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gianlu

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Posts posted by gianlu

  1. L'update serve a far rimanere animati gli eventi e gli autotiles..

     

    ma a me non si vede l'animazione degli eventi, cioè si vede solo quella degli autotile...

     

    comunque inizialmente mi dava errore, solo perchè mettevo tutti i comandi insieme e la .dispose era gia usata, l'updatel'ho messo insieme algi altri update che prima non avevo visto XD

  2. Per Squall: lo avevo già fatto e non cambia nulla.

     

    Se non ho capito male l'update dovrebbe servire ad aggiornare lo "screenshot" di sfondo del menu con ciò che realmente accade sulla mappa(giusto no?), e fin qui tutto ok, funziona (lo script che vedete) ma solo per quanto riguarda lo sfondo che però, pur essendoci l'update rimane invariato cioè io ho messo il pg in una mappa con un po di chara in movimento, che dovrebbero muoversi anche quando compare il menu, tutto qui.

  3.  

    #==============================================================================# ** Scene_Menu#------------------------------------------------------------------------------#  This class performs menu screen processing.#==============================================================================class Scene_Menu  #--------------------------------------------------------------------------  # * Object Initialization  #	 menu_index : command cursor's initial position  #--------------------------------------------------------------------------  def initialize(menu_index = 0)	@menu_index = menu_index  end  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------  def main	# Make command window	@equip_background = Window_Base.new(315, 37, 270, 410)	@target_background = Window_Base.new(320, 101, 267, 329)	@accessory_window = Window_Base.new(45, 139, 270, 75)	@help_background = Window_Base.new(45, 35, 540, 82)	@accessory_window.z = 999	@weapon_window = Window_Base.new(45, 214, 270, 233)	@skill_left = Window_Base.new(45, 36, 270, 340)	@skill_right = Window_Base.new(315, 36, 274, 340)	@save_left = Window_Base.new(39,273,241,172)	@save_right = Window_Base.new(280,273,320,172)	@rm_window = Window_Base.new(235,150,160,170)	@rm_window.z = 250	@weapon_window.z = 999	@target_background.z = 999	@back_ground = Spriteset_Map.new *	@item_background = Window_Base.new(45, 117, 540, 330)	@playtime_background = Window_Base.new(0, 384, 160, 96)	@playtime_background.z = 9999	@party_change = Window_PartyChange.new	rm_text = []	rm_text[0] = $data_system.words.equip	rm_text[1] = $data_system.words.item	rm_text[2] = $data_system.words.skill	rm_text[3] = "Cambia PG"	rm_text[4] = "Salva"	rm_text[5] = "Esci"	rm_icons = []	rm_icons[0] = RPG::Cache.icon(CT_Pictures::Icon_1)	rm_icons[1] = RPG::Cache.icon(CT_Pictures::Icon_2)	rm_icons[2] = RPG::Cache.icon(CT_Pictures::Icon_3)	rm_icons[3] = RPG::Cache.icon(CT_Pictures::Icon_4)	rm_icons[4] = RPG::Cache.icon(CT_Pictures::Icon_5)	rm_icons[5] = RPG::Cache.icon(CT_Pictures::Icon_6)	@command_window = Window_RingMenu.new(rm_text, rm_icons,64, 10 ,5)	$disabled_icon = RPG::Cache.icon("")	@command_window.index = @menu_index	@actor_window = Window_Actors.new	@new_equip = Window_NewEquip.new	$game_temp.equip_window = @new_equip	@item_window = Window_Item.new	@help_window = Window_Help.new	@playtime_window = Window_PlayTime.new	@item_window.help_window = @help_window	@help_window.opacity, @item_window.opacity = 0, 0	@help_window.x, @help_window.y = 48, 45	@target_window = Window_Target.new	@actor_skillwindow = Window_SkillActor.new	@target_cursor = []	@target_cursor_skill = []	@switch_cursor = []	@equip_item = []	@actor_background = []	@switch_window = []	@save_window = []	@switch = 0	@actor_background[0] = Window_Base.new(45, 0 + 37, 270, 102)	@actor_background[1] = Window_Base.new(45, 102 + 37, 270, 102)	@actor_background[2] = Window_Base.new(45, 204 + 37, 270, 102)	@actor_background[3] = Window_Base.new(45, 306 + 37, 270, 102)	@target_cursor[0] = Sprite_Cursor.new(306, 196)	@target_cursor[1] = Sprite_Cursor.new(306, 276)	@target_cursor[2] = Sprite_Cursor.new(306, 356)	@target_cursor_skill[0] = Sprite_Cursor.new(306, 121)	@target_cursor_skill[1] = Sprite_Cursor.new(306, 201)	@target_cursor_skill[2] = Sprite_Cursor.new(306, 281)	@switch_cursor[0] = Sprite_Cursor.new(182, 15)	@switch_cursor[1] = Sprite_Cursor.new(182, 125)	@switch_cursor[2] = Sprite_Cursor.new(182, 235)	@switch_cursor[3] = Sprite_Cursor.new(182, 345)	@equip_item[0] = Window_EquipItem2.new(0)	@equip_item[1] = Window_EquipItem2.new(1)	@equip_item[2] = Window_EquipItem2.new(2)	@equip_item[3] = Window_EquipItem2.new(3)	@equip_item[4] = Window_EquipItem2.new(4)	@switch_window[0] = Window_Base.new(190,15,270,110)	@switch_window[1] = Window_Base.new(190,125,270,110)	@switch_window[2] = Window_Base.new(190,235,270,110)	@switch_window[3] = Window_Base.new(190,345,270,110)	@save_window[0] = Window_Base.new(39,32, 560, 70)	@save_window[1] = Window_Base.new(39,102, 560, 70)	@save_window[2] = Window_Base.new(39,172, 560, 70)	@equip_description = Window_EquipDescription.new	@counter = 0	@end_window = Window_End.new	@end_window.x = 320 - @end_window.width / 2	@end_window.y = 220 - @end_window.height / 2	@savefile_windows = []	for i in 0..2	  @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))	end	@file_index = $game_temp.last_file_index	@savefile_windows[@file_index].selected = true	@save_status = Window_SaveStatus.new	@skill_actor_window2 = []	@skill_window = []	unless $game_party.actors[0] == nil	  @skill_actor_window2[0] = Window_SkillActor2.new($game_party.actors[0])	  @skill_window[0] = Window_Skill.new($game_party.actors[0])	end	unless $game_party.actors[1] == nil	  @skill_actor_window2[1] = Window_SkillActor2.new($game_party.actors[1])	  @skill_window[1] = Window_Skill.new($game_party.actors[1])	end	unless $game_party.actors[2] == nil	  @skill_actor_window2[2] = Window_SkillActor2.new($game_party.actors[2])	  @skill_window[2] = Window_Skill.new($game_party.actors[2])	end	unless $game_party.actors[3] == nil	  @skill_actor_window2[3] = Window_SkillActor2.new($game_party.actors[3])	  @skill_window[3] = Window_Skill.new($game_party.actors[3])	end	@item_window.visible = false	@help_window.visible = false	@item_background.visible = false	@help_background.visible = false	@target_window.visible = false	@actor_skillwindow.visible = false	@save_status.visible = false	@end_window.visible = false	@party_change.visible = false	@equip_description.visible = false	@target_background.visible = false	@accessory_window.visible = false	@weapon_window.visible = false	@help_background.visible = false	@skill_left.visible = false	@skill_right.visible = false	@save_left.visible = false	@save_right.visible = false	for i in 0..2	  @target_cursor[i].visible = false	  @target_cursor_skill[i].visible = false	  @savefile_windows[i].visible = false	  @switch_cursor[i].visible = false	  @switch_window[i].visible = false	  @switch_cursor[3].visible = false	  @switch_window[3].visible = false	  @save_window[i].visible = false	end	for i in 0..4	  @equip_item[i].active = false	  @equip_item[i].visible = false	end	for i in 0...$game_party.actors.size	  @skill_window[i].visible = false	  @skill_window[i].active = false	  @skill_window[i].width = 300	  @skill_actor_window2[i].visible = false	  @skill_actor_window2[i].active = false	end	@command_window.active = true	@item_window.active = false	@target_window.active = false	@actor_skillwindow.active = false	@end_window.active = false	@party_change.active = false	for i in 0..2	  @savefile_windows[i].active = false	end	#refresh	equip_refresh	# Execute transition	Graphics.transition	# Main loop	loop do	  # Update game screen	  Graphics.update	  # Update input information	  Input.update	  # Frame update	  update	  # Abort loop if screen is changed	  if $scene != self		break	  end	end	# Prepare for transition	Graphics.freeze	# Dispose of windows	@back_ground.dispose  *(Stava gia)	@actor_window.dispose	@command_window.dispose	@new_equip.dispose	@item_window.dispose	@help_window.dispose	@item_background.dispose	@target_window.dispose	@actor_skillwindow.dispose	@save_status.dispose	@end_window.dispose	@party_change.dispose	@switch_cursor[3].dispose	@equip_description.dispose	@playtime_window.dispose	@playtime_background.dispose	@equip_background.dispose	@accessory_window.dispose	@help_background.dispose	@skill_left.dispose	@skill_right.dispose	@save_left.dispose	@save_right.dispose	@rm_window.dispose	for i in @skill_actor_window2	  i.dispose	end	for i in @skill_window	  i.dispose	end	for i in @savefile_windows	  i.dispose	end	for i in @target_cursor	  i.dispose	end	for i in @target_cursor_skill	  i.dispose	end	for i in @switch_cursor	  i.dispose	end	for i in @equip_item	  i.dispose	end	for i in @save_window	  i.dispose	end	for i in @actor_background	  i.dispose	end	for i in @switch_window	  i.dispose	end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------  def update	# Update windows	@back_ground.update *	@actor_window.update	@command_window.update	@new_equip.update	@item_window.update	@help_window.update	@target_window.update	@actor_skillwindow.update	@save_status.update	@party_change.update	@end_window.update	@equip_description.update	@playtime_window.update	equip_refresh

     

     

     

     

    Ecco qui le parti che ho aggiunto sono contrassegnate con un asterisco

  4. Allora io sono riuscito a metterlo in tutto il menu :

     

     	@back_ground = Spriteset_Map.new

     

    alla riga 60 e funziona ma io lo voglio animato perchè statico è un po noioso e quindi ho provato a mettere

     

       @back_ground = Spriteset_Map.new  @spriteset.update

     

    Ma non funziona ho provato pure:

     

       @back_ground = Spriteset_Map.new  def update    @spriteset.update end

     

     

    ma non funziona lo stesso

  5. Si ho provato a mettere i miei script nella demo del menu e funzionava alla perfezione ma poi quando gli ho messi tutti nella cartella del gioco(tramite il file script) mi da l'errore quando apro il menu e quando carico.

     

     

    EDIT come non detto alla fine era un salvataggio che comprometteva il tutto (dato che il menu include uno script per il salvataggio).XD che banalità.

    Per la mappa al posto di un immagine

     

     

    @spriteset = Spriteset_Map.new

     

    poi @spriteset.dispose e lo vuoi animato anche @spriteset.update

     

    Dove metto tutto ciò??? (Di script non sono ancora così bravo)

  6. Punto primo :

     

    Perché apri un topic inutile,quando potevi benissimo scrivere nel topic inerente allo script?

    Si è che non trovavo il topic della discussione

    Punto secondo :

     

    Che script utilizzi assieme a questo? A me non dà problemi,quindi devi avere qualche altro script che provoca l'errore..

     

    Non utilizzo script che apportano modifiche a queste classi, comunque ho apportato delle modifiche alla windows_base (per quanto riguarda font e caratteri) Scene_Title, scene_file ed uso l'UCT e l'AMS

    ed altri script che non influenzano in nessun modo quella classe

     

    Ah il mio contiene 4 classi diverse inerenti al menù,le hai copiate tutte vero?

    :rovatfl: certo che si

     

    Comunque sai come usare lo sfondo della mappa al posto di un'immagine?

  7. Ciao a tutti, stavo provando il "Chrono Tigger CSM Ita By Marigno" Eccolo:Clicca qui

    il problema è che mi da un errore alla riga 188 game_actor del tipo nomethoderror undefinied method parameters for nil:NilClass

    Chiedo aiuto perchè non so più che fare

     

    grazie.

  8. Ciaoooooo! Mi serve un'aiuto con lo script di una Hud che sto cercando di modificare io ci vorrei mettere delle barre ad immagini ma non so come fare, anche perchè uso questo:

    #---------------------------------------------------------------------------
    # *** HP/MP/ATB/Overdrive bar Slanted Style Compatible with RTAB ***
    # *** Version 1
    #---------------------------------------------------------------------------
    #by Clive based on Cogwheel and Sephirothspawn's bars.
    #---------------------------------------------------------------------------
    #
    #=========================================================================
    
    
    
    class Game_Actor < Game_Battler
    #--------------------------------------------------------------------------
    # * Get the current EXP
    #--------------------------------------------------------------------------
     def now_exp
     return @exp - @exp_list[@level]
     end
    #--------------------------------------------------------------------------
    # * Get the next level's EXP
    #--------------------------------------------------------------------------
     def next_exp
     return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
     end
    end
    
    
    
    
    class Window_Base < Window  
     
    #==========================================================================
    # * Customization
    #--------------------------------------------------------------------------
    # 
    @Slant_ATB = false          #  __To enable/disable slanted ATB bars
    #
    #
    #  __If you use the Slanted ATB bar: To change the height of the ATB bar, 
    #    change the value of the height at line 297, if you do not use it
    #    you can change the height in the RTAB script
    #   
    #  
    #    
    #    
    #==========================================================================  
    
    
     alias raz_bars_base_exp draw_actor_exp
     alias raz_bars_base_parameter draw_actor_parameter
     
    #==========================================================================
    # * Draw Slant Bar(by SephirothSpawn)
    #==========================================================================
     def draw_slant_bar(x, y, min, max, width = 152, height = 6,
         bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
       # Draw Border
       for i in 0..height
         self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
       end
       # Draw Background
       for i in 1..(height - 1)
         r = 100 * (height - i) / height + 0 * i / height
         g = 100 * (height - i) / height + 0 * i / height
         b = 100 * (height - i) / height + 0 * i / height
         a = 255 * (height - i) / height + 255 * i / height
         self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
       end
       # Draws Bar
       for i in 1..( (min / max.to_f) * width - 1)
         for j in 1..(height - 1)
           r = bar_color.red * (width - i) / width + end_color.red * i / width
           g = bar_color.green * (width - i) / width + end_color.green * i / width
           b = bar_color.blue * (width - i) / width + end_color.blue * i / width
           a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
           self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
         end
       end
     end
     
    #==========================================================================
    # * Draw HP
    #     actor : actor
    #     x     : draw spot x-coordinate
    #     y     : draw spot y-coordinate
    #     width : draw spot width
    #==========================================================================
     alias :draw_actor_hp_hpsp :draw_actor_hp
     def draw_actor_hp(actor, x, y, width = 144)
       # Calculate if there is draw space for MaxHP
       if width - 32 >= 108
         hp_x = x + width - 108
         flag = true
       elsif width - 32 >= 48
         hp_x = x + width - 48
         flag = false
       end
       
       if $game_temp.in_battle
         bar_width = hp_x - x + 50
         else
         bar_width = hp_x - x + 100
       end
       # Draw HP
       draw_slant_bar(x, y + 12, actor.hp, actor.maxhp, bar_width, 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
       self.contents.font.color = system_color
       self.contents.draw_text(x, y, 32, 32, $data_system.words.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)
       # Draw 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
        draw_actor_hp_hpsp(actor, x, y, width)
      end
      
      
    #==========================================================================
    # * Draw SP
    #     actor : actor
    #     x     : draw spot x-coordinate
    #     y     : draw spot y-coordinate
    #     width : draw spot width
    #==========================================================================
      alias :draw_actor_sp_hpsp :draw_actor_sp
     def draw_actor_sp(actor, x, y, width = 144)
       # Calculate if there is draw space for MaxHP
       if width - 32 >= 108
         sp_x = x + width - 108
         flag = true
       elsif width - 32 >= 48
         sp_x = x + width - 48
         flag = false
       end
       if $game_temp.in_battle
         bar_width = sp_x - x + 50
         else
         bar_width = sp_x - x + 100
       end
       # Draw SP
       draw_slant_bar(x, y + 12, actor.sp, actor.maxsp, bar_width, 6, bar_color = Color.new(0, 0, 155, 255), end_color = Color.new(255, 255, 255, 255))
       # Draw "SP" text string
       self.contents.font.color = system_color
       self.contents.draw_text(x, y, 32, 32, $data_system.words.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)
       # Draw 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
     
     
     
    #==========================================================================
    # * Draw EXP
    #     actor : actor
    #     x     : draw spot x-coordinate
    #     y     : draw spot y-coordinate
    #==========================================================================
     def draw_actor_exp(actor, x, y)
       if actor.level == 99
       draw_slant_bar(x, y + 18, 1, 1, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
         else
       draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(255, 255, 255, 255))
       end
       raz_bars_base_exp(actor, x, y)
       end
    
       def draw_actor_parameter(actor, x, y, type)
       case type
       when 0
         para_color1 = Color.new(100,0,0)
         para_color2 = Color.new(255,0,0)
         para_begin = actor.atk
       when 1
         para_color1 = Color.new(100,100,0)
         para_color2 = Color.new(255,255,0)
         para_begin = actor.pdef
       when 2
         para_color1 = Color.new(100,0,100)
         para_color2 = Color.new(255,0,255)
         para_begin = actor.mdef
       when 3
         para_color1 = Color.new(50,0,100)
         para_color2 = Color.new(50,0,255)
         para_begin = actor.str
       when 4
         para_color1 = Color.new(0,100,0)
         para_color2 = Color.new(0,255,0)
         para_begin = actor.dex
       when 5
         para_color1 = Color.new(50,0,50)
         para_color2 = Color.new(255,0,255)
         para_begin = actor.agi
       when 6
         para_color1 = Color.new(0,100,100)
         para_color2 = Color.new(0,255,255)
         para_begin = actor.int
       end
       draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, bar_color = para_color1, end_color = para_color2)
       raz_bars_base_parameter(actor, x, y, type)
     end
    
    #--------------------------------------------------------------------------
    # * Drawing of gauge
    #--------------------------------------------------------------------------
     def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
                   color1, color2, color3, color4, color5, color6, grade1, grade2)
     
     case align1
       when 1
         x += (rect_width - width) / 2
       when 2
         x += rect_width - width
       end
       
    case align2
       when 1
         y -= height / 2
       when 2
         y -= height
       end
       
       # Framework Drawing
       #self.contents.fill_rect(x, y, width, height, color1)
       #self.contents.fill_rect(x +1, y+1, width +1, height +1, color2)
    
       if align3 == 0
         if grade1 == 2
           grade1 = 3
         end
         if grade2 == 2
           grade2 = 3
         end
       end
       
       
       if (align3 == 1 and grade1 == 0) or grade1 > 0
         color = color3
         color3 = color4
         color4 = color
       end
       if (align3 == 1 and grade2 == 0) or grade2 > 0
         color = color5
         color5 = color6
         color6 = color
       end
       
       
    # Drawing of empty gauge
    # for i in 0..height
    #  self.contents.gradation_rect(x + 2, y+ 2, width - 4, height - 4,
    #                                  color3, color4, grade1)
    #  end
    
       
       if align3 == 1
         x += width - gauge
       end
    
       
    
    #Drawing of actual gauge
       for i in 0..height
       self.contents.gradation_rect(x + i, y + height -i, gauge -4, height -4,color5, color6, grade2)
     end
    
    
     
    
     
    
    end  
    #end
    #end
    
    
    
    
    
    
    
    
    
    
    
    if @Slant_ATB
    #=========================================================================
    # * Draw Actor ATG
    #     actor : Actor
    #     x     : draw spot x-coordinate
    #     y     : draw spot y-coordinate
    #     width : draw spot width
    #=========================================================================
    
     def draw_actor_atg(actor, x, y, width = 144, height = 5)
    
       if @at_gauge == nil
         # plus_x:     revised x-coordinate
         # rate_x:     revised X-coordinate as (%)
         # plus_y:     revised y-coordinate
         # plus_width: revised width
         # rate_width: revised width as (%)
         # height:     Vertical width
         # align1: Type 1 ( 0: left justify  1: center justify 2: right justify )
         # align2: Type 2 ( 0: Upper stuffing 1: Central arranging  2:Lower stuffing )
         # align3: Gauge type 0:Left justify 1: Right justify
         @plus_x = 0
         @rate_x = 0
         @plus_y = 16
         @plus_width = 0
         @rate_width = 100
         @width = @plus_width + width * @rate_width / 100
         @height = 5
         @align1 = 0
         @align2 = 1
         @align3 = 0
         # Gradation settings:  grade1: Empty gauge   grade2:Actual gauge
         # (0:On side gradation   1:Vertically gradation    2: Slantedly gradation)
         grade1 = 1
         grade2 = 0
         # Color setting. color1: Outermost framework, color2: Medium framework
         # color3: Empty framework dark color, color4: Empty framework light/write color
         color1 = Color.new(0, 0, 0)
         color2 = Color.new(255, 255, 192)
         color3 = Color.new(0, 0, 0, 192)
         color4 = Color.new(0, 0, 64, 192)
         # Color setting of gauge
         # Usually color setting of the time
         color5 = Color.new(0, 64, 80)
         color6 = Color.new(255, 255, 255)#(0, 128, 160)
         # When gauge is MAX, color setting
         color7 = Color.new(80, 0, 0)
         color8 = Color.new(255, 255,255) #(240,0,0)
         # Color setting at time of cooperation skill use
         color9 = Color.new(80, 64, 32)
         color10 = Color.new(255, 255, 255) #(240, 192, 96)
         # Color setting at time of skill permanent residence
         color11 = Color.new(80, 0, 64)
         color12 = Color.new(255,255, 255) #(240, 0, 192)
         # Drawing of gauge
         gauge_rect_at(@width, @height, @align3, color1, color2,
                     color3, color4, color5, color6, color7, color8,
                     color9, color10, color11, color12, grade1, grade2)
       end
       # Variable at substituting the width of the gauge which is drawn
       if actor.rtp == 0
         at = (width + @plus_width) * actor.atp * @rate_width / 10000
       else
         at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
       end
       if at > width
         at = width
       end
       # Revision such as the left stuffing central posture of gauge
       case @align1
       when 1
         x += (@rect_width - width) / 2
       when 2
         x += @rect_width - width
       end
       case @align2
       when 1
         y -= @height / 2
       when 2
         y -= @height
       end
       
       #for i in 0..height
       #self.contents.blt(x  - @plus_x + width * @rate_x / 100, y + @plus_y,
       #                  @at_gauge,Rect.new(-10, 0, @width, @height))
       #end
      # Draw Border
       for i in 0..height
         self.contents.fill_rect(x+1.5 + i, y+12 + height - i, width-2 , 3, Color.new(50, 50, 50, 255))
       end
       # Draw Background
       for i in 1..(height - 1)
         r = 100 * (height - i) / height + 0 * i / height
         g = 100 * (height - i) / height + 0 * i / height
         b = 100 * (height - i) / height + 0 * i / height
         a = 255 * (height - i) / height + 255 * i / height
         self.contents.fill_rect(x+1.5 + i, y+12 + height - i, width-3, 3, Color.new(r, b, g, a))
       end
       
       
       
       
       if @align3 == 0
         rect_x = 0
       else
         x += @width - at - 1
         rect_x = @width - at - 1
       end
       
       # Color setting of gauge
       if at == width 
       #Gauge drawing at the time of MAX
         for i in 0..height
         self.contents.blt(x +i + @plus_x + @width * @rate_x / 100, y -i + @plus_y,
         @at_gauge, Rect.new(rect_x, @height * 2, at, @height))
         end
                         
         else
           
       if actor.rtp == 0
         for i in 0..height
       # Usually gauge drawing of the time
         self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y- i + @plus_y,
         @at_gauge,Rect.new(rect_x, @height, at, @height))
         end
         
         else
           
       if actor.spell == true
         for i in 0..height
       #Gauge drawing at time of cooperation skill use
         self.contents.blt(x +i + @plus_x + @width * @rate_x / 100, y -i + @plus_y,
         @at_gauge, Rect.new(rect_x, @height * 3, at, @height))
         end
       
         else
         
         for i in 0..height              
       # Gauge drawing at time of skill permanent residence
         self.contents.blt(x +i + @plus_x + @width * @rate_x / 100, y -i + @plus_y,
         @at_gauge, Rect.new(rect_x, @height * 4, at, @height))
             end
           end
         end
       end
     end
       
    end
    end 

     

    Questo invece è il mio quello di sopra mi da il problema di riscrivere una parte di window base quindi quando metto draw_actor_hp... me ne mette 2 che sono diverse...

     

    class Window_HUD < Window_Base
     def initialize
       super(0, 0, 200, 110)
       self.opacity = 0
       self.contents = Bitmap.new(200 - 32, 110 - 32)
       self.contents.font.size = 10
       self.contents.font.name = "Arial"
       refresh
     end
     def refresh
       self.contents.clear
       reset_variables
       return if !@actor
       draw_actor_hp(@actor, 0, 10)
       draw_actor_name(@actor, -10, 0)
       draw_actor_level(@actor, -30, 20)    
       draw_actor_sp(@actor, 0, 30)
       draw_actor_exp(@actor, 0,50)
     end
     def reset_variables
       @actor = $game_party.actors[0]
       @old_hp = @actor ? @actor.hp : 0
       @old_maxhp = @actor ? @actor.maxhp : 0
       @old_sp = @actor ? @actor.sp : 0
       @old_maxsp = @actor ? @actor.maxsp : 0
     end
     def update
       super
       refresh if (@actor = $game_party.actors[0] or
                   @old_hp = @actor ? @actor.hp : 0 or
                   @old_maxhp = @actor ? @actor.maxhp : 0 or
                   @old_sp = @actor ? @actor.sp : 0 or
                   @old_maxsp = @actor ? @actor.maxsp : 0)
     end
    end
    class Scene_Map
     alias yourhud_main main
     alias yourhud_update update
     def main
       @yourhud = Window_HUD.new
       yourhud_main
       @yourhud.dispose
     end
     def update
       @yourhud.update
       yourhud_update
     end
    end
    

  9. Scusate il necropost ma ho trovato un metodo molto più semplice veloce che consiste nel mettere la scena direttamente dal titolo basta andare nello script Scene_title ed alla riga n° 142 dove sta scritto:

    $scene = Scene_Map.new

     

    lo sostituite con:

     

    $scene = Scene_Story.new

     

    in questo modo NON dovrete mettere nessun evento nella mappa dell'introduzione perché lo farà 2da solo" XD

  10. Fallo presente al Flame, gianlu! XD A parte che solitamente segue i commenti :D vero? 8D

     

     

    Ma cos...? XDXD

    ^ ^

     

    Comuqnue da inserire in alto in grassetto il nome dell'autrice allora :D

    ^ ^

     

     

    Allora per la prima ho gia postato nel topic delle richieste da un giorno...XD

     

    Aggiunto nome autrice

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