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Robertx1991

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Posts posted by Robertx1991

  1. si e no , io lo chiesto a un mio amico e lui l'ha fatto :D e mi trovo molto comodo

     

    @Guardian infatti tu scegli solo l'aspetto infatti io ho trovato un altro scripts

    che crei tu il tuo personaggio come alcuni giochi ( god eater o monster hunter )

    pero lo scripts del creare il chars da zero era un po troppo complicato per lavorarci

    da solo quindi optato per una scelta di 12 chars predefiniti anche

    perche ho pensato su 12 personaggi neanche 1 ti deve piacere xD ?

    oppure sbaglio :D ?

  2. va bene spostero i personaggi che stanno in alto capace che ora cadono xD la scelta avviene con un cursore infatti si intravede sopra la barra del messaggio per la classe si inizia sempre da recluta , hai un equipagiamento standard

    e delle mosse standard , poi piu in la si potra cambiare classe .

    Mi sono scordato di dire che ho aggiunto uno scripts , in cui avendo una pergamena usandola tramite menu impari

    una tipo di mossa , piu o meno come pokemon ( lo so che l'esempio puo essere brutto pero a me piaceva questo modo di imparare le mosse :D )

  3. Raga vi aggiorno un po la situazione

     

    Ho finito di fare meta del gioco ora mi manca qualche ultimo dettagli sul laboratorio e finire di configurare i boss e

    potro rilasciare una demo :) intanto volevo chiedere a chiunque leggesse , cosa ne pensa della immagini

     

     

     

    http://img695.imageshack.us/img695/8496/screen3or.png

     

    http://img440.imageshack.us/img440/9296/screen4fu.png

     

    se volete volete mandarmi qualche altro chars che secondo voi è migliore ne sarei lieto :) poi mi

    servirebbe una mano sui sottofondi da mettere alle citta che in alcuni casi sono incerto quali mettere...

  4. capito guardian , cmq il gioco sta proseguendo lentamente ma bene :) presto

    ci sara una demo che comprendera 2 missioni , 2 boss segreti , 1 Guardian Beast segreto , il Fabbro e il potenziamento dell'equipaggiamento :) inoltre tra qualche giorno postero dei nuovi screen :)

  5. lo immaginavo che dovevo mettere qualche screen della mappa Windalf The Mage

    e solo che volevo far vedere che sto lavorando e che non era tutto fumo e niente

    arrosto ... Piu in la mettero qualche altro screen della mappa che ho gia messo

  6. Raga è possibile integrare questo scripts nel menu ?

    cioe quello che intendo dire quando apri il meno

    e scorri le scritte prima di Esci dal gioco posso

    mettere un nuovo comando che faccia

    partire questo scripts ?

     

    ===================================

    # Party Changing System by Leon_Westbrooke

    # -v 1.2

    #----------------------------------------------------------------------

    # Instructions: Place above main, but below all other default scripts.

    #

    # Features:

    # -Allows the player to make a party from the minimum to maximum size.

    # -Extra members are limitless.

    # -You can remove a person from the party and put it into reserve using:

    # $game_party.remove_actor_to_party(actor_id)

    # -You can remove a person from the reserve if they exist, and them into

    # the party:

    # $game_party.add_actor_to_party(actor_id)

    # -You can lock a character in reserve or active party by using:

    # $game_party.locked.push(actor_id)

    # -You can set the maximum and minimum number of the party in-game using:

    # $game_party.min_size = x

    # $game_party.max_size = x

    # (NOTE: Do NOT make the max size lower than the minimum size.)

    # -Allows you to use the default add/remove actors command.

    # (NOTE: If you remove an actor with this method, he is gone from both

    # the party and the reserve members.)

    #

    # Credits:

    # This setup uses SephirothSpawn's coding to simplify the cursor's position.

    #

    #

    # Command Quick-list:

    # $game_party.remove_actor_from_party(actor_id)

    # -Removes an actor from the party, and puts them in reserve.

    # $game_party.add_actor_to_party(actor_id)

    # -Replaces the last actor in the party with the actor in reserve.

    # $game_party.locked.push(actor_id)

    # -Locks the actor in place.

    # $game_party.min_size = x

    # $game_party.max_size = x

    # -Sets the minimum and maximum party size.

    #

    #

    # Notes:

    # This script rewrites these methods from Game_Party:

    # add_actor

    # remove_actor

    #===================================

     

    #==================================================

    # Game_Party

    #==================================================

    class Game_Party

     

    attr_accessor :party_members

    attr_accessor :move

    attr_accessor :locked

    attr_accessor :min_size

    attr_accessor :max_size

     

    alias leon_partyswitch_gameactor_initialize initialize

     

    def initialize

    leon_partyswitch_gameactor_initialize

    @party_members = []

    # Edit :This is to change if an actor is locked or not. To lock them, add

    # their id to the array below.

    @locked = [1]

    @min_size = 1

    @max_size = 4

    end

     

     

    def add_actor(actor_id)

    actor = $game_actors[actor_id]

    if @actors.size < @max_size

    unless @actors.include?(actor)

    unless @party_members.include?(actor.id)

    @actors.push(actor)

    $game_player.refresh

    end

    end

    else

    unless @party_members.include?(actor.id)

    unless @actors.include?(actor)

    @party_members.push(actor.id)

    $game_player.refresh

    end

    end

    end

    end

     

    def remove_actor(actor_id)

    @actors.delete($game_actors[actor_id])

    @party_members.delete(actor_id)

    $game_player.refresh

    end

     

    def remove_actor_from_party(actor_id)

    if @actors.include?($game_actors[actor_id])

    unless @party_members.include?(actor_id)

    @party_members.push(actor_id)

    @party_members.sort!

    end

    end

    @actors.delete($game_actors[actor_id])

    $game_player.refresh

    end

     

    def add_actor_to_party(actor_id)

    if @party_members.include?(actor_id)

    if @actors[@max_size - 1] != nil

    @party_members.push(@actors[@max_size - 1].id)

    @actors.delete_at(@max_size - 1)

    end

    @actors.push($game_actors[actor_id])

    @party_members.delete(actor_id)

    end

    end

    end

    #==================================================

    # END Game_Party

    #==================================================

     

    #==============================================================================

    # ** Window_Selectable

    #==============================================================================

    class Window_Selectable < Window_Base

    #--------------------------------------------------------------------------

    # * Public Instance Variables

    #--------------------------------------------------------------------------

    attr_accessor :cursor_height

    #--------------------------------------------------------------------------

    # * Alias Initialization

    #--------------------------------------------------------------------------

    alias custom_int initialize

    #--------------------------------------------------------------------------

    # * Object Initialization

    #--------------------------------------------------------------------------

    def initialize(x, y, width, height)

    custom_int(x, y, width, height)

    @cursor_height = 32

    end

    #--------------------------------------------------------------------------

    # * Get Top Row

    #--------------------------------------------------------------------------

    def top_row

    # Divide y-coordinate of window contents transfer origin by 1 row

    # height of @cursor_height

    return self.oy / @cursor_height

    end

    #--------------------------------------------------------------------------

    # * Set Top Row

    # row : row shown on top

    #--------------------------------------------------------------------------

    def top_row=(row)

    # If row is less than 0, change it to 0

    if row < 0

    row = 0

    end

    # If row exceeds row_max - 1, change it to row_max - 1

    if row > row_max - 1

    row = row_max - 1

    end

    # Multiply 1 row height by 32 for y-coordinate of window contents

    # transfer origin

    self.oy = row * @cursor_height

    end

    #--------------------------------------------------------------------------

    # * Get Number of Rows Displayable on 1 Page

    #--------------------------------------------------------------------------

    def page_row_max

    # Subtract a frame height of 32 from the window height, and divide it by

    # 1 row height of @cursor_height

    return (self.height - 32) / @cursor_height

    end

    #--------------------------------------------------------------------------

    # * Update Cursor Rectangle

    #--------------------------------------------------------------------------

    def update_cursor_rect

    # If cursor position is less than 0

    if @index < 0

    self.cursor_rect.empty

    return

    end

    # Get current row

    row = @index / @column_max

    # If current row is before top row

    if row < self.top_row

    # Scroll so that current row becomes top row

    self.top_row = row

    end

    # If current row is more to back than back row

    if row > self.top_row + (self.page_row_max - 1)

    # Scroll so that current row becomes back row

    self.top_row = row - (self.page_row_max - 1)

    end

    # Calculate cursor width

    cursor_width = self.width / @column_max - 32

    # Calculate cursor coordinates

    x = @index % @column_max * (cursor_width + 32)

    y = @index / @column_max * @cursor_height - self.oy

    if self.active == true

    # Update cursor rectangle

    self.cursor_rect.set(x, y, cursor_width, @cursor_height)

    end

    end

    end

     

    #==============================================================================

    # ** Window_Command

    #==============================================================================

    class Window_Command < Window_Selectable

    #--------------------------------------------------------------------------

    # * Unisable Item

    # index : item number

    #--------------------------------------------------------------------------

    def undisable_item(index)

    draw_item(index, normal_color)

    end

    end

    #============================================================

     

     

    #==================================================

    # Window_Party_Info

    #==================================================

    class Window_Party_Info < Window_Base

    def initialize

    super(0, 0, 640, 64)

    self.contents = Bitmap.new(width - 32, height - 32)

    refresh

    end

     

    def refresh

    self.contents.clear

    self.contents.draw_text(0, 0, 614, 32, "Please make a party of #{$game_party.min_size.to_s} to #{$game_party.max_size.to_s} members.", 1)

    end

    end

    #==================================================

    # END Window_Party_Info

    #==================================================

     

     

    #==================================================

    # Window_Party_Slots

    #==================================================

    class Window_Party_Slots < Window_Selectable

     

    def initialize

    super(0, 64, 320, 416)

    @item_max = 4

    self.contents = Bitmap.new(width - 32, height - 32)

    self.index = 0

    self.active = true

    refresh

    end

     

    def actors

    if @data[index] != nil

    return @data[index]

    end

    end

     

    def refresh

    @data = []

    if self.contents != nil

    self.contents.dispose

    self.contents = nil

    end

    for i in 0...$game_party.actors.size

    @data.push($game_party.actors)

    end

    @item_max = (@data.size + 1)

    if @item_max > 0

    if @item_max > 4

    @item_max = 4

    end

    self.contents = Bitmap.new(width - 32, row_max * 96)

    for i in 0...@item_max

    draw_item(i)

    end

    end

    end

     

    def draw_item(index)

    @actor = @data[index]

    y = index * 96

    x = 4

    if $game_party.locked.include?(@actor.id)

    self.contents.font.color = disabled_color

    opacity = 128

    else

    self.contents.font.color = normal_color

    opacity = 255

    end

    if @actor != nil

    self.contents.draw_text(x + 100, y, 192, 32, @actor.name)

    draw_actor_hp(@actor, x + 100, y + 32)

    draw_actor_sp(@actor, x + 100, y + 64)

    bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)

    cw = bitmap.width / 4

    ch = bitmap.height / 4

    facing = 0

    src_rect = Rect.new(0, facing * ch, cw, ch)

    self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity)

    end

    end

     

    def update_cursor_rect

    if @index > -1

    x = 0

    y = index * 96

    self.cursor_rect.set(x, y, (self.width - 32), 96)

    else

    self.cursor_rect.empty

    end

    end

     

    end

    #==================================================

    # END Window_Party_Slots

    #==================================================

     

     

    #==================================================

    # Window_Party_Extras

    #==================================================

    class Window_Party_Extras < Window_Selectable

    def initialize

    super(320, 64, 320, 416)

    self.cursor_height = 96

    self.contents = Bitmap.new(width - 32, height - 32)

    self.index = -1

    self.active = false

    refresh

    end

     

    def actors

    if @data != nil

    return @data[index]

    end

    end

     

    def refresh

    if self.contents != nil

    self.contents.dispose

    self.contents = nil

    end

    @data = []

    for i in 0...$game_party.party_members.size

    @data.push($game_actors[$game_party.party_members])

    end

    @data.push(nil)

    @item_max = @data.size

    if @item_max > 0

    self.contents = Bitmap.new(width - 32, row_max * 96)

    for i in 0...@item_max

    draw_item(i)

    end

    end

    end

     

    def draw_item(index)

    @actor = @data[index]

    y = index * 96

    x = 4

    if $game_party.locked.include?(@actor.id)

    self.contents.font.color = disabled_color

    opacity = 128

    else

    self.contents.font.color = normal_color

    opacity = 255

    end

    if @actor != nil

    self.contents.draw_text(x + 100, y, 192, 32, @actor.name)

    draw_actor_hp(@actor, x + 100, y + 32)

    draw_actor_sp(@actor, x + 100, y + 64)

    bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)

    cw = bitmap.width / 4

    ch = bitmap.height / 4

    facing = 0

    src_rect = Rect.new(0, facing * ch, cw, ch)

    self.contents.blt(x + 24, y + 32, bitmap, src_rect, opacity)

    end

    end

     

    end

    #===================================

    # END Window_Party_Extras

    #===================================

     

     

    #===================================

    # Scene_Party_Change

    #===================================

    class Scene_Party_Change

    def main

     

    @info_window = Window_Party_Info.new

    @slot_window = Window_Party_Slots.new

    @extra_window = Window_Party_Extras.new

     

    Graphics.transition

    loop do

    Graphics.update

    Input.update

    update

    if $scene != self

    break

    end

    end

    Graphics.freeze

     

    @info_window.dispose

    @slot_window.dispose

    @extra_window.dispose

    end

     

    def update

    @slot_window.update

     

    if @slot_window.active

    update_slot

    return

    end

     

    if @extra_window.active

    update_extra

    return

    end

    end

     

    def update_slot

    if Input.trigger?(Input::B)

    if $game_party.actors.size >= $game_party.min_size and $game_party.actors.size <= $game_party.max_size

    $game_player.refresh

    $game_system.se_play($data_system.cancel_se)

    $scene = Scene_Map.new

    else

    $game_system.se_play($data_system.buzzer_se)

    end

    end

     

    if Input.trigger?(Input::C)

    if $game_party.locked.include?(@slot_window.actors.id) == true

    $game_system.se_play($data_system.buzzer_se)

    else

    $game_system.se_play($data_system.decision_se)

    @slot_window.active = false

    @extra_window.active = true

    @extra_window.index = 0

    end

    end

    end

     

    def update_extra

    @extra_window.update

    if Input.trigger?(Input::B)

    $game_system.se_play($data_system.cancel_se)

    @slot_window.active = true

    @extra_window.active = false

    @extra_window.index = -1

    end

     

    if Input.trigger?(Input::C)

    $game_system.se_play($data_system.decision_se)

    if $game_party.locked.include?(@extra_window.actors.id)

    $game_system.se_play($data_system.buzzer_se)

    return

    end

    if @extra_window.actors == nil

    if $game_party.actors[@slot_window.index] != nil

    $game_party.party_members.push($game_party.actors[@slot_window.index].id)

    $game_party.remove_actor_from_party($game_party.actors[@slot_window.index].id)

    $game_party.party_members.sort!

    @slot_window.refresh

    @extra_window.refresh

    @slot_window.active = true

    @extra_window.active = false

    @extra_window.index = -1

    else

    @slot_window.active = true

    @extra_window.active = false

    @extra_window.index = -1

    end

    else

    if $game_party.actors[@slot_window.index] != nil

    hold = @extra_window.actors

    $game_party.party_members.push($game_party.actors[@slot_window.index].id)

    $game_party.actors[@slot_window.index] = hold

    $game_party.party_members.delete_at(@extra_window.index)

    $game_party.party_members.sort!

    @slot_window.refresh

    @extra_window.refresh

    @slot_window.active = true

    @extra_window.active = false

    @extra_window.index = -1

    else

    $game_party.actors[@slot_window.index] = @extra_window.actors

    $game_party.party_members.delete_at(@extra_window.index)

    $game_party.party_members.sort!

    @slot_window.refresh

    @extra_window.refresh

    @slot_window.active = true

    @extra_window.active = false

    @extra_window.index = -1

    end

    end

    end

    end

     

    end

     

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