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rizzuccio

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Posts posted by rizzuccio

  1. azz ho sbagliato lo script io ahah, non era quello ma questo :

     

     

     

    #==============================================================================
    # On Map Regeneration Script v. 1.07
    # by Caldaron (11.09.2006)
    #==============================================================================
    # DESCRIPTIONS
    #==============================================================================
    #--------------------------------------------------------------------------
    # USE_MAPS: when true: Regeneration is enabled, except for REG_MAPS
    # when false: Regeneration is only for REG_MAPS enabled
    # REG_MAPS: insert the Map_IDs where Regeneration is enabled/disabled
    # HP/SP_WAIT: time to Wait until HP/SP recovers, will be divided by MAXHP/SP
    # should be Limit of MAXHP/MAXSP
    # HP/SP_REG: the Value of HP/SP Regeneration
    # HP/SP_PERCENT: when true: the Value of HP/SP_REG changes to its meant Percentage
    # HP/SP_MOD: the Percentage of HP/SP Recovery (1. Value contains 1. Actor's Percentage)
    # 0 means no Regeneration
    # !!NUMBER OF VALUES MUST BE EQUAL THE NUMBER OF ACTORS!!
    # HP/SP_STOP: insert the State IDs which prevent the Actor to recover HP/SP
    # insert all State IDs which marked 'Regard as HP 0'
    # to prevent the Actor to Raise from Dead
    #
    # to change the actor's regenerate speed, use:
    # $game_system.hp_mod[actor.id-1] = value
    #--------------------------------------------------------------------------
    #==============================================================================
    module Regenerate
    USE_MAPS = true
    REG_MAPS = []
    HP_WAIT = 9999
    SP_WAIT = 9999
    HP_REG = 1
    SP_REG = 1
    HP_PERCENT = false
    SP_PERCENT = false
    HP_STOP = [1]
    SP_STOP = [1]
    end
    #==============================================================================
    class Game_System
    #--------------------------------------------------------------------------
    attr_accessor :hp_mod
    attr_accessor :sp_mod
    #--------------------------------------------------------------------------
    alias system_reg_init initialize
    def initialize
    @hp_mod = [100, 100, 100, 100, 100, 100, 100, 100]
    @sp_mod = [100, 100, 100, 100, 100, 100, 100, 100]
    system_reg_init
    end
    #--------------------------------------------------------------------------
    end
    #==============================================================================
    class Game_Map
    #--------------------------------------------------------------------------
    alias map_reg_init initialize
    def initialize
    @hp_wait = [0,0,0,0,0,0,0,0] # !!NUMBER OF VALUES MUST BE EQUAL THE NUMBER OF ACTORS!!
    @sp_wait = [0,0,0,0,0,0,0,0] # !!NUMBER OF VALUES MUST BE EQUAL THE NUMBER OF ACTORS!!
    map_reg_init
    end
    #--------------------------------------------------------------------------
    alias map_reg_update update
    def update
    for actor in $game_party.actors
    i = actor.id
    i -= 1
    @actor = actor
    @hp_wait -= 1
    @sp_wait -= 1
    if Regenerate::USE_MAPS and not Regenerate::REG_MAPS.include?(@map_id) or
    (Regenerate::USE_MAPS == false and Regenerate::REG_MAPS.include?(@map_id))
    if @hp_wait < 1
    @actor.hp_reg
    if Regenerate::HP_PERCENT
    @hp_wait = Regenerate::HP_WAIT/(@actor.maxhp * (@actor.maxhp/(Regenerate::HP_REG*100)) * ($game_system.hp_mod/100.00))
    else
    @hp_wait = Regenerate::HP_WAIT/(@actor.maxhp * Regenerate::HP_REG * ($game_system.hp_mod/100.00))
    end
    end
    if @sp_wait < 1
    @actor.sp_reg
    if @actor.maxsp != 0
    if Regenerate::HP_PERCENT
    @sp_wait = Regenerate::SP_WAIT/(@actor.maxsp * (@actor.maxsp/(Regenerate::SP_REG*100)) * ($game_system.sp_mod/100.00))
    else
    @sp_wait = Regenerate::SP_WAIT/(@actor.maxsp * Regenerate::SP_REG * ($game_system.sp_mod/100.00))
    end
    end
    end
    end
    end
    map_reg_update
    end
    #--------------------------------------------------------------------------
    end
    #==============================================================================
    class Game_Actor
    #--------------------------------------------------------------------------
    def stop_reg(type)
    case type
    when 0
    for i in Regenerate::HP_STOP
    if self.state?(i)
    return true
    end
    end
    when 1
    for i in Regenerate::SP_STOP
    if self.state?(i)
    return true
    end
    end
    end
    return false
    end
    #--------------------------------------------------------------------------
    def hp_reg
    i = -1 + id
    @mod = $game_system.hp_mod
    if not self.stop_reg(0) and not (@mod == 0 or @mod == nil)
    self.hp += 1
    end
    self.hp = Integer([self.hp, self.maxhp].min)
    end
    #--------------------------------------------------------------------------
    def sp_reg
    i = -1 + id
    @mod = $game_system.sp_mod
    if not self.stop_reg(1) and not (@mod == 0 or @mod == nil)
    self.sp += 1
    end
    self.sp = Integer([self.sp, self.maxsp].min)
    end
    #--------------------------------------------------------------------------
    end

     

     

     

    Quello mi permetteva di recuperare il massimo dei HP e MP ad ogni level UP, mentre quest'altro rigenera sul campo piano piano ahah

    Guardian, ho provato pure ad eventi, ma appena salgo di livello il suono parte e non smette piu', anche se lo stoppo, riparte sempre XD

    Ho fatto confusione io scusatemi

  2. Salve a tutti vorrei chiedere se qualcuno riuscirebbe a farmi una piccolissima modifica allo script seguente :

     

     

     

    #=============================================================
    # • After Battle Changes
    #------------------------------------------------------------------------------
    # Slipknot
    # 1.1
    # 15/02/06
    #===============================================================================
    # Cura ao passar de Lv!
    #------------------------------------------------------------------------------
    module Battle_End_Options
    #--------------------------------------------------------------------------
    # • Split experience received?
    #--------------------------------------------------------------------------
    Split_Exp = true
    #--------------------------------------------------------------------------
    # • Full recover when actor increase level?
    #--------------------------------------------------------------------------
    Level_Up_Recover = true
    #--------------------------------------------------------------------------
    # • Phase 5 wait time
    #--------------------------------------------------------------------------
    End_Frames = 70
    #--------------------------------------------------------------------------
    end

    #------------------------------------------------------------------------------
    # Begin Scene_Battle Edit
    #------------------------------------------------------------------------------
    class Scene_Battle
    #--------------------------------------------------------------------------
    include Battle_End_Options
    #--------------------------------------------------------------------------
    def start_phase5
    @phase = 5
    $game_system.me_play($game_system.battle_end_me)
    $game_system.bgm_play($game_temp.map_bgm)
    exp = gold = old_exp = 0
    treasures = []
    for enemy in $game_troop.enemies
    unless enemy.hidden
    exp += enemy.exp
    gold += enemy.gold
    if rand(100) < enemy.treasure_prob
    if enemy.item_id > 0
    treasures.push($data_items[enemy.item_id])
    end
    if enemy.weapon_id > 0
    treasures.push($data_weapons[enemy.weapon_id])
    end
    if enemy.armor_id > 0
    treasures.push($data_armors[enemy.armor_id])
    end
    end
    end
    end
    treasures = treasures[0..5]
    psize = $game_party.actors.size-1
    old_exp = exp
    if Split_Exp
    can_get = 0
    0.upto(psize) do |x|
    actor = $game_party.actors[x]
    next if actor.cant_get_exp?
    can_get += 1
    end
    exp = (old_exp / can_get).ceil if can_get > 0
    end
    for i in 0..psize
    actor = $game_party.actors
    unless actor.cant_get_exp?
    last_level = actor.level
    actor.exp += exp
    if actor.level > last_level
    @status_window.level_up(i)
    if Level_Up_Recover
    actor.hp = actor.maxhp
    actor.sp = actor.maxsp
    end
    end
    end
    end
    $game_party.gain_gold(gold)
    for item in treasures
    case item
    when RPG::Item
    $game_party.gain_item(item.id, 1)
    when RPG::Weapon
    $game_party.gain_weapon(item.id, 1)
    when RPG::Armor
    $game_party.gain_armor(item.id, 1)
    end
    end
    @result_window = Window_BattleResult.new(old_exp, gold, treasures)
    @phase5_wait_count = End_Frames
    end
    end
    #------------------------------------------------------------------------------
    # End Scene_Battle Edit
    #------------------------------------------------------------------------------
    #------------------------------------------------------------------------------
    # Begin Game_Actor Edit
    #------------------------------------------------------------------------------
    class Game_Actor < Game_Battler
    #--------------------------------------------------------------------------
    def final_level?
    return @level >= $data_actors[@actor_id].final_level
    end
    #--------------------------------------------------------------------------
    def cant_get_exp?
    return true if final_level?
    super
    end
    end
    #------------------------------------------------------------------------------
    # End Game_Actor Edit
    #------------------------------------------------------------------------------

     

     

     

    La modifica che vorrei aggiunge solo un suono SE, mi spiego, lo script permette al personaggio di recuperare tutti gli HP e MP ad ogni level up, io vorrei che ad ogni level up mi partisse pure un suono SE

  3. Bhe non sei stato molto chiaro, non si capisce bene i passaggi come faccio a porre una variabile uguale ad un'altra e allo stesso tempo dividerla ? Dovrei farne 2 per forza, se nonè cosi non si è capito...

    Comunque, ho riprovato a buttare giu' un altro evento in questo modo :

     

    http://i68.servimg.com/u/f68/16/32/72/82/118.png

     

    Ancora non funziona, dovè che ho sbagliato ?

     

    EDIT :

    Ho provato pure una cosa del genre :

     

    http://i68.servimg.com/u/f68/16/32/72/82/119.png

     

    Ma la pictures mi rimane sempre fissa sul 100%

  4. Salve nuovamente, ho visto che ci sono migliaia di tutorial che spiegano come creare una barra hp ad eventi...

    Mi è venuta una domanda al riguardo...sarebbe possibile usare 4 pictures (un simbolo con illuminazione differente) come barra e anzichè seguire ogni punto hp andasse a percentuale ?

     

    Mi spiego meglio con un esempio :

     

    HP = 100% (Raffigurato dal simbolo totalmente illuminato)

    HP = 50% (Raffigurato dal simbolo illuminato a meta')

    HP = 10% (Raffigurato dal simbolo con poca illuminazione)

    HP = 0% (Raffigurato dal simbolo non illuminato)

     

    Questo grosso modo dovrebbe essere l'evento parallelo con le 4 pictures che avevo in mente, sarebbe possibile realizzarlo ?

  5. Lo script lo trovai tempo fa su un sito (non mi ricordo quale), cercavo appunto uno script per modificare il main menu e ho trovato questo.

    Ho provato a cambiare il 4 sia in 1, 2 e 3 ma il problema persiste (non uso altri menu', ne per i salvataggi ne per altre cose)

     

    EDIT:

    Ok risolto, dovevo cambiare pure la parola "Salva" in "Save" XD

     

    Grazie per l'aiuto ickh =)

  6. Salve ragazzi, ho trovato questo main menu' davvero carino e facile da modificare, apporta delle semplici modifiche al menu' del titolo :

     

     

     

    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
    # Zer0 Advanced Title
    # Author: ForeverZer0
    # Version: 2.0
    # Date: 10.03.2010
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
    # Version History
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
    # Version 1.0 (3.14.2010)
    # - Original write
    #
    # Version 1.1 (3.18.2010)
    # - Fixed a bug that would crash the game if you tried to return to the Title
    # Screen from the load screen when using the Load Transition.
    #
    # Version 1.2 (3.21.2010)
    # - Added a part to pre-cache all the bitmaps before the animation begins,
    # which should drastically reduce the possibility of lagging.
    #
    # Version 2.0 (10.03.2010)
    # - Totally re-written from scratch.
    # - Eliminated the unprofessional 'flicker' that would occur if the database
    # had an image defined for the title graphic.
    # - Improved performance, compatibility, overview, and configurability.
    # - Added Features:
    # - More options to how animations operate, with easier configuration.
    # - Added scene linker to easily add new commands to the title window.
    # - Added config to work with custom save systems.
    # - Add option to display text on the background.
    # - Window appearance can now be easily changed.
    #
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
    #
    # Compatibility:
    # - Should be compatible with just about anything other than scripts that
    # add animation, etc. to the Title screen
    # - Compatible with SDK
    #
    # Explanation:
    # This system will allow you alter the title screen and add some different
    # effects that are not normally available.
    #
    # Features:
    # - Animated Title
    # - Easy display of picture on screen and/or over animation
    # - Random Title Screen each load
    # - Transition Effect on loading saved games
    # - Weather/Fog Effects
    # - BGS and SFX
    # - Window configuration.
    #
    # Instructions:
    # - All the below configurable values can be set to nil to disable the feature
    # with the exception of SAVE_DATA. It is already configured to the default
    # system so leave it alone if you are not using a custom save system.
    # - If using the animated title, all pictures need to be named exactly the
    # the same, but have a different number at the end. The numbers should be
    # consecutive and in the order that the animation should follow. The first
    # image should be 0. (Ex. pic0, pic1, pic2, pic3, etc.)
    # - Configuration is below. Individual explanation for the settings is in
    # their respective sections. All Graphics, Fogs, SFX, BGS, etc. that you use
    # need to be in their normal folders.
    #
    #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

    $zer0_adv_title = 2.0

    #===============================================================================
    # ** Scene_Title
    #===============================================================================

    class Scene_Title
    #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
    # BEGIN CONFIGURATION
    #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

    ANIMATED = ['Globe ', 1, 1]
    # ['FILENAME', NUMBER_IMAGES, SPEED]
    ANIMATION_TYPE = 0
    # 0 = Do not loop. Run through images and stop on last one.
    # 1 = Changes back to first image after running course, then repeats.
    # 2 = Cycles backwards to the first image after running course, then repeats.
    # 3 = Continually shift through all the files in "Titles" folder randomly.
    CHANGE_SE = nil
    # ['FILENAME', VOLUME, PITCH]
    # Sound effect played when the image changes.

    RANDOM_BACKGROUNDS = false
    # Uses a random image for the title each load if ANIMATED is nil. There is no
    # need to configure the graphics. Any/all images from the "Titles" folder will
    # be used.

    WEATHER = nil # [1, 20]
    # [TYPE, POWER]
    # Weather effect to be used on title screen.

    FOG = nil # ['001-Fog01', 0, 2, -2, 3, 60]
    # ['FILENAME', HUE, X-SPEED, Y-SPEED, ZOOM, OPACITY]
    # Fog to be displayed on the title screen.

    BGS = nil # ['032-Switch01', 100, 100]
    # ['FILENAME', VOLUME, PITCH]
    # Background sound to be played during title.

    PIC = ['', 0, 0, 3001, 0, true, 2]
    # ['NAME', X, Y, Z, OPACITY, FADE-IN?, FADE-IN SPEED]
    # Picture to be displayed on title screen.

    SAVE_DATA = ['Salva', '.rxdata', 4, '']
    # ['SAVENAMES', 'SAVE_EXTENSION', SAVE_NUMBER, SAVE_DIRECTORY]
    # If you are using a custom save system that alters the name of the save files,
    # extension, or number of possible save files, configure this to match.
    # DO NOT SET THIS VALUE TO NIL!

    LOAD_OUT = ['010-Random02', 60, 40]
    LOAD_IN = ['012-Random04', 60, 40]
    # ['TRANSITION NAME', DURATION, VAGUE]
    # Transitions used from the load screen, and when game starts. Can use both or
    # only one.

    TEXT = ["By RizzMaker", 8, 460, 'Arial Black', 15]
    # ['STRING', X, Y, FONTNAME, FONTSIZE]
    # Have text be displayed on the images such as the version number, etc.
    TEXT_COLOR = Color.new(0, 70, 150, 255)
    # [RED, GREEN, BLUE, ALPHA]
    # Color used for the text if being used. White is default.

    WINDOW_DATA = [512, 352, 255, 128, false]
    # [X, Y, OPACITY, WIDTH, SHOW_WINDOWSKIN?]
    # Coordinates used for the main window. Default settings will be used if nil.
    COMMANDS = ['Nuovo Gioco', 'Continua', 'Opzioni']
    # Strings used for the commands on the title screen. Omitting the third item
    # in the array will also effectively get rid of the "Shutdown" option that
    # many do not like for its uselessness.

    def _SCENE_LINK(command_index)
    # Configure here any scenes you would like to link to the Title screen. You
    # must first configure the name of the command in COMMANDS. After that, just
    # fill in the name of the scene for the proper index. Any command index left
    # undefined will be assumed to be a 'Shutdown' option.

    # ex. when 2 then Scene_MyOptions

    # Will make the third command (index starts at 0) start the defined scene.
    # Do not configue anything for index 0 or 1. It will not work. They are
    # reserved for 'New Game' and 'Continue'.

    return case command_index
    when 2 then Scene_End
    end
    end

    #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
    # END CONFIGURATION
    #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

    def main
    # If battle test
    if $BTEST
    battle_test
    return
    end
    # Load database
    $data_actors = load_data('Data/Actors.rxdata')
    $data_classes = load_data('Data/Classes.rxdata')
    $data_skills = load_data('Data/Skills.rxdata')
    $data_items = load_data('Data/Items.rxdata')
    $data_weapons = load_data('Data/Weapons.rxdata')
    $data_armors = load_data('Data/Armors.rxdata')
    $data_enemies = load_data('Data/Enemies.rxdata')
    $data_troops = load_data('Data/Troops.rxdata')
    $data_states = load_data('Data/States.rxdata')
    $data_animations = load_data('Data/Animations.rxdata')
    $data_tilesets = load_data('Data/Tilesets.rxdata')
    $data_common_events = load_data('Data/CommonEvents.rxdata')
    $data_system = load_data('Data/System.rxdata')
    # Create an instance of Game_System and a few other instance variables
    $game_system, @sprites, @bitmaps = Game_System.new, [], []
    # Create list of filenames of images found in Titles directory.
    @files = Dir.entries('Graphics/Titles').find_all {|file|
    ['.png', '.jpg'].include?(File.extname(file)) }
    # Play BGS if defined.
    # Stop playing ME and BGS (for when returning to title from game)
    Audio.me_stop
    if BGS != nil
    $game_system.bgs_play(RPG::AudioFile.new(BGS[0], BGS[1], BGS[2]))
    end
    # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Prepare bitmap(s) for the backgound graphic.
    if ANIMATED != nil
    if ANIMATION_TYPE != 3
    (0...ANIMATED[1]).each {|i|
    # Pre-cache the graphics now to prevent lag during animation.
    @bitmaps = RPG::Cache.title("#{ANIMATED[0]}#{i}") }
    else
    @files.each {|file| @bitmaps.push(RPG::Cache.title(file)) }
    end
    @count, @index, @reverse = 0, 0, false
    # Create the audio file for later use if needed.
    if CHANGE_SE != nil
    @se = RPG::AudioFile.new(CHANGE_SE[0], CHANGE_SE[1], CHANGE_SE[2])
    end
    elsif RANDOM_BACKGROUNDS
    # Cache a random image from the array.
    @bitmaps.push(RPG::Cache.title(@files[rand(@files.size)]))
    else
    # Else use the bitmap defined in the database.
    @bitmaps.push(RPG::Cache.title($data_system.title_name))
    end
    # Create weather sprite if needed.
    if WEATHER != nil
    @weather = RPG::Weather.new
    @weather.type, @weather.max = WEATHER[0], WEATHER[1]
    @sprites.push(@weather)
    end
    # Create Fog sprite if needed.
    if FOG != nil
    @fog = Plane.new
    @fog.bitmap = RPG::Cache.fog(FOG[0], FOG[1])
    @fog.z, @fog.opacity = 3000, FOG[5]
    @fog.zoom_x = @fog.zoom_y = FOG[4]
    end
    # Create picture graphic if needed.
    if PIC != nil
    @picture = Sprite.new
    @picture.bitmap = RPG::Cache.picture(PIC[0])
    @picture.x, @picture.y, @picture.z = PIC[1], PIC[2], PIC[3]
    @picture.opacity = PIC[4]
    @sprites.push(@picture)
    end
    # Draw text on background image(s) if configured.
    if TEXT != nil
    @bitmaps.each {|bitmap|
    bitmap.font.name, bitmap.font.size = TEXT[3], TEXT[4]
    if TEXT_COLOR.is_a?(Color)
    bitmap.font.color = TEXT_COLOR
    end
    bitmap.draw_text(TEXT[1], TEXT[2], 640, TEXT[4]+8, TEXT[0])
    }
    end
    # Set graphic to background.
    @background = Sprite.new
    @background.bitmap = @bitmaps[0]
    # Create command window.
    commands = COMMANDS == nil ? ['Nuovo Gioco', 'Continua', 'Esci'] : COMMANDS
    if WINDOW_DATA != nil
    @command_window = Window_Command.new(WINDOW_DATA[3], commands)
    @command_window.back_opacity = WINDOW_DATA[2]
    @command_window.x, @command_window.y = WINDOW_DATA[0], WINDOW_DATA[1]
    unless WINDOW_DATA[4]
    @command_window.opacity = 0
    end
    else
    @command_window = Window_Command.new(192, commands)
    @command_window.y, @command_window.back_opacity = 288, 160
    @command_window.x = 320 - @command_window.width / 2
    end
    # Determine if any save files exist.
    filenames = []
    (1..SAVE_DATA[2]).each {|i|
    filenames.push("#{SAVE_DATA[3]}#{SAVE_DATA[0]}#{i}#{SAVE_DATA[1]}") }
    @continue_enabled = filenames.any? {|filename| File.exist?(filename) }
    # Disable 'Continue' if no save files are found.
    if @continue_enabled
    @command_window.index = 1
    else
    @command_window.disable_item(1)
    end
    @sprites.push(@command_window, @background)
    # Transition the graphics.
    Graphics.transition
    # Main loop
    loop { Graphics.update; Input.update; update; break if $scene != self }
    # Prepare for transition.
    Graphics.freeze
    Audio.bgs_stop
    # Dispose the bitmaps, sprites, etc.
    (@sprites + @bitmaps).each {|object| object.dispose }
    @fog.dispose if @fog != nil
    # Clear Cache to free the graphics from the memory.
    RPG::Cache.clear
    end
    #-----------------------------------------------------------------------------
    def update
    # Update the sprites.
    @sprites.each {|sprite| sprite.update }
    # Scroll fog if needed.
    if @fog != nil
    @fog.ox += FOG[2]
    @fog.oy += FOG[3]
    end
    # Update picture if needed.
    if @picture != nil && @picture.opacity != 255 && PIC[5]
    @picture.opacity += PIC[6]
    end
    # Update animation if needed.
    if ANIMATED != nil
    @count += 1
    if @count == ANIMATED[2]
    case ANIMATION_TYPE
    when 0 # No looping
    @index += 1
    when 1 # Re-Start
    @index = (@index + 1) % ANIMATED[1]
    when 2 # Reverse Cycle
    @index += @reverse ? -1 : 1
    # Change reverse flag when needed.
    if @index == 0
    @reverse = false
    elsif @index == ANIMATED[1]
    @reverse = true
    end
    when 3 # Random Image
    old = @index
    @index = rand(@bitmaps.size)
    # Ensure images don't repeat consecutively.
    @index += 1 if old == @index
    end
    # Make sure bitmap index stays within permissible range.
    @index = [[@index, 0].max, ANIMATED[1]-1].min
    # Alter the image to the new bitmap.
    @background.bitmap = @bitmaps[@index]
    # Play the change SE if needed.
    if @se != nil
    $game_system.se_play(@se)
    end
    # Reset count.
    @count = 0
    end
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
    # Branch by command window cursor position
    case @command_window.index
    when 0 then command_new_game
    when 1 then command_continue
    else
    scene = _SCENE_LINK(@command_window.index)
    scene == nil ? command_shutdown : $scene = scene.new
    end
    end
    end
    end

    #===============================================================================
    # ** Scene_Load
    #===============================================================================

    class Scene_Load < Scene_File

    alias zer0_adv_title_main main
    def main
    zer0_adv_title_main
    # Only if next scene is Scene_Map.
    if $scene.is_a?(Scene_Map)
    # Set data in local variables.
    tran_out, tran_in = Scene_Title::LOAD_OUT, Scene_Title::LOAD_IN
    folder = 'Graphics/Transitions/'
    # Play "out" transition if so configured.
    if tran_out != nil
    Graphics.transition(tran_out[1], folder + tran_out[0], tran_out[2])
    Graphics.freeze
    end
    # Play "in" transition if so configured.
    if tran_in != nil
    # Create an instance of the map sprite.
    map = Spriteset_Map.new
    Graphics.transition(tran_in[1], folder + tran_in[0], tran_in[2])
    Graphics.freeze
    # Dispose sprite.
    map.dispose
    end
    end
    end
    end

     

     

     

    So' gia' che molti mi vorranno uccidere perchè nonè la sezione adatta nel quale postarlo, tuttavia, l'ho postato qui perchè ho riscontrato un errore che non riesco a riparare, ovvero non mi carica i salvataggi, l'opzione cè ma rimane inattiva (colore della scritta non illuminata), pur avendo salvato se pigiata l'opzione "carica" non fa nulla...

    Magari qualcuno potrebbe riuscire dove io non capisco =)

  7. Ah ecco era giusta la mia iniziativa ma sbagliato il passaggio ahah, ma se copio l'evento della skill nelle battaglie come richiamo l'evento ? non posso usare la skill per richiamarlo

  8. Si per il party ho fatto subito, ho piazzato pure una condizione che mi controlla se ho gli item prima di tutto XD

    La resistenza allo status devo impostarla su A giusto ?

     

    L'unica cosa che non capisco è che anche se cambio battaglia e quindi nemico con quella skill mi cattura sempre e solo lo stesso nemico perchè nell'evento cè l'aggiunta al parti specificato per quel nemico (motivo per il quale ho chiesto se dovevo fare piu' skill)

  9. Inemici ne metto uno solo per truppa quindi direi che oltre ad un nemico non ce ne siano altri XD, pero' se ho gia' il party pieno ? E se volessi catturare solo alcuni nemici e non avere la possibilita' con tutti ? sarebbe possibile ?

     

    EDIT :

    Ma Guardian, ma con questo metodo non catturo sempre e solo lo stesso ? dovrei fare piu' skill (una per ogni nemico) perchè "aggiungi giocatorecreatoconlesembianzedelnemico1 al party" sarebbe sempre e solo quello

     

    EDIT2 :

    Ho capito ora, in pratica devo ripetere nello stesso evento quell'esempio per utti i nemici che ci sono in una truppa...il punto è che io ho un solo nemico per truppa, per avere un nemico differente lo ho in un'altra truppa, dovrei creare una skill di cattura per ogni nemico quindi ?

  10. Bhe l'idea è proprio quella di far entrare il nemico in party (sempre se nel party non ci siano gia' 4 personaggi in totale, in questo caso l'opzione di catturra non partirebbe neanche pur avendo gli item necessari), per il fatto della switch la avevo pensata pure io, di mettere nel "campo base" un evento tramite il quale puoi mettere/togliere vai personaggi dal party, io ho provato a fare qualcosa direttamente nel menu' delle truppe ma la skill non serve a niente, e gli oggetti me li guarda da solo se li ho o meno appena il nemico raggiunge la percentuale di HP richiesta =(

  11. Salve a tutti ragazzi, mi domandavo se fosse possibile poter catturare (o meglio, avviare la possibilita' di catturare) un nemico, con il bs classico di base di rpg maker xp.

     

    La cattura sarebbe carino averla come skill, e tramite un oggetto consimabile (come un amuleto, una bacca o qualsiasi altra cosa XD) poter avviare in combattimento la possibilita' di catturare il nemico (ovviamente la cattura sarebbe disponibile solo quando il nemico ha raggiunto una certa percentuale di HP, tipo il 30%).

     

    Sarebbe possibile fare cio' ?

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