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shuji

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Posts posted by shuji

  1. credo ke sia la sezione giusta...
    comunque, visto ke non so fare queste cose kiedo a voi, volevo sapere se riuscivate a creare dei titl screen tipo
     

    http://img28.imageshack.us/img28/2590/49908898.png
    http://img816.imageshack.us/img816/2468/74925256.pnghttp://img52.imageshack.us/img52/1888/63451069.png



    se si inviatemi 1 pm

  2. Raga, ecco dei chara trovati in rete...

    volete ke qualcuno bruci??? bene, allora usate questo chara

     

     

    http://img856.imageshack.us/img856/1467/primadelrogooxd.pnghttp://img835.imageshack.us/img835/9765/alrogoooooxd.png

     

     

    e qua ce ne sono altri:

     

    http://img845.imageshack.us/img845/2435/3d17cf4eb2619ebc7f636b9.pnghttp://img577.imageshack.us/img577/1181/yuuzhenvong.png

    http://img809.imageshack.us/img809/1594/scheledrago.png

     

     

    x oggi ci metto solo questi, ke ve ne pare??

  3. Autore: Prexus
    Cosa fa: Crea una schermata di menu innovativa e assolutamente meravigliosa U.U

    ScreenShot:


    http://rpgcreative.net/rpgmaker/script/images/new%20menu.JPG




    Istruzioni: Create una nuova classe sopra main e chiamatela Advanced CMS ed incollateci lo script, poi inserite gli allegati nella cartella picture, e kiamateli coi rispettivi nomi dei personaggi

    Script:

     

    # Advanced CMS Menu by Prexus
    # Created on Monday July 4th 2005
    # All Rights Reserved
    # Made Specially for Naramura Sensei's Battlers
    class Scene_Menu
    	def initialize(menu_index = 0)
    		@menu_index = menu_index
    	end
    	def main
    		s1 = $data_system.words.item
    		s2 = $data_system.words.skill
    		s3 = $data_system.words.equip
    		s4 = "Statut"
    		s5 = "Sauvegarder"
    		s6 = "Quitter"
    		@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    		@command_window.index = @menu_index
    		if $game_party.actors.size == 0
    			@command_window.disable_item(0)
    			@command_window.disable_item(1)
    			@command_window.disable_item(2)
    			@command_window.disable_item(3)
    		end
    		if $game_system.save_disabled
    			@command_window.disable_item(4)
    		end
    		@command_window.x = 32
    		@command_window.y = 32
    		@command_window.z = 3005
    		@command_window.back_opacity = 128
    		@playtime_window = Window_PlayTime.new
    		@playtime_window.x = 32
    		@playtime_window.y = 480-32-@playtime_window.height
    		@playtime_window.back_opacity = 128
    		@playtime_window.z = 3005
    		@gold_window = Window_Gold.new
    		@gold_window.x = 640-32-@gold_window.width
    		@gold_window.y = 480-32-@gold_window.height
    		@gold_window.back_opacity = 128
    		@gold_window.z = 3005
    		@chr_status = Window_CharacterStatus.new
    		@chr_status.visible = false
    		@status_window = Window_MenuStatus.new
    		@status_window.chr_status = @chr_status
    		Graphics.transition
    		loop do
    			Graphics.update
    			Input.update
    			update
    			if $scene != self
    				break
    			end
    		end
    		Graphics.freeze
    		@command_window.dispose
    		@chr_status.dispose
    		@status_window.dispose
    		@gold_window.dispose
    		@playtime_window.dispose
    	end
    	def update
    		if @status_window.active and (@command_window.x != -128 or @playtime_window.x != 32-@playtime_window.width)
    			if @command_window.x != -128
    				@command_window.z = 3001
    				@command_window.x -= 5
    			end
    			if @playtime_window.x != 32-@playtime_window.width
    				@playtime_window.x -= 5
    			end
    			return
    		end
    		if @command_window.active and (@command_window.x != 32 or @playtime_window.x != 32)
    			if @command_window.x != 32
    				@command_window.z = 3005
    				@command_window.x += 5
    			end
    			if @playtime_window.x != 32
    				@playtime_window.x += 5
    			end
    			return
    		end
    		@command_window.update
    		@status_window.update
    		@gold_window.update
    		@playtime_window.update
    		@chr_status.update
    		if @command_window.active
    			update_command
    			@chr_status.visible = false
    			return
    		end
    		if @status_window.active
    			update_status
    			@chr_status.visible = true
    			return
    		end
    	end
    	def update_command
    		if Input.trigger?(Input::B)
    			$game_system.se_play($data_system.cancel_se)
    			$scene = Scene_Map.new
    			return
    		end
    		if Input.trigger?(Input::C)
    			if $game_party.actors.size == 0 and @command_window.index < 4
    				$game_system.se_play($data_system.buzzer_se)
    				return
    			end
    			case @command_window.index
    			when 0
    				$game_system.se_play($data_system.decision_se)
    				$scene = Scene_Item.new
    			when 1
    				$game_system.se_play($data_system.decision_se)
    				@command_window.active = false
    				@status_window.active = true
    				@status_window.index = 0
    			when 2
    				$game_system.se_play($data_system.decision_se)
    				@command_window.active = false
    				@status_window.active = true
    				@status_window.index = 0
    			when 3
    				$game_system.se_play($data_system.decision_se)
    				@command_window.active = false
    				@status_window.active = true
    				@status_window.index = 0
    			when 4
    				if $game_system.save_disabled
    					$game_system.se_play($data_system.buzzer_se)
    					return
    				end
    				$game_system.se_play($data_system.decision_se)
    				$scene = Scene_Save.new
    			when 5
    				$game_system.se_play($data_system.decision_se)
    				$scene = Scene_End.new
    			end
    			return
    		end
    	end
    	def update_status
    		if Input.trigger?(Input::B)
    			$game_system.se_play($data_system.cancel_se)
    			@command_window.active = true
    			@status_window.active = false
    			@status_window.index = -1
    			return
    		end
    		if Input.trigger?(Input::C)
    			case @command_window.index
    			when 1
    				if $game_party.actors[@status_window.index].restriction >= 2
    					$game_system.se_play($data_system.buzzer_se)
    					return
    				end
    				$game_system.se_play($data_system.decision_se)
    				$scene = Scene_Skill.new(@status_window.index)
    			when 2
    				$game_system.se_play($data_system.decision_se)
    				$scene = Scene_Equip.new(@status_window.index)
    			when 3
    				$game_system.se_play($data_system.decision_se)
    				$scene = Scene_Status.new(@status_window.index)
    			end
    			return
    		end
    	end
    end
    class Window_CharacterStatus < Window_Base
    	def initialize
    		super(480-32, 0, 192, 128)
    		self.contents = Bitmap.new(width-32, height-32)
    		self.contents.font.name = $fontface
    		self.contents.font.size = $fontsize
    		self.back_opacity = 0
    		self.z = 3006
    	end
    	def refresh(index)
    		self.contents.clear
    		if index >= 0
    			actor = $game_party.actors[index]
    			draw_actor_name(actor, 0, 0)
    			draw_actor_level(actor, 0, 24)
    			draw_actor_hp(actor, 0, 48)
    			draw_actor_sp(actor, 0, 72)
    		end
    	end
    end
    class Window_MenuStatus < Window_Base
    	attr_reader :index
    	attr_reader :chr_status
    	def initialize
    		@viewport = Viewport.new(0, 0, 640, 480)
    		@viewport.z = 3001
    		super(-16, -16, 640+32, 480+32)
    		self.contents = Bitmap.new(width-32, height-32)
    		self.contents.font.name = $fontface
    		self.contents.font.size = $fontsize
    		self.active = false
    		self.z = 3000
    		@index = -1
    		@column_max = 1
    		@sprites = []
    		refresh
    	end
    	def index=(index)
    		@index = index
    		if self.active and @chr_status != nil
    			update_chr_status
    		end
    		update_cursor_rect
    		refresh
    	end
    	def refresh
    		self.contents.clear
    		for i in 0...@sprites.size
    			@sprites[i].dispose
    		end
    		@sprites = []
    		@item_max = $game_party.actors.size
    		for i in 0...@item_max
    			actor = $game_party.actors[@item_max-i-1]
    			@sprites[@item_max-i-1] = Sprite.new(@viewport)
    			@sprites[@item_max-i-1].bitmap = RPG::Cache.picture(actor.image_name)
    			@sprites[@item_max-i-1].x = 560-((i+1)*120)
    			@sprites[@item_max-i-1].y = 480-@sprites[@item_max-i-1].bitmap.height
    			@sprites[@item_max-i-1].opacity = 255
    			@sprites[@item_max-i-1].z = 3004-i
    		end
    	end
    	def update_cursor_rect
    		if @index < 0
    			for i in 0...@sprites.size
    				@sprites[i].opacity = 255
    			end
    		else
    			for i in 0...@sprites.size
    				if i == @index
    					@sprites[i].opacity = 255
    					@sprites[i].z += 4
    				else
    					@sprites[i].opacity = 200
    					@sprites[i].z = 3001+i
    				end
    			end
    		end
    	end
    	def dispose
    		super
    		for i in 0...@sprites.size
    			@sprites[i].dispose
    		end
    	end
    	def chr_status=(chr_status)
    		@chr_status = chr_status
    		if self.active and @chr_status != nil
    			update_chr_status
    		end
    	end
    	def update
    		super
    		if self.active and @item_max > 0 and @index >= 0
    			if Input.repeat?(Input::RIGHT)
    				if Input.trigger?(Input::RIGHT) or @index < @item_max - @column_max
    					$game_system.se_play($data_system.cursor_se)
    					@index = (@index + @column_max) % @item_max
    				end
    			end
    			if Input.repeat?(Input::LEFT)
    				if Input.trigger?(Input::LEFT) or @index >= @column_max
    					$game_system.se_play($data_system.cursor_se)
    					@index = (@index - @column_max + @item_max) % @item_max
    				end
    			end
    		end
    		if self.active and @chr_status != nil
    			update_chr_status
    		elsif @chr_status != nil
    			@chr_status.refresh(-1)
    		end
    		update_cursor_rect
    	end
    	def update_chr_status
    		@chr_status.refresh(@index)
    	end
    end
    class Window_Base
    	def shadow_color
    		return Color.new(0, 0, 0, 255)
    	end
    	def draw_actor_name(actor, x, y)
    		self.contents.font.color = shadow_color
    		self.contents.draw_text(x+1, y+1, 120, 32, actor.name)
    		self.contents.font.color = normal_color
    		self.contents.draw_text(x, y, 120, 32, actor.name)
    	end
    	def draw_actor_level(actor, x, y)
    		self.contents.font.color = shadow_color
    		self.contents.draw_text(x+1, y+1, 32, 32, "Lv")
    		self.contents.draw_text(x + 33, y + 1, 24, 32, actor.level.to_s, 2)
    		self.contents.font.color = system_color
    		self.contents.draw_text(x, y, 32, 32, "Lv")
    		self.contents.font.color = normal_color
    		self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
    	end
    	def draw_actor_hp(actor, x, y, width = 144)
    		self.contents.font.color = shadow_color
    		self.contents.draw_text(x+1, y+1, 32, 32, $data_system.words.hp)
    		self.contents.font.color = system_color
    		self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    		if width - 32 >= 108
    			hp_x = x + width - 108
    			flag = true
    		elsif width - 32 >= 48
    			hp_x = x + width - 48
    			flag = false
    		end
    		self.contents.font.color = shadow_color
    		self.contents.draw_text(hp_x+1, y+1, 48, 32, actor.hp.to_s, 2)
    		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)
    		if flag
    			self.contents.font.color = shadow_color
    			self.contents.draw_text(hp_x + 49, y+1, 12, 32, "/", 1)
    			self.contents.draw_text(hp_x + 61, y+1, 48, 32, actor.maxhp.to_s)
    			self.contents.font.color = normal_color
    			self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
    			self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
    		end
    	end
    	def draw_actor_sp(actor, x, y, width = 144)
    		self.contents.font.color = shadow_color
    		self.contents.draw_text(x+1, y+1, 32, 32, $data_system.words.sp)
    		self.contents.font.color = system_color
    		self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    		if width - 32 >= 108
    			sp_x = x + width - 108
    			flag = true
    		elsif width - 32 >= 48
    			sp_x = x + width - 48
    			flag = false
    		end
    		self.contents.font.color = shadow_color
    		self.contents.draw_text(sp_x+1, y+1, 48, 32, actor.sp.to_s, 2)
    		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)
    		if flag
    			self.contents.font.color = shadow_color
    			self.contents.draw_text(sp_x + 49, y+1, 12, 32, "/", 1)
    			self.contents.draw_text(sp_x + 61, y+1, 48, 32, actor.maxsp.to_s)
    			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
    end
    class Game_Actor < Game_Battler
    	attr_reader :image_name
    	def initialize(actor_id)
    		super()
    		setup(actor_id)
    		@image_name = @name
    	end
    end
    

     



    Allegati:


    http://rpgcreative.net/rpgmaker/script/ressources/Arshes.pnghttp://rpgcreative.net/rpgmaker/script/ressources/Basil.png
    http://rpgcreative.net/rpgmaker/script/ressources/Gloria.pnghttp://rpgcreative.net/rpgmaker/script/ressources/Hilda.png

     

  4. o usato una picture x rendere ancora più cupo, infatti i lati sono più scuri u.u

    e poi secondo me stona il pg bianco e nero, e poi e un incubo, una cosa surreale, ci può essere di tutto u.u..........

     

    anke se non centra nnt, voi sapete creare testi come immagini x fare lo scene story di mog??

    xk mi serve assolutamente x il mio game

  5. le finestre sono verdi xk non siamo nel mondo, ma in un incubo del protagonista ( anke se non ve lo dovevo dire >_> )

    ok, provvedo a spostare il cespuglio...

     

    Edit: ecco lo screen modificato, lo spostato di un tile xk se lo spostavo di due copriva l'albero u.u

     

    http://img199.imageshack.us/img199/5255/screendpw.png

     

  6. ragazzi, mi pare di non aver visto questo script in giro x il forum

    Autore: Moghunter
    Descrizione: crea un fantastico titolo animato e mette il gioco a schermo intero.....con tanto di logo u.u
    Istruzioni: inserisci lo script sopra main, poi inserisci i file allegati nella cartella titles

     

    #_________________________________________________
    # MOG_Animated Title Sofia V1.2
    #_________________________________________________
    # By Moghunter
    # http://www.atelier-rgss.com
    #_________________________________________________
    module MOG
    	#Auto Fullscreen.
    	FULL_SCREEN = true
    	#Logo Picture Name.
    	LOGO_PIC = "logo"
    	#Logo Time.
    	LOGO_TIME = 220
    	#Logo ME.
    	LOGO_ME = "003-victory03"
    	#Set Game Frame Rate (Default 40FPS).
    	PER = 40
    	#Random Music.
    	RAND_MUSIC = true
    	#Set Random Music.
    	MUSIC1 = "062-Slow05"
    	MUSIC2 = "058-Slow01"
    	MUSIC3 = "030-Town08"
    	#Active Title BGS.
    	BGS_ON = false
    	#Set Title BGS.
    	BGS = "004-Wind04"
    	#Set BGS volume.
    	BGS_VOL = 10
    	#Transition Type.
    	TRANS_TITLE = "020-flat01"
    	#Transition Time.
    	TRANS_TIME = 60
    	#Texto para acessar o menu de opções(Press any Key)
    	T_B = "Premi un tasto"
    	#Tamanho da fonte(Press any Key).
    	T_B_FONT = 28
    	#Posição do texto na horizontal.(Press any Key)
    	T_B_X = 250
    	#Posição do texto na vertical.(Press any Key)
    	T_B_Y = 300
    	#Som ao apertar a tecla.(Press any Key)
    	T_B_SE = "105-Heal01"
    	#Ativar Zoom reverso na imagem de fundo.
    	BACK_ZOOM = true
    	#Nome da picture de opções de comando.
    	#É necessário ter 3 picures nomeadas com
    	#o nome abaixo mais o prefixo _01 , _02 e _03.
    	COM = "Com"
    	#-----------------
    	# Imagem de Fundo
    	#-----------------
    	PIC_FD = "Back"#Nome da imagem.
    	PIC_FD_OX = 1 #Velocidade de movimento na horizontal.
    	PIC_FD_OY = 0 #Velocidade de movimento na vertical.
    	PIC_FD_PRIOR = 1 #Prioridade da imagem.
    	PIC_FD_OPA = 255 #Transparência da imagem.
    	PIC_FD_BLEND = 0 #Tipo de Blend.
    	#-----------------
    	# Letras do Titulo
    	#-----------------
    	PIC_TEXTO = "Texto"#Nome da imagem.
    	PIC_TEXTO_OX = 0 #Velocidade de movimento na horizontal.
    	PIC_TEXTO_OY = 0 #Velocidade de movimento na vertical.
    	PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.
    	PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
    	PIC_TEXTO_BLEND = 0 #Tipo de Blend.
    	#-----------------
    	# Imagem Camada 1
    	#-----------------
    	PIC_FOG1 = "Fog01" #Nome da imagem.
    	PIC_FOG_RAND = true #Ativar Sistema de Vento.
    	PIC_FOG_MOV = 100 #Time para mudar de direção.
    	PIC_FOG_OX_01 = 2 #Velocidade de movimento na horizontal.
    	PIC_FOG_OY_01 = 2 #Velocidade de movimento na vertical.
    	PIC_FOG_OX_02 = 3 #Velocidade de movimento na horizontal.
    	PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
    	PIC_FOG1_PRIOR = 3 #Prioridade da imagem.
    	PIC_FOG1_BLEND = 1 #Tipo de Blend.
    	PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
    	PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
    	PIC_FOG1_OPA = 255 #Transparência da imagem.
    	#-----------------
    	# Imagem Camada 2
    	#-----------------
    	PIC_FOG2 = "Fog02" #Nome da imagem.
    	PIC_FOG2_RAND = true #Ativar Sistema de Vento.
    	PIC_FOG2_MOV = 100 #Time para mudar de direção.
    	PIC_FOG2_PRIOR = 2 #Prioridade da imagem.
    	PIC_FOG2_BLEND = 1 #Tipo de Blend.
    	PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
    	PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
    	PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
    	PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
    	PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
    	PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
    	PIC_FOG2_OPA = 50 #Transparência da imagem.
    	#-----------------
    	# Imagem Camada 3
    	#-----------------
    	PIC_FOG3 = "Tree" #Nome da imagem.
    	PIC_FOG3_RAND = false #Ativar Sistema de Vento.
    	PIC_FOG3_MOV = 100 #Time para mudar de direção.
    	PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
    	PIC_FOG3_BLEND = 0 #Tipo de Blend.
    	PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
    	PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
    	PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal.
    	PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
    	PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
    	PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
    	PIC_FOG3_OPA = 255 #Transparência da imagem.
    	#-----------------
    	# Imagem LEAF - 01
    	#-----------------
    	PIC_LEAF1 = "Leaf01" #Nome da imagem.
    	PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
    	PIC_LEAF1_MOV = 200 #Time para mudar de direção.
    	PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
    	PIC_LEAF1_BLEND = 0 #Tipo de Blend.
    	PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
    	PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
    	PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
    	PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
    	PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
    	PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
    	PIC_LEAF1_OPA = 255 #Transparência da imagem.
    	#-----------------
    	# Imagem LEAF - 02
    	#-----------------
    	PIC_LEAF2 = "Leaf02" #Nome da imagem.
    	PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
    	PIC_LEAF2_MOV = 150 #Time para mudar de direção.
    	PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
    	PIC_LEAF2_BLEND = 0 #Tipo de Blend.
    	PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
    	PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
    	PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
    	PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
    	PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
    	PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
    	PIC_LEAF2_OPA = 255 #Transparência da imagem.
    	#-------------------------------------------------------------------------------
    	#Movimento de Dispose.
    	#-------------------------------------------------------------------------------
    	#Alterar movimento ao escolher uma opção de comando.
    	DIS_MOV = true
    	#Tempo do movimento
    	DIS_TIME = 80
    	#Redução da Transparência imagem.
    	DIS_PIC1_OPA = 0
    	DIS_PIC2_OPA = 5
    	DIS_PIC3_OPA = 0
    	DIS_PIC4_OPA = 0
    	DIS_PIC5_OPA = 0
    	DIS_PIC6_OPA = 0
    	DIS_PIC_LEAF1_OPA = 5
    	DIS_PIC_LEAF2_OPA = 5
    	#Movimento da imagem
    	DIS_PIC1_OX = -6
    	DIS_PIC1_OY = 0
    	DIS_PIC2_OX = 0
    	DIS_PIC2_OY = 0
    	DIS_PIC3_OX = 0
    	DIS_PIC3_OY = 0
    	DIS_PIC4_OX = 0
    	DIS_PIC4_OY = 0
    	DIS_PIC5_OX = 4
    	DIS_PIC5_OY = 0
    	DIS_PIC6_OX = 0
    	DIS_PIC6_OY = 0
    	DIS_PIC_LEAF1_OX = 0
    	DIS_PIC_LEAF1_OY = 0
    	DIS_PIC_LEAF2_OX = 0
    	DIS_PIC_LEAF2_OY = 0
    	#Zoom da imagem
    	DIS_PIC1_ZOOMX = 0.02
    	DIS_PIC1_ZOOMY = 0.02
    	DIS_PIC2_ZOOMX = 0
    	DIS_PIC2_ZOOMY = 0
    	DIS_PIC3_ZOOMX = 0
    	DIS_PIC3_ZOOMY = 0
    	DIS_PIC4_ZOOMX = 0
    	DIS_PIC4_ZOOMY = 0
    	DIS_PIC5_ZOOMX = 0.004
    	DIS_PIC5_ZOOMY = 0.004
    	DIS_PIC6_ZOOMX = 0
    	DIS_PIC6_ZOOMY = 0
    	DIS_PIC_LEAF1_ZOOMX = 0
    	DIS_PIC_LEAF1_ZOOMY = 0
    	DIS_PIC_LEAF2_ZOOMX = 0
    	DIS_PIC_LEAF2_ZOOMY = 0
    end
    #===============================================================================
    # Scene Title
    #===============================================================================
    class Scene_Title
    	#--------------------------------------------------------------------------
    	# Main
    	#--------------------------------------------------------------------------
    	def main
    		if $BTEST
    			battle_test
    			return
    		end
    		$full_screen += 1
    		if MOG::FULL_SCREEN == true and $full_screen == 1
    			$showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
    			$showm.call(18,0,0,0)
    			$showm.call(13,0,0,0)
    			$showm.call(13,0,2,0)
    			$showm.call(18,0,2,0)
    		end
    		$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")
    		$game_system = Game_System.new
    		s1 = ""
    		s2 = ""
    		s3 = ""
    		@command_window = Window_Command.new(160, [s1, s2, s3])
    		@command_window.opacity = 0
    		@command_window.x = 0 - @command_window.width / 2
    		@command_window.y = 0
    		@command_window.visible = false
    		@command_window.active = false
    		@mb01 = Plane.new
    		@mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
    		@mb01.opacity = MOG::PIC_FD_OPA
    		@mb01.z = MOG::PIC_FD_PRIOR
    		@mb01.blend_type = MOG::PIC_FD_BLEND
    		@mb02 = Plane.new
    		@mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
    		@mb02.z = MOG::PIC_TEXTO_PRIOR
    		@mb02.opacity = MOG::PIC_TEXTO_OPA
    		@mb02.blend_type = MOG::PIC_TEXTO_BLEND
    		@mb03 = Plane.new
    		@mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
    		@mb03.z = MOG::PIC_FOG1_PRIOR
    		@mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
    		@mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
    		@mb03.blend_type = MOG::PIC_FOG1_BLEND
    		@mb03.opacity = MOG::PIC_FOG1_OPA
    		@mb04 = Plane.new
    		@mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
    		@mb04.z = MOG::PIC_FOG2_PRIOR
    		@mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
    		@mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
    		@mb04.blend_type = MOG::PIC_FOG2_BLEND
    		@mb04.opacity = MOG::PIC_FOG2_OPA
    		@mb05 = Plane.new
    		@mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
    		@mb05.z = MOG::PIC_FOG3_PRIOR
    		@mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
    		@mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
    		@mb05.blend_type = MOG::PIC_FOG3_BLEND
    		@mb05.opacity = MOG::PIC_FOG3_OPA
    		@mb07 = Plane.new
    		@mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
    		@mb07.z = MOG::PIC_LEAF1_PRIOR
    		@mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
    		@mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY
    		@mb07.blend_type = MOG::PIC_LEAF1_BLEND
    		@mb07.opacity = MOG::PIC_LEAF1_OPA
    		@mb08 = Plane.new
    		@mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
    		@mb08.z = MOG::PIC_LEAF2_PRIOR
    		@mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
    		@mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY
    		@mb08.blend_type = MOG::PIC_LEAF2_BLEND
    		@mb08.opacity = MOG::PIC_LEAF2_OPA
    		@bot = Sprite.new
    		@bot.bitmap = Bitmap.new(160,100)
    		@bot.x = MOG::T_B_X
    		@bot.y = MOG::T_B_Y
    		@bot.z = 9999
    		@bot.opacity = 0
    		@bot.bitmap.font.size = MOG::T_B_FONT
    		@bot.bitmap.font.bold = true
    		@bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
    		@bot2 = Sprite.new
    		@bot2.bitmap = Bitmap.new(160,100)
    		@bot2.x = MOG::T_B_X
    		@bot2.y = MOG::T_B_Y
    		@bot2.z = 9998
    		@bot2.opacity = 0
    		@bot2.bitmap.font.size = MOG::T_B_FONT
    		@bot2.bitmap.font.bold = true
    		@bot2.color.set(0,0,0)
    		@bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
    		@com = Sprite.new
    		@com.bitmap = RPG::Cache.title(MOG::COM + "_01")
    		@com.z = 10000
    		@com.opacity = 0
    		@com.y = 300
    		@logo = Plane.new
    		@logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
    		@logo.z = 999999
    		@logo.opacity = 0
    		@time = 0
    		@time_zoom = 0
    		@time_music = 0
    		@time_logo = MOG::LOGO_TIME
    		@logo_r = 0
    		@rs = 0
    		@mb01.visible = false
    		@mb02.visible = false
    		@mb03.visible = false
    		@mb04.visible = false
    		@mb05.visible = false
    		@mb07.visible = false
    		@mb08.visible = false
    		@com.visible = false
    		@logo.visible = true
    		@continue_enabled = false
    		for i in 0..3
    			if FileTest.exist?("Save#{i+1}.rxdata")
    				@continue_enabled = true
    			end
    		end
    		if @continue_enabled
    			@command_window.index = 1
    		else
    			@command_window.disable_item(1)
    		end
    		Audio.bgm_stop
    		Audio.me_stop
    		Audio.bgs_stop
    		if MOG::BGS_ON == true
    			Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
    		end
    		Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
    		loop do
    			Graphics.update
    			Input.update
    			update
    			if $scene != self
    				break
    			end
    		end
    		if MOG::DIS_MOV == true
    			for i in 1..MOG::DIS_TIME
    				@mb01.opacity -= MOG::DIS_PIC1_OPA
    				@mb02.opacity -= MOG::DIS_PIC2_OPA
    				@mb03.opacity -= MOG::DIS_PIC3_OPA
    				@mb04.opacity -= MOG::DIS_PIC4_OPA
    				@mb05.opacity -= MOG::DIS_PIC5_OPA
    				@mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
    				@mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
    				@com.opacity -= MOG::DIS_PIC2_OPA
    				@mb01.ox += MOG::DIS_PIC1_OX
    				@mb01.oy += MOG::DIS_PIC1_OY
    				@mb02.ox += MOG::DIS_PIC2_OX
    				@mb02.oy += MOG::DIS_PIC2_OY
    				@mb03.ox += MOG::DIS_PIC3_OX
    				@mb03.oy += MOG::DIS_PIC3_OY
    				@mb04.ox += MOG::DIS_PIC4_OX
    				@mb04.oy += MOG::DIS_PIC4_OY
    				@mb05.ox += MOG::DIS_PIC5_OX
    				@mb05.oy += MOG::DIS_PIC5_OY
    				@mb07.ox += MOG::DIS_PIC_LEAF1_OX
    				@mb07.oy += MOG::DIS_PIC_LEAF1_OY
    				@mb08.ox += MOG::DIS_PIC_LEAF2_OX
    				@mb08.oy += MOG::DIS_PIC_LEAF2_OY
    				@mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
    				@mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
    				@mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
    				@mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
    				@mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
    				@mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
    				@mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
    				@mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
    				@mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
    				@mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
    				@mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
    				@mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
    				@mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
    				@mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
    				@bot.opacity -= 10
    				@bot2.opacity -= 10
    				Graphics.update
    			end
    		end
    		Graphics.freeze
    		@command_window.dispose
    		@mb01.dispose
    		@mb02.dispose
    		@mb03.dispose
    		@mb04.dispose
    		@mb05.dispose
    		@mb07.dispose
    		@mb08.dispose
    		@bot.dispose
    		@bot2.dispose
    		@com.dispose
    		@logo.dispose
    	end
    	#--------------------------------------------------------------------------
    	# Update
    	#--------------------------------------------------------------------------
    	def update
    		@time_logo -= 1
    		if @time_logo <= 0
    			@time_logo = 0
    		end
    		if @logo.opacity < 30 and @logo_r == 1
    			@logo.visible = false
    			@logo.opacity = 0
    			@logo.bitmap = RPG::Cache.title("")
    		end
    		if @bot.opacity < 30 and @command_window.active == true
    			@bot.visible = false
    			@bot2.visible = false
    			@bot.bitmap.draw_text(0, 0, 32, 32,"")
    			@bot2.bitmap.draw_text(0, 0, 32, 32,"")
    		end
    		if @logo_r == 0 and @logo.opacity <= 250
    			@logo.opacity += 2
    		elsif @time_logo <= 0
    			@logo_r = 1
    			@logo.opacity -= 2
    			@mb01.visible = true
    			@mb02.visible = true
    			@mb03.visible = true
    			@mb04.visible = true
    			@mb05.visible = true
    			@mb07.visible = true
    			@mb08.visible = true
    			@com.visible = true
    			@bot.opacity += 2
    			@bot2.opacity += 2
    			Audio.me_fade(500)
    			if @bot.opacity >= 255
    				@bot.opacity = 255
    				@bot2.opacity = 255
    			end
    		end
    		if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
    			@rs += 1
    			case rand(3)
    			when 0
    				Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
    			when 1
    				Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
    			when 2
    				Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 100, 100)
    			end
    		else
    			if @logo_r == 1 and @rs == 1
    				$game_system.bgm_play($data_system.title_bgm)
    				@rs += 1
    			end
    		end
    		if @command_window.active == true
    			@bot.opacity -= 5
    			@bot2.opacity -= 5
    			@bot.x -= 5
    			@bot2.x += 5
    			@com.opacity += 2
    			if @com.y > 0
    				@com.y -= 5
    			elsif @com.y < 0
    				@com.y = 0
    				@com.opacity = 255
    			end
    		end
    		r = rand(100) + 150
    		g = rand(100) + 150
    		b = rand(100) + 150
    		@command_window.update
    		@time += 2
    		@time_zoom += 1
    		if @time_zoom > 1000
    			@time_zoom = 0
    		end
    		if @time_zoom > 500 and MOG::BACK_ZOOM == true
    			@mb01.zoom_x += 0.004
    			@mb01.zoom_y += 0.004
    			if @mb01.zoom_x >= 2
    				@mb01.zoom_x = 2
    				@mb01.zoom_y = 2
    			end
    		elsif MOG::BACK_ZOOM == true
    			@mb01.zoom_x -= 0.004
    			@mb01.zoom_y -= 0.004
    			if @mb01.zoom_x <= 1
    				@mb01.zoom_x = 1
    				@mb01.zoom_y = 1
    			end
    		end
    		@mb01.ox -= MOG::PIC_FD_OX
    		@mb01.oy -= MOG::PIC_FD_OY
    		@mb02.ox -= MOG::PIC_TEXTO_OX
    		@mb02.oy -= MOG::PIC_TEXTO_OY
    		@mb02.opacity += 2
    		Graphics.frame_rate = MOG::PER
    		if @time < MOG::PIC_LEAF1_MOV and MOG::PIC_LEAF1_RAND == true
    			@mb07.ox += MOG::PIC_LEAF1_OX2
    			@mb07.oy -= MOG::PIC_LEAF1_OY2
    		else
    			@mb07.ox -= MOG::PIC_LEAF1_OX1
    			@mb07.oy -= MOG::PIC_LEAF1_OY1
    		end
    		if @time < MOG::PIC_LEAF2_MOV and MOG::PIC_LEAF2_RAND == true
    			@mb08.ox -= MOG::PIC_LEAF2_OX2
    			@mb08.oy -= MOG::PIC_LEAF2_OY2
    		else
    			@mb08.ox += MOG::PIC_LEAF2_OX1
    			@mb08.oy -= MOG::PIC_LEAF2_OY1
    		end
    		if @time < MOG::PIC_FOG_MOV and MOG::PIC_FOG_RAND == true
    			@mb03.ox -= MOG::PIC_FOG_OX_02
    			@mb03.oy -= MOG::PIC_FOG_OY_02
    		else
    			@mb03.ox += MOG::PIC_FOG_OX_01
    			@mb03.oy -= MOG::PIC_FOG_OY_01
    		end
    		if @time < MOG::PIC_FOG2_MOV and MOG::PIC_FOG2_RAND == true
    			@mb04.ox -= MOG::PIC_FOG2_OX_02
    			@mb04.oy -= MOG::PIC_FOG2_OY_02
    		else
    			@mb04.ox -= MOG::PIC_FOG2_OX_01
    			@mb04.oy -= MOG::PIC_FOG2_OY_01
    		end
    		if @time < MOG::PIC_FOG3_MOV and MOG::PIC_FOG3_RAND == true
    			@mb05.ox -= MOG::PIC_FOG3_OX_02
    			@mb05.oy -= MOG::PIC_FOG3_OY_02
    		else
    			@mb05.ox -= MOG::PIC_FOG3_OX_01
    			@mb05.oy -= MOG::PIC_FOG3_OY_01
    		end
    		@bot.color.set(r,g,b)
    		if @time > 400
    			@time = 0
    		end
    		if @rs == 0
    			Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
    			@rs += 1
    		end
    		if @logo.opacity <= 100 and @logo_r == 1
    			if Input.trigger?(Input::C) and @command_window.active == true
    				case @command_window.index
    				when 0
    					command_new_game
    				when 1
    					command_continue
    				when 2
    					command_shutdown
    				end
    			elsif Input.trigger?(Input::C) and @command_window.active == false or
    				Input.trigger?(Input::B) and @command_window.active == false
    				Audio.se_play("Audio/SE/" + MOG::T_B_SE)
    				@command_window.active = true
    			end
    		end
    		case @command_window.index
    		when 0
    			@com.bitmap = RPG::Cache.title(MOG::COM + "_01")
    		when 1
    			@com.bitmap = RPG::Cache.title(MOG::COM + "_02")
    		when 2
    			@com.bitmap = RPG::Cache.title(MOG::COM + "_03")
    		end
    	end
    	#--------------------------------------------------------------------------
    	# Command_New_Game
    	#--------------------------------------------------------------------------
    	def command_new_game
    		Audio.bgs_fade(800)
    		$game_system.se_play($data_system.decision_se)
    		Audio.bgm_stop
    		Graphics.frame_count = 0
    		$game_temp = Game_Temp.new
    		$game_system = Game_System.new
    		$game_switches = Game_Switches.new
    		$game_variables = Game_Variables.new
    		$game_self_switches = Game_SelfSwitches.new
    		$game_screen = Game_Screen.new
    		$game_actors = Game_Actors.new
    		$game_party = Game_Party.new
    		$game_troop = Game_Troop.new
    		$game_map = Game_Map.new
    		$game_player = Game_Player.new
    		$game_party.setup_starting_members
    		$game_map.setup($data_system.start_map_id)
    		$game_player.moveto($data_system.start_x, $data_system.start_y)
    		$game_player.refresh
    		$game_map.autoplay
    		$game_map.update
    		$scene = Scene_Map.new
    	end
    	#--------------------------------------------------------------------------
    	# Command_Continue
    	#--------------------------------------------------------------------------
    	def command_continue
    		unless @continue_enabled
    			$game_system.se_play($data_system.buzzer_se)
    			return
    		end
    		Audio.bgs_fade(800)
    		$game_system.se_play($data_system.decision_se)
    		$scene = Scene_Load.new
    	end
    	#--------------------------------------------------------------------------
    	# Command_Shutdown
    	#--------------------------------------------------------------------------
    	def command_shutdown
    		$game_system.se_play($data_system.decision_se)
    		Audio.bgm_fade(800)
    		Audio.bgs_fade(800)
    		Audio.me_fade(800)
    		$scene = nil
    	end
    	#--------------------------------------------------------------------------
    	# Battle_Test
    	#--------------------------------------------------------------------------
    	def battle_test
    		$data_actors = load_data("Data/BT_Actors.rxdata")
    		$data_classes = load_data("Data/BT_Classes.rxdata")
    		$data_skills = load_data("Data/BT_Skills.rxdata")
    		$data_items = load_data("Data/BT_Items.rxdata")
    		$data_weapons = load_data("Data/BT_Weapons.rxdata")
    		$data_armors = load_data("Data/BT_Armors.rxdata")
    		$data_enemies = load_data("Data/BT_Enemies.rxdata")
    		$data_troops = load_data("Data/BT_Troops.rxdata")
    		$data_states = load_data("Data/BT_States.rxdata")
    		$data_animations = load_data("Data/BT_Animations.rxdata")
    		$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
    		$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    		$data_system = load_data("Data/BT_System.rxdata")
    		Graphics.frame_count = 0
    		$game_temp = Game_Temp.new
    		$game_system = Game_System.new
    		$game_switches = Game_Switches.new
    		$game_variables = Game_Variables.new
    		$game_self_switches = Game_SelfSwitches.new
    		$game_screen = Game_Screen.new
    		$game_actors = Game_Actors.new
    		$game_party = Game_Party.new
    		$game_troop = Game_Troop.new
    		$game_map = Game_Map.new
    		$game_player = Game_Player.new
    		$game_party.setup_battle_test_members
    		$game_temp.battle_troop_id = $data_system.test_troop_id
    		$game_temp.battle_can_escape = true
    		$game_map.battleback_name = $data_system.battleback_name
    		$game_system.se_play($data_system.battle_start_se)
    		$game_system.bgm_play($game_system.battle_bgm)
    		$scene = Scene_Battle.new
    	end
    end
    $full_screen = 0
    $mog_rgss_title_sofia = true
    

     



    File Allegati:


    :rox: infilza con il mouse la mano dell'omino giallo dei simpson

    ( kiedo un supporto agli scripter e a ki se ne intende di queste cose....non ce un modo x far si ke non mette il gioco a schermo intero?? risp pls )

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