    # ? ??
    #--------------------------------------------------------------------------
    def dispose
    # ?????????????????????????
    if self.contents != nil
    self.contents.dispose
    end
    super
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # n : ????? (0~7)
    #--------------------------------------------------------------------------
    def text_color(n)
    case n
    when 0
    return Color.new(255, 255, 255, 255)
    when 1
    return Color.new(128, 128, 255, 255)
    when 2
    return Color.new(255, 128, 128, 255)
    when 3
    return Color.new(128, 255, 128, 255)
    when 4
    return Color.new(128, 255, 255, 255)
    when 5
    return Color.new(255, 128, 255, 255)
    when 6
    return Color.new(255, 255, 128, 255)
    when 7
    return Color.new(192, 192, 192, 255)
    else
    normal_color
    end
    end
    #--------------------------------------------------------------------------
    # ? ????????
    #--------------------------------------------------------------------------
    def normal_color
    return Color.new(255, 255, 255, 255)
    end
    #--------------------------------------------------------------------------
    # ? ????????
    #--------------------------------------------------------------------------
    def disabled_color
    return Color.new(255, 255, 255, 128)
    end
    #--------------------------------------------------------------------------
    # ? ??????????
    #--------------------------------------------------------------------------
    def system_color
    return Color.new(192, 224, 255, 255)
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def crisis_color
    return Color.new(255, 255, 64, 255)
    end
    #--------------------------------------------------------------------------
    # ? ??????????
    #--------------------------------------------------------------------------
    def knockout_color
    return Color.new(255, 64, 0)
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    super
    # ????????????????????
    if $game_system.windowskin_name != @windowskin_name
    @windowskin_name = $game_system.windowskin_name
    self.windowskin = RPG::Cache.windowskin(@windowskin_name)
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    #--------------------------------------------------------------------------
    def draw_actor_graphic(actor, x, y)
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    #--------------------------------------------------------------------------
    def draw_actor_name(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 120, 32, actor.name)
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    #--------------------------------------------------------------------------
    def draw_actor_class(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 236, 32, actor.class_name)
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    #--------------------------------------------------------------------------
    def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Lv")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
    end
    #--------------------------------------------------------------------------
    def draw_actor_level2(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 22, y, 24, 32, actor.level.to_s, 2)
    end
    #--------------------------------------------------------------------------
    # ? ?????????????
    # actor : ????
    # width : ?????
    # need_normal : [??] ??????? (true / false)
    #--------------------------------------------------------------------------
    def make_battler_state_text(battler, width, need_normal)
    # ???????
    brackets_width = self.contents.text_size("[]").width
    # ????????????
    text = ""
    for i in battler.states
    if $data_states[i].rating >= 1
    if text == ""
    text = $data_states[i].name
    else
    new_text = text + "/" + $data_states[i].name
    text_width = self.contents.text_size(new_text).width
    if text_width > width - brackets_width
    break
    end
    text = new_text
    end
    end
    end
    # ??????????????? "[??]" ???
    if text == ""
    if need_normal
    text = "[Nessuno]"
    end
    else
    # ??????
    text = "[" + text + "]"
    end
    # ??????????
    return text
    end
    #--------------------------------------------------------------------------
    def make_battler_state_text2(battler, width, need_normal)
    # ???????
    brackets_width = self.contents.text_size("[]").width
    # ????????????
    text = ""
    for i in battler.states
    if $data_states[i].rating >= 1
    if text == ""
    text = $data_states[i].name
    else
    new_text = text + "/" + $data_states[i].name
    text_width = self.contents.text_size(new_text).width
    if text_width > width - brackets_width
    break
    end
    text = new_text
    end
    end
    end
    # ??????????????? "[??]" ???
    if text == ""
    if need_normal
    text = "Nessuno"
    end
    else
    # ??????
    text = "[" + text + "]"
    end
    # ??????????
    return text
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    # width : ?????
    #--------------------------------------------------------------------------
    def draw_actor_state(actor, x, y, width = 120)
    text = make_battler_state_text(actor, width, true)
    self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
    self.contents.draw_text(x, y, width, 32, text)
    end
    #--------------------------------------------------------------------------
    def draw_actor_state2(actor, x, y, width = 120)
    text = make_battler_state_text2(actor, width, true)
    self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
    self.contents.draw_text(x, y, width, 32, text)
    end
    #--------------------------------------------------------------------------
    # ? EXP ???
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    #--------------------------------------------------------------------------
    def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "E")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
    self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
    self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
    end
    #--------------------------------------------------------------------------
    # ? HP ???
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    # width : ?????
    #--------------------------------------------------------------------------
    def draw_actor_hp(actor, x, y, width = 144)
    # ??? "HP" ???
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    # MaxHP ???????????????
    if width - 32 >= 108
    hp_x = x + width - 108
    flag = true
    elsif width - 32 >= 48
    hp_x = x + width - 48
    flag = false
    end
    # HP ???
    self.contents.font.color = actor.hp == 0 ? knockout_color :
    actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
    # MaxHP ???
    if flag
    self.contents.font.color = normal_color
    self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
    self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
    end
    end
    #--------------------------------------------------------------------------
    # ? SP ???
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    # width : ?????
    #--------------------------------------------------------------------------
    def draw_actor_sp(actor, x, y, width = 144)
    # ??? "SP" ???
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    # MaxSP ???????????????
    if width - 32 >= 108
    sp_x = x + width - 108
    flag = true
    elsif width - 32 >= 48
    sp_x = x + width - 48
    flag = false
    end
    # SP ???
    self.contents.font.color = actor.sp == 0 ? knockout_color :
    actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
    # MaxSP ???
    if flag
    self.contents.font.color = normal_color
    self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
    self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
    end
    end
    #--------------------------------------------------------------------------
    # ? ????????
    # actor : ????
    # x : ??? X ??
    # y : ??? Y ??
    # type : ???????? (0~6)
    #--------------------------------------------------------------------------
    def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
    parameter_name = $data_system.words.atk
    parameter_value = actor.atk
    when 1
    parameter_name = $data_system.words.pdef
    parameter_value = actor.pdef
    when 2
    parameter_name = $data_system.words.mdef
    parameter_value = actor.mdef
    when 3
    parameter_name = $data_system.words.str
    parameter_value = actor.str
    when 4
    parameter_name = $data_system.words.dex
    parameter_value = actor.dex
    when 5
    parameter_name = $data_system.words.agi
    parameter_value = actor.agi
    when 6
    parameter_name = $data_system.words.int
    parameter_value = actor.int
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
    end
    #--------------------------------------------------------------------------
    # ? Actor Barz
    #--------------------------------------------------------------------------
    def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
    if type == "horizontal"
    width = length
    height = thick
    self.contents.fill_rect(x-1, y - 1, width + 1, height + 3, Color.new(0, 0, 0, 255))
    self.contents.fill_rect(x, y, width + 1, height + 1, Color.new(0, 0, 0, 255))
    w = width * e1.to_f / e2.to_f
    for i in 0..height
    r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
    g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
    b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
    a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
    self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
    end
    end
    end
    #--------------------------------------------------------------------------
    # ? ????????
    # item : ????
    # x : ??? X ??
    # y : ??? Y ??
    #--------------------------------------------------------------------------
    def draw_item_name(item, x, y)
    if item == nil
    self.contents.draw_text(x + 28, y, 212, 32, " - ")
    return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.draw_text(x + 28, y, 212, 32, item.name)
    end
    end
    
    #==============================================================================
    # ¦ Window_Status
    #------------------------------------------------------------------------------
    #  ???????????????????????????????
    #==============================================================================
    
    class Window_Status < Window_Base2
    #--------------------------------------------------------------------------
    # ? ?????????
    # actor : ????
    #--------------------------------------------------------------------------
    def initialize(actor)
    super(0, 0, 410, 122)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    self.contents.clear
    draw_actor_hp(@actor, 15, 10, 172)
    draw_actor_sp(@actor, 15, 50, 172)
    self.contents.font.color = normal_color
    self.contents.draw_text(220, 10, 150, 32, @actor.exp_s, 2)
    self.contents.draw_text(220, 50, 150, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(220, 10, 80, 32, "Exp:")
    self.contents.draw_text(220, 50, 80, 32, "Prossimo:")
    end
    end
    
    #==============================================================================
    # ¦ Window_Status2
    #------------------------------------------------------------------------------
    #  ???????????????????????????????
    #==============================================================================
    
    class Window_Status2 < Window_Base2
    #--------------------------------------------------------------------------
    # ? ?????????
    # actor : ????
    #--------------------------------------------------------------------------
    def initialize(actor)
    super(0, 0, 410, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    self.contents.clear
    self.contents.font.size = 22
    draw_actor_parameter(@actor, 5, 10, 0)
    draw_actor_parameter(@actor, 5, 40, 1)
    draw_actor_parameter(@actor, 5, 70, 2)
    draw_actor_parameter(@actor, 5, 100, 3)
    draw_actor_parameter(@actor, 195, 20, 4)
    draw_actor_parameter(@actor, 195, 50, 5)
    draw_actor_parameter(@actor, 195, 80, 6)
    draw_actor_barz(@actor, 5, 10 + 25, "horizontal", 168, 1, @actor.atk, 999, Color.new(242, 2, 6, 255), Color.new(253, 53, 56, 255))
    draw_actor_barz(@actor, 5, 40 + 25, "horizontal", 168, 1, @actor.pdef, 999, Color.new(228, 253, 48, 255), Color.new(238, 254, 124, 255))
    draw_actor_barz(@actor, 5, 70 + 25, "horizontal", 168, 1, @actor.mdef, 999, Color.new(229, 78, 253, 255), Color.new(237, 134, 254, 255))
    draw_actor_barz(@actor, 5, 100 + 25, "horizontal", 168, 1, @actor.str, 999, Color.new(254, 209, 154, 255), Color.new(253, 163, 53, 255))
    draw_actor_barz(@actor, 195, 20 + 25, "horizontal", 168, 1, @actor.dex, 999, Color.new(222, 222, 222, 255), Color.new(255, 255, 255, 255))
    draw_actor_barz(@actor, 195, 50 + 25, "horizontal", 168, 1, @actor.agi, 999, Color.new(8, 160, 253, 255), Color.new(119, 203, 254, 255))
    draw_actor_barz(@actor, 195, 80 + 25, "horizontal", 168, 1, @actor.int, 999, Color.new(33, 253, 86, 255), Color.new(124, 254, 155, 255))
    end
    def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_str != new_str or @new_dex != new_dex or
    @new_agi != new_agi or @new_int != new_int
    @new_atk = new_atk
    @new_pdef = new_pdef
    @new_mdef = new_mdef
    @new_str = new_str
    @new_dex = new_dex
    @new_agi = new_agi
    @new_int = new_int
    refresh
    end
    end
    end
    
    #==============================================================================
    # ¦ Window_Status3
    #------------------------------------------------------------------------------
    #  ???????????????????????????????
    #==============================================================================
    
    class Window_Status3 < Window_Base2
    #--------------------------------------------------------------------------
    # ? ?????????
    # actor : ????
    #--------------------------------------------------------------------------
    def initialize(actor)
    super(0, 0, 410, 200)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    self.contents.clear
    self.contents.font.size = 24
    self.contents.font.color = system_color
    self.contents.draw_text(110, - 50, 150, 150, "Equipaggiamento:")
    self.contents.font.size = 20
    draw_item_name($data_weapons[@actor.weapon_id], 0 + 16, 48)
    draw_item_name($data_armors[@actor.armor1_id], 0 + 16, 86)
    draw_item_name($data_armors[@actor.armor2_id], 0 + 16, 124)
    draw_item_name($data_armors[@actor.armor3_id], 0 + 186, 68)
    draw_item_name($data_armors[@actor.armor4_id], 0 + 186, 106)
    end
    end
    
    #==============================================================================
    # ¦ Window_Status4
    #------------------------------------------------------------------------------
    #  ???????????????????????????????
    #==============================================================================
    
    class Window_Status4 < Window_Base2
    #--------------------------------------------------------------------------
    # ? ?????????
    # actor : ????
    #--------------------------------------------------------------------------
    def initialize(actor)
    super(0, 0, 231, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    self.contents.clear
    self.contents.font.size = 24
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
    end
    end
    
    #==============================================================================
    # ¦ Window_Status5
    #------------------------------------------------------------------------------
    #  ???????????????????????????????
    #==============================================================================
    
    class Window_Status5 < Window_Base2
    #--------------------------------------------------------------------------
    # ? ?????????
    # actor : ????
    #--------------------------------------------------------------------------
    def initialize(actor)
    super(0, 0, 231, 421)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    self.contents.clear
    self.contents.font.size = 24
    self.contents.font.color = system_color
    draw_actor_face(@actor, 10, 85)
    # draw_actor_graphic(@actor, 40, 75)
    self.contents.draw_text(10, 100, 96, 32, "Nome:")
    self.contents.font.color = normal_color
    draw_actor_name(@actor, 90, 100)
    self.contents.font.color = system_color
    self.contents.draw_text(10, 130, 96, 32, "Status:")
    self.contents.font.color = normal_color
    draw_actor_state2(@actor, 90, 130)
    self.contents.font.color = system_color
    self.contents.draw_text(10, 160, 96, 32, "Livello:")
    self.contents.font.color = normal_color
    draw_actor_level2(@actor, 90, 160)
    draw_battlegraphic(@actor, 100, 380)
    end
    end
    
    #==============================================================================
    # ¦ Scene_Status
    #------------------------------------------------------------------------------
    #  ???????????????????
    #==============================================================================
    
    class Scene_Status
    #--------------------------------------------------------------------------
    # ? ?????????
    # actor_index : ??????????
    #--------------------------------------------------------------------------
    def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    end
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def main
    # ???????
    @actor = $game_party.actors[@actor_index]
    # Sets up the 1st status window
    @status_window1 = Window_Status.new(@actor)
    @status_window1.x = 230
    @status_window1.y = 0
    # Sets up the 2nd status window
    @status_window2 = Window_Status2.new(@actor)
    @status_window2.x = 230
    @status_window2.y = 121
    # Sets up the 3rd status window
    @status_window3 = Window_Status3.new(@actor)
    @status_window3.x = 230
    @status_window3.y = 280
    # Sets up the 4th status window
    @status_window4 = Window_Status4.new(@actor)
    @status_window4.x = 0
    @status_window4.y = 420
    # Sets up the 5th status window - battler
    @status_window5 = Window_Status5.new(@actor)
    @status_window5.x = 0
    @status_window5.y = 0
    # ?????????
    Graphics.transition
    # ??????
    loop do
    # ????????
    Graphics.update
    # ???????
    Input.update
    # ??????
    update
    # ????????????????
    if $scene != self
    break
    end
    end
    # ?????????
    Graphics.freeze
    # ????????
    @status_window1.dispose
    @status_window2.dispose
    @status_window3.dispose
    @status_window4.dispose
    @status_window5.dispose
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ???????????
    $scene = Scene_Menu.new(3)
    return
    end
    # R ??????????
    if Input.trigger?(Input::R)
    # ???? SE ???
    $game_system.se_play($data_system.cursor_se)
    # ???????
    @actor_index += 1
    @actor_index %= $game_party.actors.size
    # ??????????????
    $scene = Scene_Status.new(@actor_index)
    return
    end
    # L ??????????
    if Input.trigger?(Input::L)
    # ???? SE ???
    $game_system.se_play($data_system.cursor_se)
    # ???????
    @actor_index += $game_party.actors.size - 1
    @actor_index %= $game_party.actors.size
    # ??????????????
    $scene = Scene_Status.new(@actor_index)
    return
    end
    end
    end
    

     

     

  5. Ho risolto! :chirol_iei:

     

    --------------------------------------------

     

    trigger 0 Alla morte del nemico l'evento verrà cancellato.

     

    --------------------------------------------

     

    trigger 1 1

     

    1 = Switch

     

    Il numero 1 indica l' Id della switch che verrà attivata alla morte del nemico.

    --------------------------------------------

     

    trigger 2 1 4

     

    2 = Variabile

     

    Il numero 1 indica l' Id della variabile.

     

    4 indica il valore che la variabile acquisirà alla morte del nemico.

     

    --------------------------------------------

    trigger 3 1

     

    3 = Switch Locale

     

    1=A

    2=B

    3=C

    4=D

     

    Il numero 1 è inteso per A, il 2 per B ecc... Indica il valore della switch locale che acquisirà alla morte del nemico.

    --------------------------------------------

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