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Melosx

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Posts posted by Melosx

  1. Dopo un bel po di tempo mi son deciso a impedire la clonazione del pg sullo stesso progetto...

    aggiungendo questo codice

    @sicur = $data_system.version_id

    nell'esportazione, e quest'altro

    if @sicur != $data_system.version_id

    nell'importazione siamo sicuri che non sarà possibile clonare il pg, cioè importare nello stesso progetto il pg esportato.

    E' lo stesso sistema usato per fare in modo che i salvataggi di una copia del gioco non funzionino su un altra copia solo che qui al contrario...

  2. Nn so se hai capito a che serve lo script ma te lo rispiego.

    Lo script ti serve per fare in modo che tu non debba fare un evento all'inizio del gioco, cioè dopo che fai nuovo gioco, che ti imposti oro oggetti e armii nell'inventario.

    In più devi sostituirlo per forza al Main di default in quanto ci sono delle aggiunte che con un semplice alias non puoi fare...

    Comprì??

  3. Script di configurazione iniziale

    Descrizione

    Per evitare di far eventi in parallelo o in automatico che assegnino oro e oggetti iniziali lo script permette di impostare i valori iniziali di oro, armi, armature e oggetti non che il font di gioco e la sua grandezza.

     

    Autore

    Melosx

     

    Istruzioni per l'uso

    Al'interno dello script.

     

     

    Script

     

    #=============================================================================# Melosx - Configurazione Iniziale#=============================================================================# Autore:   Melosx# Versione: 1.0# Data di creazione:  10-7-2011 => v 1.0#					#===============================================================================# * Descrizione# -----------------------------------------------------------------------------# Lo script permette di impostare i valori iniziali di oro, armi, armature e# oggetti non che il font di gioco e la sua grandezza.# #===============================================================================# * Istruzioni# -----------------------------------------------------------------------------# Seguire attentamente le istruzioni.# Aprite l'editor degli script, trovate in basso lo script Main e sostituite a# esso questo script.# Per aggiungere altri elementi agli strumenti o alle armi/armature seguite # questo semplice template:# ID => Quantità# ID = ID dell'oggetto nel database.# Quantità = la quantità iniziale che si vuole avere dell'oggetto.##=============================================================================== #==============================================================================# ** Modulo di configurazione#==============================================================================module MSX_CONFIG #==============================================================================# ** Quantità oro iniziale#==============================================================================   ORO = 500 # <- Quantità di denaro iniziale #==============================================================================# ** Strumenti, armi e armature iniziali. Si troveranno nell'inventario.#==============================================================================  STRUMENTI = {  			  #  ID   => Quantità 				  1   =>  34,   # Pozione x 34				  10  =>  25	# PM Up x 25 			   } # <- NON cancellare la parentesi.   ARMI =	  {			  #  ID   => Quantità 				  1   =>   2,   # Bastone di legno x 2				  10  =>   5	# Spada Bastarda x 5 			   } # <- NON cancellare la parentesi.   ARMATURE =  {			  #  ID   => Quantità 				  1   =>   3,   # Scudo di pelle x 3				  10  =>   2	# Tiara x 2 			   } # <- NON cancellare la parentesi   #==============================================================================# ** Font del gioco e grandezza.#==============================================================================   FONT = "Arial"		 # <- Nome del font  GRANDEZZAFONT = 14	 # <- Grandezza del font end #======================FINE MODULO DI CONFIGURAZIONE===========================    #==============================================================================# ** Game_Party#==============================================================================class Game_Party  include MSX_CONFIG   alias melosx_initialize initialize  def initialize	super	@gold = MSX_CONFIG::ORO#---------------------------------#		@steps = 0	@last_item_id = 0	@last_actor_index = 0	@last_target_index = 0	@actors = []#---------------------------------#		@items = MSX_CONFIG::STRUMENTI	@weapons = MSX_CONFIG::ARMI	@armors = MSX_CONFIG::ARMATURE  endend    #==============================================================================# ** Main#============================================================================== begin  Graphics.freeze  Font.default_name = MSX_CONFIG::FONT  Font.default_size = MSX_CONFIG::GRANDEZZAFONT  $scene = Scene_Title.new  $scene.main while $scene != nil  Graphics.transition(30)rescue Errno::ENOENT  filename = $!.message.sub("File o Directory mancante - ", "")  print("Impossibile trovare il file #{filename}.")end

     

     

    Bugs e Conflitti Noti

    N/A

  4. Il front della cover ds nell'angolo in alto a destra presenta del bianco.. cancellate meglio la prox...

     

    EDIT: Cover inviata!!

  5. Bug Fix: Game_Interpreter linea 750

    Descrizione

     

    Fix al Game_Interpreter

     

    Autore

     

    -

     

     

    Istruzioni per l'uso

     

    Come al solito copiare sotto material e sopra main lo script

     

     

    class Game_Interpreter
    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
    end

     

     

    Commenti

    Non è necessario se hai installato la traduzione italiana di Holy87.
  6. Amo gli spazi grandi XD... non mi va molto l'idea di case appicicate da un tile di strada. A meno che non sia un vicolo strettissimo una strada di un metro di larghezza non l'ho mai vista. Io considero i tile del terreno come se fossero pezzi di terra di un metro(quelli delle case di due metri) e li mi faccio i conti più o meno. Realisticamente parlando ci siamo anche se però da l'effetto di vuoto.
  7. ne sto realizzando uno io ma nel frattempo ecco questo qui

     

     

    #======================================================================# Jens009's Enemy Hp Window											# Version 1.2														  # Log: July 29, 2008												  #	 - Version 1.0: Show Enemy Hp Bars#	  August 5, 2008#	 - Version 1.1: Enable On/Off feature Using a $game_system instance#				  : Enable On/Off feature using an in-game switch#	  August 8, 2008#	 - Version 1.2: Add New Options#				  : Change Default Window Size#				  : Add Enemy States# Rant: [Code Geass ftw]											  #   C.C. Still loves Pizza <3										  #   Be nice to her Lulu.										  #   Oh.. I haven't done my summer homework yet. T_T#																		# Credits to:														  #  Jens009 (Translation and Modification)											  #  Puppeto4 (Alias tutorial and for bugging me to create a script)	#	  just kidding puppeto =p										# Author's Note:														# 9 Methods were aliased. Refer to lines 110-118					  #   4 Were not necessary but was needed so that Enemy Window		  #	 was not present during item/skill selections.					#																	  #																	  # Modification:														#   If you want to modify the bars, look @lines 42-72.You can see that#	 I simply took draw_actor_hp and turned it into draw_enemy_hp	  #	 This means you can use any bars you desire so long as you define  #	 it correctly. =]												  #			#-----------------------------------------------------------------------------# CONFIG:## I. Turning the Window On of Off during In-Game:##	There are two kinds of switches you can use depending#	 upon your liking. I made it so that you either have a#	 game switch or a script switch that handles the enemy window flag.##  If you want to use a script switch#	 -set USE_GSWITCH to false#	 -Use a call script, $game_system.enemy_window = true/false#		 True = Window Shows up, False = No Enemy Window##  If you want to use a game switch#	 -Set USE_GSWITCH to true#	 -Decide what Game Switch ID you want to use#		 in ENEMY_WINDOW_SWITCH#	 -Use that game switch to check for showing the Enemy Hp Window#		True = Window Shows up, False = No enemy window.###  BY DEFAULT, USE_GSWITCH is false.#	 So you are using a Script Switch#  #  II.  ALWAYS_UPDATE#		 can either be set to true or false.#		 if true, the enemy window always update for every action#			 but the battle system will have more lag.#		 if false, the enemy window only updates at the end of each turn#			 and everytime the battle selection begins.#		 Setting it to false will lower compatibility but should still work#		for most systems regardless.## III. Spacing X and Y change#	SPACING_X = Changing this number will change the X spacing of the windows#	SPACING_Y = Changing this number will change the Y spacing of the windows# IV. COLUMNS#	 COLUMNS = Draw enemy information by creating 4 columns.# V. SHOW_STATES#	 if set to true, enemies state will be shown.#======================================================================module JCONFIG  USE_GSWITCH = false	   # Setting it to false will use the script							#   switch $game_system.enemy_hp instead.							# Setting it to true will use an in-game switch							#   using the switch ID below.  ENEMY_WINDOW_SWITCH = 1 # Switch ID that will be used to check						  # Enemy Window is only ON, when Switch is ON  ALWAYS_UPDATE = true	 # True = window always updates							# False = window updates at end of turn  SPACING_X = 90		  # X spacing per enemy info  SPACING_Y = 44		  # Y spacing per enemy info  COLUMNS = 4			 # By default, Do 4 Columns.  SHOW_STATES = true	  # true will show enemies states						  # false will not show states end #======================================================================# Start Game_System Edit#======================================================================class Game_System  attr_accessor :enemy_hp	   # Show enemy HP on battle   alias jens009_system_initialize_enemy_hp initialize#=============================================# Initialize Values#=============================================  def initialize	# Initialize enemy hp window to true	@enemy_hp = true	# Call previous methods	jens009_system_initialize_enemy_hp  end end # END Game system Edit  class Window_Base#====================================# Define Enemy Name				  #====================================  def draw_enemy_name(enemy, x, y)	self.contents.font.color = normal_color	self.contents.draw_text (x, y, 120, 32, enemy.name)  end #==========================# Define Enemy State#========================  def draw_enemy_state(enemy, x, y)	count = 0	for state in enemy.states	  draw_icon(state.icon_index, x + 24 * count, y)	  count += 1	  break if (24 * count > width - 24)	end  end#--------------------------------------------------------------------------# * Draw Enemy HP#	 actor : actor#	 x	 : draw spot x-coordinate#	 y	 : draw spot y-coordinate#	 width : Width#--------------------------------------------------------------------------  def draw_enemy_hp(enemy, x, y, width = 120)	draw_enemy_hp_gauge(enemy, x, y, width)	self.contents.font.color = system_color	self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)	last_font_size = self.contents.font.size	xr = x + width	if width < 120	  self.contents.draw_text(xr - 44, y, 44, WLH, enemy.hp, 2)	else	  self.contents.draw_text(xr - 99, y, 44, WLH, enemy.hp, 2)	  self.contents.font.color = normal_color	  self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)	  self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxhp, 2)	end  end  #--------------------------------------------------------------------------  # * Draw HP gauge  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #	 width : Width  #--------------------------------------------------------------------------  def draw_enemy_hp_gauge(enemy, x, y, width = 120)	gw = width * enemy.hp / enemy.maxhp	gc1 = hp_gauge_color1	gc2 = hp_gauge_color2	self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)	self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)  end end #End of Window_Base Class  #=====================================## Window_EnemyHP					  #  # Class handles window for Enemy's HP ##=====================================#class Window_EnemyHP < Window_Selectable  def initialize	super ( 0, 0, 545, 300)	self.contents = Bitmap.new(width - 32, height - 32)	self.opacity = 0	@column_max = JCONFIG::COLUMNS	refresh  end   def refresh	self.contents.clear	for i in 0...$game_troop.members.size	  enemy = $game_troop.members[i]	  x = i % @column_max * (JCONFIG::SPACING_X + @spacing)	if JCONFIG::SHOW_STATES	  y = (i / @column_max * (JCONFIG::SPACING_Y + WLH) )	else	  y = (i / @column_max * ((JCONFIG::SPACING_Y - 34) + WLH) )	end 	  #========================================	  # If Using Game_Switch	  #=========================================	  if JCONFIG::USE_GSWITCH and $game_switches[JCONFIG::ENEMY_WINDOW_SWITCH]		draw_enemy_hp(enemy, x, y+20, 90)		draw_enemy_name(enemy, x, y)		if JCONFIG::SHOW_STATES		draw_enemy_state(enemy, x, y +44)		end	  end	  #==========================================	  # If Using Script Switch	  #==========================================	  if JCONFIG::USE_GSWITCH == false		if $game_system.enemy_hp == true # Start check if Window Flag is On		  draw_enemy_hp(enemy, x, y+20, 90)		  draw_enemy_name(enemy, x, y)		  if JCONFIG::SHOW_STATES		  draw_enemy_state(enemy, x, y +44)		  end # END CHECK		end #End flag check	  end # END game switche check 	end  end #End Refresh end #End of Window_EnemyHP Class  #====================================## Scene_Battle					   ## New methods that were aliased:	 ##====================================#class Scene_Battle alias jens009_create_info_viewport create_info_viewportalias jens009_dispose_info_viewport dispose_info_viewportalias jens009_start_item_selection start_item_selectionalias jens009_start_skill_selection start_skill_selectionalias jens009_end_item_selection end_item_selectionalias jens009_end_skill_selection end_skill_selectionalias jens009_process_victory process_victory alias jens009_update_info_viewport update_info_viewport alias jens009_start_party_command_selection start_party_command_selectionalias jens009_execute_action execute_actionalias jens009_turn_end turn_end # Create Informationdef create_info_viewport   jens009_create_info_viewport   @enemy_window = Window_EnemyHP.newend# Dispose Informationdef dispose_info_viewport   jens009_dispose_info_viewport   @enemy_window.disposeend #=============================================# Always Update Window#============================================def update_info_viewport  if JCONFIG::ALWAYS_UPDATE == true	@enemy_window.refresh	jens009_update_info_viewport  else	jens009_update_info_viewport  endend #=============================================# Update Only When Turn starts and ends#============================================def start_party_command_selection  if JCONFIG::ALWAYS_UPDATE == true	jens009_start_party_command_selection	else	@enemy_window.visible = true	@enemy_window.refresh	jens009_start_party_command_selection  endend def execute_action  if JCONFIG::ALWAYS_UPDATE == true	jens009_execute_action  else	@enemy_window.visible = false	jens009_execute_action  endend def turn_end  if JCONFIG::ALWAYS_UPDATE == true	jens009_turn_end  else	@enemy_window.refresh	jens009_turn_end  endend#============================================# END OF UPDATE CHECK#=========================================== #=====================================# Remove Window During Selection  def start_item_selection   @enemy_window.visible = false   jens009_start_item_selectionend# Remove Window During Selectiondef start_skill_selection   @enemy_window.visible = false   jens009_start_skill_selectionend# True Visibility after slectiondef end_item_selection   jens009_end_item_selection   @enemy_window.visible = trueend# True Visibility after selectiondef end_skill_selection   jens009_end_skill_selection   @enemy_window.visible = trueend# Refresh When Victoriousdef process_victory   @enemy_window.refresh   jens009_process_victory  end #=====================================## End of Scene_Battle Method Edits	##=====================================# end

     

     

  8. Piccolo aggiornamento agli screen delle città Cudos e Namion. Aggiunti gli screen di Nexeb, Solaria e Tracteus. Le città sono da rifinire con npc e qualche dettaglio ma la base è quella.

    Prox aggiornamento la worldmap...

  9. prova sto codice

     

    class Scene_Battle    def call_gameover	$game_variables[2] -= 1	if $game_variables[2] == 0	  call_gameoverok	end  end   def call_gameoverok	$game_temp.next_scene = nil	$scene = Scene_Gameover.new	@message_window.clear  endend

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