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Posts posted by shuji
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ragazzi, volevo sapere se si poteva fare in modo ke il BGM partisse a metà della canzone e non dall'inizio
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VALEEEEEEE TI AMOOOOOOOOO ( nel senso ke sei un grande non fraintendete >_> )
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ecco, mi da questo errore
http://img831.imageshack.us/img831/8823/screenmd.png
Scene Vittory e il tuo script, solo ke sul bs normale funziona, su questo no mi sai dire xkè?? lps
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ciao, o un problema, questo script non funziona sul bs ke utilizzo, mi da un errore di sintassi, non potresti riadattarmelo x il mio BS pls??
il mio bs e questo:
class Bitmapif not method_defined?('original_draw_text')alias original_draw_text draw_textdef draw_text(*arg) original_color = self.font.color.dupself.font.color = Color.new(0, 0, 0, 128) if arg[0].is_a?(Rect)arg[0].x += 2arg[0].y += 2self.original_draw_text(*arg)arg[0].x -= 2arg[0].y -= 2elsearg[0] += 2arg[1] += 2self.original_draw_text(*arg)arg[0] -= 2arg[1] -= 2end self.font.color = original_colorself.original_draw_text(*arg) endenddef gradation_rect(x, y, width, height, color1, color2, align = 0)if align == 0for i in x...x + widthred = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)green = color1.green +(color2.green - color1.green) * (i - x) / (width - 1)blue = color1.blue +(color2.blue - color1.blue) * (i - x) / (width - 1)alpha = color1.alpha +(color2.alpha - color1.alpha) * (i - x) / (width - 1)color = Color.new(red, green, blue, alpha)fill_rect(i, y, 1, height, color)endelsif align == 1for i in y...y + heightred = color1.red +(color2.red - color1.red) * (i - y) / (height - 1)green = color1.green +(color2.green - color1.green) * (i - y) / (height - 1)blue = color1.blue +(color2.blue - color1.blue) * (i - y) / (height - 1)alpha = color1.alpha +(color2.alpha - color1.alpha) * (i - y) / (height - 1)color = Color.new(red, green, blue, alpha)fill_rect(x, i, width, 1, color)endelsif align == 2for i in x...x + widthfor j in y...y + heightred = color1.red + (color2.red - color1.red) *((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2green = color1.green + (color2.green - color1.green) *((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2blue = color1.blue + (color2.blue - color1.blue) *((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2alpha = color1.alpha + (color2.alpha - color1.alpha) *((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2color = Color.new(red, green, blue, alpha)set_pixel(i, j, color)endendelsif align == 3for i in x...x + widthfor j in y...y + heightred = color1.red + (color2.red - color1.red) *((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2green = color1.green + (color2.green - color1.green) *((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2blue = color1.blue + (color2.blue - color1.blue) *((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2alpha = color1.alpha + (color2.alpha - color1.alpha) *((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2color = Color.new(red, green, blue, alpha)set_pixel(i, j, color)endendendendend module RPGclass Sprite < ::Spritedef damage(value, critical)dispose_damageif value.is_a?(Numeric)damage_string = value.abs.to_selsedamage_string = value.to_sendbitmap = Bitmap.new(160, 48)bitmap.font.name = "Arial Black"bitmap.font.size = 32bitmap.font.color.set(0, 0, 0)bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)if value.is_a?(Numeric) and value < 0bitmap.font.color.set(176, 255, 144)elsebitmap.font.color.set(255, 255, 255)endbitmap.draw_text(0, 12, 160, 36, damage_string, 1)if criticalbitmap.font.size = 20bitmap.font.color.set(0, 0, 0)bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)bitmap.font.color.set(255, 255, 255)bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)end@_damage_sprite = ::Sprite.new@_damage_sprite.bitmap = bitmap@_damage_sprite.ox = 80 + self.viewport.ox@_damage_sprite.oy = 20 + self.viewport.oy@_damage_sprite.x = self.x + self.viewport.rect.x@_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y@_damage_sprite.z = 3000@_damage_duration = 40enddef animation(animation, hit)dispose_animation@_animation = animationreturn if @_animation == nil@_animation_hit = hit@_animation_duration = @_animation.frame_maxanimation_name = @_animation.animation_nameanimation_hue = @_animation.animation_huebitmap = RPG::Cache.animation(animation_name, animation_hue)if @@_reference_count.include?(bitmap)@@_reference_count[bitmap] += 1else@@_reference_count[bitmap] = 1end@_animation_sprites = []if @_animation.position != 3 or not @@_animations.include?(animation)for i in 0..15sprite = ::Sprite.newsprite.bitmap = bitmapsprite.visible = false@_animation_sprites.push(sprite)endunless @@_animations.include?(animation)@@_animations.push(animation)endendupdate_animationenddef loop_animation(animation)return if animation == @_loop_animationdispose_loop_animation@_loop_animation = animationreturn if @_loop_animation == nil@_loop_animation_index = 0animation_name = @_loop_animation.animation_nameanimation_hue = @_loop_animation.animation_huebitmap = RPG::Cache.animation(animation_name, animation_hue)if @@_reference_count.include?(bitmap)@@_reference_count[bitmap] += 1else@@_reference_count[bitmap] = 1end@_loop_animation_sprites = []for i in 0..15sprite = ::Sprite.newsprite.bitmap = bitmapsprite.visible = false@_loop_animation_sprites.push(sprite)endupdate_loop_animationenddef animation_set_sprites(sprites, cell_data, position)for i in 0..15sprite = sprites[i]pattern = cell_data[i, 0]if sprite == nil or pattern == nil or pattern == -1sprite.visible = false if sprite != nilnextendsprite.visible = truesprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)if position == 3if self.viewport != nilsprite.x = self.viewport.rect.width / 2sprite.y = self.viewport.rect.height - 160elsesprite.x = 320sprite.y = 240endelsesprite.x = self.x + self.viewport.rect.x -self.ox + self.src_rect.width / 2sprite.y = self.y + self.viewport.rect.y -self.oy + self.src_rect.height / 2sprite.y -= self.src_rect.height / 4 if position == 0sprite.y += self.src_rect.height / 4 if position == 2endsprite.x += cell_data[i, 1]sprite.y += cell_data[i, 2]sprite.z = 2000sprite.ox = 96sprite.oy = 96sprite.zoom_x = cell_data[i, 3] / 100.0sprite.zoom_y = cell_data[i, 3] / 100.0sprite.angle = cell_data[i, 4]sprite.mirror = (cell_data[i, 5] == 1)sprite.opacity = cell_data[i, 6] * self.opacity / 255.0sprite.blend_type = cell_data[i, 7]endendendend class Game_Actor < Game_Battlerdef screen_xif self.index != niln_split = [($game_party.actors.length * 0.5).ceil, 4].mincase n_splitwhen 1n_index = self.index * 2when 2if self.index < ($game_party.actors.length - 2)n_index = 0.5 + (2 * self.index)elseif $game_party.actors.length == 3 thenn_index = (self.index * 2) + 2elsif $game_party.actors.length == 4 thenn_index = self.index * 2endendwhen 3n_index = self.index + (0.25 * (self.index + 1))if $game_party.actors.length == 5if self.index < 2n_index = self.index + (0.25 * (self.index + 1))elsen_index = self.index + (0.25 * (self.index + 2)) + 1endendwhen 4n_index = self.indexif $game_party.actors.length == 7if self.index < 3n_index = self.indexelsen_index = self.index + 1endendendreturn (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60)elsereturn 0endend#--------------------------------------------------------------------------# ? ????? Y ?????#--------------------------------------------------------------------------def screen_yn_split = [($game_party.actors.length * 0.5).ceil, 4].mincase n_splitwhen 1n_index = self.index * 2when 2if self.index < ($game_party.actors.length - 2)n_index = 0.5 + (2 * self.index)elseif $game_party.actors.length == 3 thenn_index = (self.index * 2) + 2elsif $game_party.actors.length == 4 thenn_index = self.index * 2endendwhen 3n_index = self.index + (0.25 * (self.index + 1))if $game_party.actors.length == 5if self.index < 2n_index = self.index + (0.25 * (self.index + 1))elsen_index = self.index + (0.25 * (self.index + 2)) + 1endendwhen 4n_index = self.indexif $game_party.actors.length == 7if self.index < 3n_index = self.indexelsen_index = self.index + 1endendendreturn (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))end#--------------------------------------------------------------------------# ? ????? Z ?????#--------------------------------------------------------------------------def screen_z# ??????????? Z ?????????if self.index != nilreturn self.indexelsereturn 0endendend class Game_Enemy < Game_Battlerdef screen_xn_split = [($game_troop.enemies.length * 0.5).ceil, 4].mincase n_splitwhen 1n_index = self.index * 2when 2if self.index < ($game_troop.enemies.length - 2)n_index = 0.5 + (2 * self.index)elseif $game_troop.enemies.length == 3 thenn_index = (self.index * 2) + 2elsif $game_troop.enemies.length == 4 thenn_index = self.index * 2endendwhen 3n_index = self.index + (0.25 * (self.index + 1))if $game_troop.enemies.length == 5if self.index < 2n_index = self.index + (0.25 * (self.index + 1))elsen_index = self.index + (0.25 * (self.index + 2)) + 2endendwhen 4n_index = self.indexif $game_troop.enemies.length == 7if self.index < 3n_index = self.indexelsen_index = self.index + 1endendendreturn (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60)end#--------------------------------------------------------------------------# ? ????? Y ?????#--------------------------------------------------------------------------def screen_yn_split = [($game_troop.enemies.length * 0.5).ceil, 4].mincase n_splitwhen 1n_index = self.index * 2when 2if self.index < ($game_troop.enemies.length - 2)n_index = 0.5 + (2 * self.index)elseif $game_troop.enemies.length == 3 thenn_index = (self.index * 2) + 2elsif $game_troop.enemies.length == 4 thenn_index = self.index * 2endendwhen 3n_index = self.index + (0.25 * (self.index + 1))if $game_troop.enemies.length == 5if self.index < 2n_index = self.index + (0.25 * (self.index + 1))elsen_index = self.index + (0.25 * (self.index + 2)) + 1endendwhen 4n_index = self.indexif $game_troop.enemies.length == 7if self.index < 3n_index = self.indexelsen_index = self.index + 1endendendreturn (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20)))end#--------------------------------------------------------------------------# ? ????? Z ?????#--------------------------------------------------------------------------def screen_zreturn @member_index + 1endend #==============================================================================# ¦ Sprite_Battler#------------------------------------------------------------------------------# ????????????????Game_Battler ???????????????# ????????????????????#============================================================================== class Sprite_Battler < RPG::Sprite#--------------------------------------------------------------------------# ? ??????????#--------------------------------------------------------------------------attr_accessor :battler # ????attr_accessor :moving # Is the sprite moving?attr_reader :indexattr_accessor :target_indexattr_accessor :directionattr_accessor :pattern#--------------------------------------------------------------------------# ? ?????????# viewport : ??????# battler : ???? (Game_Battler)#--------------------------------------------------------------------------def initialize(viewport, battler = nil)super(viewport)change@old = Graphics.frame_count # For the delay method@goingup = true # Increasing animation? (if @rm2k_mode is true)@once = false # Is the animation only played once?@animated = true # Used to stop animation when @once is trueself.opacity = 0@index = 0@pattern_b = 0@counter_b = 0@trans_sprite = Sprite.new@trans_sprite.opacity = 0@bar_hp_sprite = Sprite.new@bar_hp_sprite.bitmap = Bitmap.new(64, 10)@bar_sp_sprite = Sprite.new@bar_sp_sprite.bitmap = Bitmap.new(64, 10)@color1 = Color.new(0, 0, 0, 192)@color2 = Color.new(255, 255, 192, 192)@color3 = Color.new(0, 0, 0, 192)@color4 = Color.new(64, 0, 0, 192)@old_hp = -1@old_sp = -1@battler = battler@battler_visible = false@first = true@pattern = 0if $target_index == nil$target_index = 0end@battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1)end#--------------------------------------------------------------------------# ? ??#--------------------------------------------------------------------------def disposeif self.bitmap != nilself.bitmap.disposeendif @trans_sprite.bitmap != nil@trans_sprite.bitmap.disposeend@trans_sprite.dispose@bar_hp_sprite.bitmap.dispose@bar_hp_sprite.dispose@bar_sp_sprite.bitmap.dispose@bar_sp_sprite.disposesuperend def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false)@frames = frames@delay = delay@offset_x, @offset_y = offx, offy@current_frame = startf@once = once@goingup = true@animated = trueend#--------------------------------------------------------------------------# ? ??????#--------------------------------------------------------------------------def updatebar_check = true if @_damage_duration == 1super@trans_sprite.blend_type = self.blend_type@trans_sprite.color = self.colorif @_collapse_duration > 0@trans_sprite.opacity = self.opacityelse@trans_sprite.opacity = [self.opacity, 160].minendif (@_damage_duration == 0 and bar_check == true) or @first == true@first = false if @first == truebar_check = false@bar_must_change = trueend@bar_hp_sprite.opacity = self.opacity@bar_sp_sprite.opacity = self.opacity# ????? nil ???if @battler == nilself.bitmap = nil@trans_sprite.bitmap = nilloop_animation(nil)returnend# ????????????????????if @battler.battler_name != @battler_name or@battler.battler_hue != @battler_hue# ????????????@battler_name = @battler.battler_name@battler_hue = @battler.battler_hueif @battler.is_a?(Game_Actor)@battler_name = @battler.character_name@battler_hue = @battler.character_hue@direction = 4else@direction = 6endself.bitmap = RPG::Cache.character(@battler_name, @battler_hue)@width = bitmap.width / 4@height = bitmap.height / 4@frame_width = @width@frame_height = @heightself.ox = @width / 2self.oy = @height@pattern = @current_frame@direction = @offset_ysx = @pattern * @widthsy = (@direction - 2) / 2 * @heightself.src_rect.set(sx, sy, @width, @height)@current_frame = (@current_frame + 1) unless @frames == 0@animated = false if @current_frame == @frames and @once@current_frame %= @frames@trans_sprite.bitmap = self.bitmap@trans_sprite.ox = self.ox@trans_sprite.oy = self.oy@trans_sprite.src_rect.set(sx, sy, @width, @height)# ?????????????????? 0 ???if @battler.dead? or @battler.hiddenself.opacity = 0@trans_sprite.opacity = 0@bar_hp_sprite.opacity = 0@bar_sp_sprite.opacity = 0endself.x = @battler.screen_xself.y = @battler.screen_yself.z = @battler.screen_zendchange_sp_bar if @old_sp != @battler.spif delay(@delay) and @animated@pattern = @current_frame@direction = @offset_ysx = @pattern * @widthsy = (@direction - 2) / 2 * @heightself.src_rect.set(sx, sy, @width, @height)@current_frame = (@current_frame + 1) unless @frames == 0@animated = false if @current_frame == @frames and @once@current_frame %= @frames@trans_sprite.ox = self.ox@trans_sprite.oy = self.oy@trans_sprite.src_rect.set(sx, sy, @width, @height)end# ??????? ID ????????????if @battler.damage == nil and@battler.state_animation_id != @state_animation_id@state_animation_id = @battler.state_animation_idloop_animation($data_animations[@state_animation_id])end# ??????????????#if @battler.is_a?(Game_Actor) and @battler_visible# ???????????????????????#if $game_temp.battle_main_phase#self.opacity += 3 if self.opacity < 255#else#self.opacity -= 3 if self.opacity > 207#end#end# ??if @battler.blinkblink_onelseblink_offend# ??????unless @battler_visible# ??if not @battler.hidden and not @battler.dead? and(@battler.damage == nil or @battler.damage_pop)appear@battler_visible = trueendend# ?????if @battler_visible# ??if @battler.hidden$game_system.se_play($data_system.escape_se)escape@trans_sprite.opacity = 0@battler_visible = falseend# ??????if @battler.white_flashwhiten@battler.white_flash = falseend# ???????if @battler.animation_id != 0animation = $data_animations[@battler.animation_id]animation(animation, @battler.animation_hit)@battler.animation_id = 0end# ????if @battler.damage_popdamage(@battler.damage, @battler.critical)@battler.damage = nil@battler.critical = false@battler.damage_pop = falseendif @bar_must_change == true@bar_must_change = falseif @old_hp != @battler.hpchange_hp_barendif @battler.damage == nil and @battler.dead?if @battler.is_a?(Game_Enemy)$game_system.se_play($data_system.enemy_collapse_se)else$game_system.se_play($data_system.actor_collapse_se)endcollapse@battler_visible = falseendendend# ???????????@trans_sprite.x = self.x@trans_sprite.y = self.y@trans_sprite.z = self.z@bar_hp_sprite.x = @battler.screen_x - 32@bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil@bar_hp_sprite.z = 100@bar_sp_sprite.x = @battler.screen_x - 32@bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil@bar_sp_sprite.z = 100end #--------------------------------------------------------------------------# - Move the sprite# x : X coordinate of the destination point# y : Y coordinate of the destination point# speed : Speed of movement (0 = delayed, 1+ = faster)# delay : Movement delay if speed is at 0#--------------------------------------------------------------------------def move(x, y, speed = 1, delay = 0)@destx = x@desty = y@move_speed = speed@move_delay = delay@move_old = Graphics.frame_count@moving = trueend #--------------------------------------------------------------------------# - Move sprite to destx and desty#--------------------------------------------------------------------------def update_movereturn unless @movingmovinc = @move_speed == 0 ? 1 : @move_speedif Graphics.frame_count - @move_old > @move_delay or @move_speed != 0self.x += movinc if self.x < @destxself.x -= movinc if self.x > @destxself.y += movinc if self.y < @destyself.y -= movinc if self.y > @desty@move_old = Graphics.frame_countendif @move_speed > 1 # Check if sprite can't reach that pointself.x = @destx if (@destx - self.x).abs % @move_speed != 0 and(@destx - self.x).abs <= @move_speedself.y = @desty if (@desty - self.y).abs % @move_speed != 0 and(@desty - self.y).abs <= @move_speedendif self.x == @destx and self.y == @desty@moving = falseendend #--------------------------------------------------------------------------# - Pause animation, but still updates movement# frames : Number of frames#--------------------------------------------------------------------------def delay(frames)update_moveif (Graphics.frame_count - @old >= frames)@old = Graphics.frame_countreturn trueendreturn falseend def change_hp_barj = false@old_hp = @battler.hp if @old_hp == -1i = @old_hploop doi -= 10if i < @battler.hpi = @battler.hpj = trueendrate = i.to_f / @battler.maxhp@color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)@color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)@bar_hp_sprite.bitmap.clear@bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)@bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)@bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)#@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)@bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 0)#@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)@bar_hp_sprite.opacity = self.opacityGraphics.updateif j == truej = falsebreakendend@old_hp = @battler.hpend def change_sp_barj = false@old_sp = @battler.sp if @old_sp == -1i = @old_sploop doi -= 10if i < @battler.spi = @battler.spj = trueendrate = i.to_f / @battler.maxsp@color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)@color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)@bar_sp_sprite.bitmap.clear@bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1)@bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2)@bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1)#@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3)@bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0)#@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5)@bar_sp_sprite.opacity = self.opacityGraphics.updateif j == truej = falsebreakendend@old_sp = @battler.spend def enemy #$target_index += $game_troop.enemies.size$target_index %= $game_troop.enemies.sizereturn $game_troop.enemies[$target_index] #end # def actor #$target_index += $game_party.actors.size$target_index %= $game_party.actors.sizereturn $game_party.actors[$target_index] #end def index=(index)@index = indexupdateend def pose(number, frames = 4)case numberwhen 0change(frames, 4, 0, 4, 0)when 1change(frames, 4, 0, 4)when 2change(frames, 4, 0, 6)elsechange(frames, 4, 0, 0, 0)endend def enemy_pose(number ,enemy_frames = 4)case numberwhen 0change(enemy_frames, 4, 0, 6, 0)when 1change(enemy_frames, 4, 0, 4)when 2change(enemy_frames, 4, 0, 6)elsechange(enemy_frames, 4, 0, 0, 0)endend def default_posepose(0, 1)endend #==============================================================================# ¦ Spriteset_Battle#------------------------------------------------------------------------------# ???????????????????????????? Scene_Battle ??# ????????????#============================================================================== class Spriteset_Battle#--------------------------------------------------------------------------# ? ??????????#--------------------------------------------------------------------------attr_reader :viewport1 # ????????????attr_reader :viewport2 # ????????????attr_accessor :actor_spritesattr_accessor :enemy_sprites#--------------------------------------------------------------------------# ? ?????????#--------------------------------------------------------------------------def initialize# ?????????@viewport1 = Viewport.new(0, 0, 640, 480)@viewport2 = Viewport.new(0, 0, 640, 480)@viewport3 = Viewport.new(0, 0, 640, 480)@viewport4 = Viewport.new(0, 0, 640, 480)@viewport2.z = 101@viewport3.z = 200@viewport4.z = 5000if $game_temp.battleback_name == ""@battleback_sprite = nil@tilemap = Tilemap.new(@viewport1)@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)for i in 0..6autotile_name = $game_map.autotile_names[i]@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)end@tilemap.map_data = $game_map.data@tilemap.priorities = $game_map.prioritieselse# ??????????????@tilemap = nil@battleback_sprite = Sprite.new(@viewport1)end# ????????????@enemy_sprites = []for enemy in $game_troop.enemies#.reverse@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))end# ????????????@actor_sprites = []for j in 0..7# Æ’AÆ’NÆ’^ÂÂ[Æ’XÆ’vƒ‰ƒCÆ’g‚ð’Ã#‡â€°ÃÂ@actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j]))end# ?????@weather = RPG::Weather.new(@viewport1)# ????????????@picture_sprites = []for i in 51..100@picture_sprites.push(Sprite_Picture.new(@viewport3,$game_screen.pictures[i]))end# ????????????@timer_sprite = Sprite_Timer.new# ??????updateend#--------------------------------------------------------------------------# ? ??#--------------------------------------------------------------------------def disposeif @tilemap != nil# ?????????@tilemap.tileset.disposefor i in 0..6@tilemap.autotiles[i].disposeend@tilemap.disposeend# ??????????????if @battleback_sprite != nil# ??????????????????????if @battleback_sprite.bitmap != nil@battleback_sprite.bitmap.disposeend@battleback_sprite.disposeend# ??????????????????????for sprite in @enemy_sprites + @actor_spritessprite.disposeend# ?????@weather.dispose# ????????????for sprite in @picture_spritessprite.disposeend# ????????????@timer_sprite.dispose# ?????????@viewport1.dispose@viewport2.dispose@viewport3.dispose@viewport4.disposeend#--------------------------------------------------------------------------# ? ??????????#--------------------------------------------------------------------------def effect?# ??????????????? true ???for sprite in @enemy_sprites + @actor_spritesreturn true if sprite.effect?endreturn falseend#--------------------------------------------------------------------------# ? ??????#--------------------------------------------------------------------------def update# ???????????????????????if @battleback_sprite != nilif @battleback_name != $game_temp.battleback_name@battleback_name = $game_temp.battleback_nameif @battleback_sprite.bitmap != nil@battleback_sprite.bitmap.disposeendbg_bitmap = RPG::Cache.battleback(@battleback_name)bg_bitmap_stretch = Bitmap.new(640, 480)bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect)@battleback_sprite.bitmap = bg_bitmap_stretchendendif @tilemap != nil@tilemap.ox = $game_map.display_x / 4@tilemap.oy = $game_map.display_y / 4@tilemap.updateend# ????????????for sprite in @enemy_sprites + @actor_spritessprite.updateend# ???????????@weather.type = $game_screen.weather_type@weather.max = $game_screen.weather_max@weather.update# ????????????for sprite in @picture_spritessprite.updateend# ????????????@timer_sprite.update# ???????????????@viewport1.tone = $game_screen.tone@viewport1.ox = $game_screen.shake# ????????????@viewport4.color = $game_screen.flash_color# ?????????@viewport1.update@viewport2.update@viewport4.updateendend #==============================================================================# ¦ Window_Command#------------------------------------------------------------------------------# ?????????????????????#============================================================================== class Window_Command < Window_Selectable#--------------------------------------------------------------------------# ? ?????????# width : ???????# commands : ??????????#--------------------------------------------------------------------------def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1)# ????????????????????super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32)@inf_scroll = inf_scroll@item_max = commands.size@commands = commands@column_max = column_max@style = styleself.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32)self.contents.font.name = "Tahoma"self.contents.font.size = 22refreshself.index = 0end#--------------------------------------------------------------------------# ? ??????#--------------------------------------------------------------------------def refreshself.contents.clearfor i in 0...@item_maxdraw_item(i, normal_color)endend#--------------------------------------------------------------------------# ? ?????# index : ????# color : ???#--------------------------------------------------------------------------def draw_item(index, color)self.contents.font.color = colorrect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32)self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))self.contents.draw_text(rect, @commands[index], @style)end#--------------------------------------------------------------------------# ? ??????# index : ????#--------------------------------------------------------------------------def disable_item(index)draw_item(index, disabled_color)end def update_help@help_window.set_actor($game_party.actors[$scene.actor_index])endend #==============================================================================# ¦ Arrow_Enemy#------------------------------------------------------------------------------# ????????????????????????????? Arrow_Base ??# ????????#============================================================================== class Arrow_Enemy < Arrow_Base#--------------------------------------------------------------------------# ? ?????????????????#--------------------------------------------------------------------------def enemyreturn $game_troop.enemies[@index]end#--------------------------------------------------------------------------# ? ??????#--------------------------------------------------------------------------def updatesuper# ???????????????????$game_troop.enemies.size.times dobreak if self.enemy.exist?@index += 1@index %= $game_troop.enemies.sizeend# ?????if Input.repeat?(Input::DOWN)$game_system.se_play($data_system.cursor_se)$game_troop.enemies.size.times do@index += 1@index %= $game_troop.enemies.sizebreak if self.enemy.exist?endend# ?????if Input.repeat?(Input::UP)$game_system.se_play($data_system.cursor_se)$game_troop.enemies.size.times do@index += $game_troop.enemies.size - 1@index %= $game_troop.enemies.sizebreak if self.enemy.exist?endendif Input.repeat?(Input::RIGHT)$game_system.se_play($data_system.cursor_se)$game_troop.enemies.size.times do@index += ((($game_troop.enemies.length) * 0.5).ceil)@index %= $game_troop.enemies.sizebreak if self.enemy.exist?endendif Input.repeat?(Input::LEFT)$game_system.se_play($data_system.cursor_se)$game_troop.enemies.size.times do@index += $game_troop.enemies.size - ((($game_troop.enemies.length) * 0.5).ceil)@index %= $game_troop.enemies.sizebreak if self.enemy.exist?endend# ???????????if self.enemy != nilself.x = self.enemy.screen_x + 4self.y = self.enemy.screen_y + 36self.z = self.enemy.screen_z + 1endend#--------------------------------------------------------------------------# ? ?????????#--------------------------------------------------------------------------def update_help# ????????????????????????@help_window.set_enemy(self.enemy)endend #==============================================================================# ¦ Arrow_Actor#------------------------------------------------------------------------------# ????????????????????????????? Arrow_Base ??# ????????#============================================================================== class Arrow_Actor < Arrow_Base#--------------------------------------------------------------------------# ? ?????????????????#--------------------------------------------------------------------------def actorreturn $game_party.actors[@index]end#--------------------------------------------------------------------------# ? ??????#--------------------------------------------------------------------------def updatesuper# ?????if Input.repeat?(Input::DOWN)$game_system.se_play($data_system.cursor_se)@index += 1@index %= $game_party.actors.sizeend# ?????if Input.repeat?(Input::UP)$game_system.se_play($data_system.cursor_se)@index += $game_party.actors.size - 1@index %= $game_party.actors.sizeendif Input.repeat?(Input::RIGHT)$game_system.se_play($data_system.cursor_se)@index += ($game_party.actors.length * 0.5).ceil@index %= $game_party.actors.sizeend# ?????if Input.repeat?(Input::LEFT)$game_system.se_play($data_system.cursor_se)@index += $game_party.actors.size - (($game_party.actors.length * 0.5).ceil)@index %= $game_party.actors.sizeend# ???????????if self.actor != nilself.x = self.actor.screen_xself.y = self.actor.screen_y + 36self.z = self.actor.screen_z + 1endend#--------------------------------------------------------------------------# ? ?????????#--------------------------------------------------------------------------def update_help# ??????????????????????@help_window.set_actor(self.actor)endend class Scene_Battleattr_accessor :actor_indexdef main# ???????????????$game_temp.in_battle = true$game_temp.battle_turn = 0$game_temp.battle_event_flags.clear$game_temp.battle_abort = false$game_temp.battle_main_phase = false$game_temp.battleback_name = $game_map.battleback_name$game_temp.forcing_battler = nil# ??????????????????$game_system.battle_interpreter.setup(nil, 0)# ???????@troop_id = $game_temp.battle_troop_id$game_troop.setup(@troop_id)# ????????????????s1 = $data_system.words.attacks2 = $data_system.words.skills3 = $data_system.words.guards4 = $data_system.words.item@actor_command_window = Window_Command.new(640, [s1, s2, s3, s4], 4)@actor_command_window.y = 64@actor_command_window.back_opacity = 160@actor_command_window.active = false@actor_command_window.visible = false# ????????????@party_command_window = Window_PartyCommand.new@help_window = Window_Help.new@help_window.back_opacity = 160@help_window.visible = false#@status_window = Window_BattleStatus.new@message_window = Window_Message.new# ???????????@spriteset = Spriteset_Battle.new# ????????????@wait_count = 0# ?????????if $data_system.battle_transition == ""Graphics.transition(20)elseGraphics.transition(40, "Graphics/Transitions/" +$data_system.battle_transition)end# ???????????start_phase1# ??????loop do# ????????Graphics.update# ???????Input.update# ??????update# ????????????????if $scene != selfbreakendend# ??????????$game_map.refresh# ?????????Graphics.freeze# ????????@actor_command_window.dispose@party_command_window.dispose@help_window.dispose#@status_window.dispose@message_window.disposeif @skill_window != nil@skill_window.disposeendif @item_window != nil@item_window.disposeendif @result_window != nil@result_window.disposeend# ???????????@spriteset.dispose# ???????????????if $scene.is_a?(Scene_Title)# ??????????Graphics.transitionGraphics.freezeend# ???????????????????????????if $BTEST and not $scene.is_a?(Scene_Gameover)$scene = nilendend def update# ?????????????if $game_system.battle_interpreter.running?# ?????????$game_system.battle_interpreter.update# ?????????????????????????if $game_temp.forcing_battler == nil# ?????????????????unless $game_system.battle_interpreter.running?# ??????????????????????????unless judgesetup_battle_eventendend# ????????????????if @phase != 5# ?????????????????#@status_window.refreshendendend# ???? (????)??????$game_system.update$game_screen.update# ????? 0 ??????if $game_system.timer_working and $game_system.timer == 0# ?????$game_temp.battle_abort = trueend# ????????@help_window.update@party_command_window.update@actor_command_window.update#@status_window.update@message_window.update# ???????????@spriteset.update# ?????????????if $game_temp.transition_processing# ?????????????????$game_temp.transition_processing = false# ?????????if $game_temp.transition_name == ""Graphics.transition(20)elseGraphics.transition(40, "Graphics/Transitions/" +$game_temp.transition_name)endend# ????????????????if $game_temp.message_window_showingreturnend# ???????????if @spriteset.effect?returnend# ??????????if $game_temp.gameover# ??????????????$scene = Scene_Gameover.newreturnend# ???????????if $game_temp.to_title# ???????????$scene = Scene_Title.newreturnend# ????????if $game_temp.battle_abort# ??????? BGM ???$game_system.bgm_play($game_temp.map_bgm)# ?????battle_end(1)returnend# ????????if @wait_count > 0# ????????????@wait_count -= 1returnend # this one holds the battle while the player movesfor actor in @spriteset.actor_spritesif actor.movingreturnendend# and this one is for the enemy...for enemy in @spriteset.enemy_spritesif enemy.moving# and $game_system.animated_enemyreturnendend# ???????????????????????# ????????????????if $game_temp.forcing_battler == nil and$game_system.battle_interpreter.running?returnend# ??????????case @phasewhen 1 # ?????????update_phase1when 2 # ????????????update_phase2when 3 # ????????????update_phase3when 4 # ???????update_phase4when 5 # ???????????update_phase5endend def start_phase2# ???? 2 ???@phase = 2# ?????????????@actor_index = -1@active_battler = nil# ?????????????????@party_command_window.active = true@party_command_window.visible = true# ?????????????????@actor_command_window.active = false@actor_command_window.visible = false@help_window.visible = false# ??????????????$game_temp.battle_main_phase = false# ????????????????$game_party.clear_actions# ????????????unless $game_party.inputable?# ?????????start_phase4endend def update_phase2_escape# ??????????????enemies_agi = 0enemies_number = 0for enemy in $game_troop.enemiesif enemy.exist?enemies_agi += enemy.agienemies_number += 1endendif enemies_number > 0enemies_agi /= enemies_numberend# ??????????????actors_agi = 0actors_number = 0for actor in $game_party.actorsif actor.exist?actors_agi += actor.agiactors_number += 1endendif actors_number > 0actors_agi /= actors_numberend# ??????success = rand(100) < 50 * actors_agi / enemies_agi# ???????if success# ?? SE ???$game_system.se_play($data_system.escape_se)for actor in $game_party.actors@spriteset.actor_sprites[actor.index].pose(2)@spriteset.actor_sprites[actor.index].move(660, actor.screen_y, 10)endcheck = escape_moveuntil check == false@spriteset.updateGraphics.updatecheck = escape_moveend# ??????? BGM ???$game_system.bgm_play($game_temp.map_bgm)# ?????battle_end(1)# ???????else# ????????????????$game_party.clear_actions# ?????????start_phase4endend def escape_movefor actor in @spriteset.actor_spritesif actor.movingreturn trueendendreturn falseend def start_phase5# ???? 5 ???@phase = 5# ????? ME ???$game_system.me_play($game_system.battle_end_me)# ??????? BGM ???$game_system.bgm_play($game_temp.map_bgm)# EXP???????????????exp = 0gold = 0treasures = []# ???for enemy in $game_troop.enemies# ??????????????unless enemy.hidden# ?? EXP????????exp += enemy.expgold += enemy.gold# ?????????if rand(100) < enemy.treasure_probif enemy.item_id > 0treasures.push($data_items[enemy.item_id])endif enemy.weapon_id > 0treasures.push($data_weapons[enemy.weapon_id])endif enemy.armor_id > 0treasures.push($data_armors[enemy.armor_id])endendendend# ???????? 6 ??????treasures = treasures[0..5]# EXP ??for i in 0...$game_party.actors.sizeactor = $game_party.actors[i]if actor.cant_get_exp? == falselast_level = actor.levelactor.exp += expif actor.level > last_level#@status_window.level_up(i)endendend# ??????$game_party.gain_gold(gold)# ???????for item in treasurescase itemwhen RPG::Item$game_party.gain_item(item.id, 1)when RPG::Weapon$game_party.gain_weapon(item.id, 1)when RPG::Armor$game_party.gain_armor(item.id, 1)endend# ???????????????@result_window = Window_BattleResult.new(exp, gold, treasures)# ???????????@phase5_wait_count = 100end #--------------------------------------------------------------------------# ? ?????? (???????????)#--------------------------------------------------------------------------def update_phase5# ????????? 0 ???????if @phase5_wait_count > 0# ????????????@phase5_wait_count -= 1# ????????? 0 ??????if @phase5_wait_count == 0# ????????????@result_window.visible = true# ??????????????$game_temp.battle_main_phase = false# ?????????????????#@status_window.refreshendreturnend# C ??????????if Input.trigger?(Input::C)# ?????battle_end(0)endend def phase3_setup_command_window# ?????????????????@party_command_window.active = false@party_command_window.visible = false# ?????????????????@actor_command_window.active = true@actor_command_window.visible = true@help_window.visible = true# ???????????????????if @actor_command_window.help_window == nil@actor_command_window.help_window = @help_windowend@actor_command_window.update_help#@actor_command_window.x = @actor_index * 160# ??????? 0 ???@actor_command_window.index = 0enddef start_enemy_select# ??????????@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)# ?????????????@enemy_arrow.help_window = @help_window# ?????????????????@actor_command_window.active = false@actor_command_window.visible = falseend def update_phase4case @phase4_stepwhen 1update_phase4_step1when 2update_phase4_step2when 3update_phase4_step3when 4update_phase4_step4when 5update_phase4_step5when 6update_phase4_step6when 7update_phase4_step7endend def update_phase4_step1 # Change actor poses to default#if @active_battler.is_a?(Game_Actor)# @spriteset.actor_sprites[@active_battler.index].default_pose#endfor i in 0...$game_party.actors.sizeactor = $game_party.actors[i]@spriteset.actor_sprites[i].default_poseend @help_window.visible = falseif judgereturnendif $game_temp.forcing_battler == nilsetup_battle_eventif $game_system.battle_interpreter.running?returnendendif $game_temp.forcing_battler != nil@action_battlers.delete($game_temp.forcing_battler)@action_battlers.unshift($game_temp.forcing_battler)endif @action_battlers.size == 0start_phase2returnend@animation1_id = 0@animation2_id = 0@common_event_id = 0@active_battler = @action_battlers.shiftif @active_battler.index == nilreturnendif @active_battler.hp > 0 and @active_battler.slip_damage?@active_battler.slip_damage_effect@active_battler.damage_pop = trueend@active_battler.remove_states_auto#@status_window.refresh@phase4_step = 2end def make_basic_action_result if @active_battler.is_a?(Game_Actor)$actor_on_top = trueelsif @active_battler.is_a?(Game_Enemy)$actor_on_top = falseendif @active_battler.current_action.basic == 0@animation1_id = @active_battler.animation1_id@animation2_id = @active_battler.animation2_idif @active_battler.is_a?(Game_Enemy)if @active_battler.restriction == 3target = $game_troop.random_target_enemyelsif @active_battler.restriction == 2target = $game_party.random_target_actorelseindex = @active_battler.current_action.target_indextarget = $game_party.smooth_target_actor(index)end#======== here is the setting for the movement & animation...x = target.screen_x - 32@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)@spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10)#========= here if you look at the RPG's movement settings you'll see#========= that he takes the number 40 for the speed of the animation...#========= i thing thats too fast so i settet it down to 10 so looks smoother...endif @active_battler.is_a?(Game_Actor)weapon = $data_weapons[@active_battler.weapon_id]range = falseif weapon != nilfor id in weapon.element_setif $data_system.elements[id] == "Range"range = truebreakendendendif @active_battler.restriction == 3target = $game_party.random_target_actorelsif @active_battler.restriction == 2target = $game_troop.random_target_enemyelseindex = @active_battler.current_action.target_indextarget = $game_troop.smooth_target_enemy(index)end#======= the same thing for the player... ^-^x = target.screen_x + 32@spriteset.actor_sprites[@active_battler.index].pose(1)@spriteset.actor_sprites[@active_battler.index].move(x * (range ? 2 : 1), target.screen_y, 10)range = falseend@target_battlers = [target]for target in @target_battlerstarget.attack_effect(@active_battler)endreturnendif @active_battler.current_action.basic == 1if @active_battler.is_a?(Game_Actor)@spriteset.actor_sprites[@active_battler.index].pose(0, 1) #defenceelse@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) #defenceend@help_window.set_text($data_system.words.guard, 1)returnendif @active_battler.is_a?(Game_Enemy) and@active_battler.current_action.basic == 2@help_window.set_text("Escape", 1)@active_battler.escapereturnendif @active_battler.current_action.basic == 3$game_temp.forcing_battler = nil@phase4_step = 1returnend if @active_battler.current_action.basic == 4if $game_temp.battle_can_escape == false$game_system.se_play($data_system.buzzer_se)returnend$game_system.se_play($data_system.decision_se)update_phase2_escapereturnendend def make_skill_action_result @skill = $data_skills[@active_battler.current_action.skill_id]unless @active_battler.current_action.forcingunless @active_battler.skill_can_use?(@skill.id)$game_temp.forcing_battler = nil@phase4_step = 1returnendend@active_battler.sp -= @skill.sp_cost#@status_window.refresh@help_window.set_text(@skill.name, 1)@animation1_id = @skill.animation1_id@animation2_id = @skill.animation2_idif @active_battler.is_a?(Game_Enemy)#@spriteset.enemy_sprites[@active_battler.index].change_sp_barx = @active_battler.screen_x + 48@spriteset.enemy_sprites[@active_battler.index].enemy_pose(2)@spriteset.enemy_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)endif @active_battler.is_a?(Game_Actor)#@spriteset.actor_sprites[@active_battler.index].change_sp_barx = @active_battler.screen_x - 48@spriteset.actor_sprites[@active_battler.index].pose(1)@spriteset.actor_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5)@spriteset.actor_sprites[@active_battler.index].pose(0, 1)end@common_event_id = @skill.common_event_idset_target_battlers(@skill.scope)for target in @target_battlerstarget.skill_effect(@active_battler, @skill)endend def make_item_action_result # sorry i didnt work on this...# couse i dont have a sprite that uses items....# so i just added the standby sprite here...# when i get more time for this i'll try what i can do for this one... ^-^# its the same as the ones above...if @active_battler.is_a?(Game_Actor)@spriteset.actor_sprites[@active_battler.index].pose(0, 1)else@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)end @item = $data_items[@active_battler.current_action.item_id]unless $game_party.item_can_use?(@item.id)@phase4_step = 1returnendif @item.consumable$game_party.lose_item(@item.id, 1)end@help_window.set_text(@item.name, 1)@animation1_id = @item.animation1_id@animation2_id = @item.animation2_id@common_event_id = @item.common_event_idindex = @active_battler.current_action.target_indextarget = $game_party.smooth_target_actor(index)set_target_battlers(@item.scope)for target in @target_battlerstarget.item_effect(@item)endend def update_phase4_step3if @active_battler.current_action.kind == 0 and@active_battler.current_action.basic == 0# in this one... we have our weapon animations... for player and monsterif @active_battler.is_a?(Game_Actor)@spriteset.actor_sprites[@active_battler.index].pose(0,1)elsif @active_battler.is_a?(Game_Enemy)@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0,1)endendif @animation1_id == 0@active_battler.white_flash = trueelse@active_battler.animation_id = @animation1_id@active_battler.animation_hit = trueend@phase4_step = 4end def update_phase4_step4# this here is for the hit animation...for target in @target_battlerstarget.animation_id = @animation2_idtarget.animation_hit = (target.damage != "Miss")end@wait_count = 8@phase4_step = 5end def update_phase4_step5if @active_battler.hp > 0 and @active_battler.slip_damage?@active_battler.slip_damage_effect@active_battler.damage_pop = trueend# ???????????@help_window.visible = false# ?????????????????#@status_window.refresh# ?????? if @active_battler.is_a?(Game_Actor)@spriteset.actor_sprites[@active_battler.index].pose(0, 1)else@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)endfor target in @target_battlersif target.damage != niltarget.damage_pop = trueif @active_battler.is_a?(Game_Actor)@spriteset.actor_sprites[@active_battler.index].pose(0, 1)else@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)endendend# ???? 6 ???@phase4_step = 6end def update_phase4_step6 # here we are asking if the player is dead and is a player or an enemy...# these lines are for the running back and standby animation....if @active_battler.is_a?(Game_Actor)if @active_battler.current_action.basic == 1@spriteset.actor_sprites[@active_battler.index].pose(0, 1)else@spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)@spriteset.actor_sprites[@active_battler.index].pose(2)endelseif @active_battler.current_action.basic == 1@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)else@spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20)@spriteset.enemy_sprites[@active_battler.index].enemy_pose(1)endendfor target in @target_battlersif target.is_a?(Game_Actor)@spriteset.actor_sprites[target.index].pose(0, 1)else@spriteset.enemy_sprites[target.index].enemy_pose(0, 1)endend$game_temp.forcing_battler = nilif @common_event_id > 0common_event = $data_common_events[@common_event_id]$game_system.battle_interpreter.setup(common_event.list, 0)end@phase4_step = 7end def update_phase4_step7 # here we are asking if the player is dead and is a player or an enemy...# these lines are for the running back and standby animation....if @active_battler.is_a?(Game_Actor)@spriteset.actor_sprites[@active_battler.index].pose(0, 1)else@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1)end $game_temp.forcing_battler = nilif @common_event_id > 0common_event = $data_common_events[@common_event_id]$game_system.battle_interpreter.setup(common_event.list, 0)end@phase4_step = 1endend#==============================================================================# ** Seph's Test Bed Log#------------------------------------------------------------------------------# SephirothSpawn# Version 0.41# 2007-08-29# Total Scripts : 84=begin ======================================================================== ** Table Of Contents ** A) Version Updates* Version 0.10 : 2006-10-09* Version 0.20 : 2006-10-20* Version 0.25 : 2006-11-08* Version 0.30 : 2006-12-12* Version 0.40 : 2007-07-31* Version 0.41 : 2007-08-29cool.gif Catagory DescriptionsC) Current Scripts ListingsD) Scripts to be UpdatedE) Possible Future Releases #============================================================================== A) Version Updates * Version 0.1 : 2006-10-09 - Following Scripts Were Released :SCRIPT NAME (VERSION) : DATE UPDATED~ Quick Treasure Chest (1.0) : 2006-07-09~ Shift Puzzles (2.0) : 2006-07-28~ Trickster's Curve Generator (1.0) : 2006-07-28~ Damage Reductions (1.0) : 2006-07-29~ Character Class Graphics (1.0) : 2006-08-01~ Game Difficulty (2.0) : 2006-08-03~ Introduction & Splash System (3.0) : 2006-08-04~ Sudoku Puzzles (1.0) : 2006-08-06~ Encounter Control (1.0) : 2006-08-12~ Bitmap File Dump (1.0) : 2006-08-22~ Event Text Display (3.0) : 2006-08-22~ Gameover to Inn (3.0) : 2006-08-22~ Stat Skills (1.0) : 2006-08-22~ Learn Skills From Items (1.0) : 2006-08-23~ Blue, Geomancy & Level Skills (1.0) : 2006-08-24~ Class Based Stats (1.0) : 2006-08-27~ Multiple Languages (2.0) : 2006-08-27~ Quick Animations (2.0) : 2006-08-27~ Advanced Title Screen (1.0) : 2006-08-30~ Crafting System (1.0) : 2006-09-06~ Scene Base (2.0) : 2006-09-06~ Keyword Encyclopedia (1.0) : 2006-09-09~ Dynamic Currencies (1.0) : 2006-09-10~ SP Cost Modifers (1.0) : 2006-09-15~ Action Battlers (1.0) : 2006-09-20~ Actor Stat Bonuses (2.0) : 2006-09-20~ Aditional Item Drops (2.0) : 2006-09-20~ Virtual Database (2.0) : 2006-10-02~ Character Holograms (1.0) : 2006-10-07~ Dynamic Enemies (2.0) : 2006-10-07~ Animated Battlebacks (1.0) : 2006-10-08~ File Error Fix & Report (1.0) : 2006-10-08 - Following Scripts Were Updated :~ None --------------------------------------------------------------------------- * Version 0.2 : 2006-10-20 - Following Scripts Were Released :SCRIPT NAME (VERSION) : DATE UPDATED~ Skills Use Items (1.0) : 2006-10-15~ Event Collisions (1.0) : 2006-10-16~ Alternate Game Difficulty (1.0) : 2006-10-18~ Inn & Savepoint System (2.0) : 2006-10-19~ Dynamic Enemy Actions (1.0) : 2006-10-22~ Unarmed Stats & Development (1.0) : 2006-10-22~ Character Icon Graphics (1.0) : 2006-10-23~ Class Support (1.0) : 2006-10-24 (SDK Conversions)~ Goldenshadow : Adv. Fishing (1.8) : 2005-07-29~ Ccoa : Minecart Mayhem (1.0) : 2005-07-30 - Following Scripts Were Updated :SCRIPT NAME (VERSION) : DATE UPDATED~ Animated Battlebacks (1.1) : 2006-10-17~ Crafting System (1.1) : 2006-10-17~ Introduction & Splash System (3.1) : 2006-10-17~ Advanced Title Screen (1.01) : 2006-10-18~ Scene Base (2.01) : 2006-10-18~ Trickster's Curve Generator (2.0) : 2006-10-22~ Character Holograms (1.01) : 2006-10-23~ Encounter Control (1.01) : 2006-10-23~ Event Text Display (3.01) : 2006-10-23~ Action Battlers (1.1) : 2006-10-24~ Dynamic Currencies (1.01) : 2006-10-24~ Virtual Database (2.01) : 2006-10-24 --------------------------------------------------------------------------- * Version 0.25 : 2006-11-08- Following Scripts Were Released :SCRIPT NAME (VERSION) : DATE UPDATED~ State Pops (1.0) : 2006-10-29~ Equipment, Item & Skill Reqs (0.9) : 2006-10-30~ Party SP (1.0) : 2006-11-02~ Weapon Specials (1.0) : 2006-11-04~ Tilemap (0.9) : 2006-11-06~ Scroll Status Display (1.0) : 2006-11-07 - Following Scripts Were Updated :SCRIPT NAME (VERSION) : DATE UPDATED~ Character Icon Graphics (1.01) : 2006-11-01 --------------------------------------------------------------------------- * Version 0.3 : 2006-12-13- Following Scripts Were Released :SCRIPT NAME (VERSION) : DATE UPDATED~ Party Switcher + Extra Parties (1.0) : 2006-11-25~ FFVIII Skill Points (1.0) : 2006-12-01~ Skill Learn Display (1.0) : 2006-12-04~ Event Spawner (2.0) : 2006-12-09 - Following Scripts Were Updated :SCRIPT NAME (VERSION) : DATE UPDATED~ Actor Stat Bonuses (2.1) : 2006-11-30~ Gameover to Inn (3.1) : 2006-11-30~ Quick Animations (3.0) : 2006-12-01~ Animated Battleback (2.0) : 2006-12-04~ Introduction & Splash System (4.0) : 2006-12-06~ Method & Class Library Adds. (0.2) : 2006-12-11~ Additional Enemy Drops (2.1) : 2006-12-13 --------------------------------------------------------------------------- * Version 0.4 : 2007-07-31- Following Scripts Were Released :SCRIPT NAME (VERSION) : DATE UPDATED~ Perspective Sprites (1.0) : 2007-01-05~ Stat Bonus Base (1.0) : 2007-01-26~ Extra Terrains (1.01) : 2007-01-24~ File Use Log (2.0) : 2007-02-25~ Multiple Damages (1.0) : 2007-02-12~ Analog Movement (2.0) : 2007-02-16~ WorldMap Teleporter (2.0) : 2007-02-26~ Dynamic + Add. Enemy Drops (3.0) : 2007-03-01~ Skills Use Element Sets (1.0) : 2007-03-01~ Multiple Animations (1.0) : 2007-03-06~ Save Event Locations (1.0) : 2007-03-12~ Enhanced BattleStatus Window (1.1) : 2007-03-13~ Auto-Save System (1.0) : 2007-03-17~ Sound Interaction System (1.0) : 2007-03-21~ Anti Event Lag System (2.1) : 2007-04-02~ Blur Screenshot (1.0) : 2007-04-02~ Equipment Autostates (1.0) : 2007-04-02~ Sprite Blink Colors (1.0) : 2007-04-02~ Mouse Selectable Windows (2.0) : 2007-04-03~ Multiple BGMS (1.0) : 2007-04-09~ Skill Mana System (2.0) : 2007-04-23~ Battle Leaders (1.0) : 2007-05-07~ Tilemap (Extra Autotiles) (1.0) : 2007-06-01~ Battle Simulator (1.0) : 2007-06-02~ Multiple Poison Effects (1.0) : 2007-06-03~ On Map Party Cycler (1.0) : 2007-06-15~ Enhanced Item Parameters (1.0) : 2007-06-28~ Enemy Troops Extender (1.1) : 2007-07-09~ Battle Equipping (1.0) : 2007-07-18~ Character Sprite Frame Count (1.0) : 2007-07-18~ Map Screenshot Maker (1.1) : 2007-07-21~ Escaping Cost (1.0) : 2007-07-25~ Mapping Layers (2.1) : 2007-07-25~ Action Encounters (1.01) : 2007-07-26~ Draw HP/SP/Exp Percents (1.0) : 2007-07-27~ Battle Command Memory (1.0) : 2007-07-28~ Battle Escaping (1.0) : 2007-07-28~ Dynamic Defending (1.0) : 2007-07-28~ Battle Switching (2.1) : 2007-07-29~ Tilemap (Flash Data) (1.01) : 2007-07-30 - Following Scripts Were Updated :SCRIPT NAME (VERSION) : DATE UPDATED~ Character Class Graphics (1.1) : 2007-01-24~ Character Icon Graphics (1.02) : 2007-01-24~ Damage Reductions (1.01) : 2007-01-24~ Skills Use Items (1.01) : 2007-01-24~ SP Cost Modifers (1.1) : 2007-01-24~ Actor Stat Bonuses (3.0) : 2007-01-28~ Class Support (2.0) : 2007-01-28~ Blue, Geomancy & Level Skills (1.11) : 2007-02-10~ Party Switcher + Extra Parties (1.2) : 2007-02-14~ Skill Learn Display (2.0) : 2007-02-16~ State Pops (2.0) : 2007-02-16~ Class Based Stats (2.0) : 2007-02-19~ Learn Skills From Items (1.1) : 2007-02-20~ Unarmed Stats & Development (2.0) : 2007-02-20~ Animated Battlebacks (2.1) : 2007-02-28~ Advanced Title Screen (2.0) : 2007-03-01~ Dynamic Enemy Actions (1.1) : 2007-03-01~ Game Difficulty (3.0) : 2007-03-01~ Game Difficulty (Alt.) (2.0) : 2007-03-01~ Keyword Encyclopedia (1.1) : 2007-03-02~ Multiple Languages (2.1) : 2007-03-02~ Virtual Database (2.2) : 2007-04-11~ File Error Fix & Report (1.02) : 2007-04-28~ Dynamic Enemies (3.01) : 2007-05-11~ Stat Skills (1.1) : 2007-05-15~ Quick Treasure Chest (2.2) : 2007-07-13~ Event Collisions (2.01) : 2007-07-23~ Scroll Status Display (1.1) : 2007-07-26~ Encounter Control (2.1) : 2007-07-30~ Event Text Display (4.0) : 2007-07-30~ Tilemap (Basic) (1.11) : 2007-07-31 - Following Scripts Were Re-formated :SCRIPT NAME ---> NEW SCRIPT NAME~ Additional Enemy Drops ---> Dynamic + Add. Enemy Drops - Following Scripts Were Moved to the Method & Class Library or SDK :SCRIPT NAME (VERSION) : DATE UPDATED~ Bitmap File Dump (1.0) : 2006-08-22~ Scene Base (2.01) : 2006-10-18~ Trickster's Curve Generator (2.0) : 2006-10-22~ Quick Animations (3.0) : 2006-12-01~ Event Spawner (2.0) : 2006-12-09 - Following Scripts Were Temporarily Removed Until Next Update :SCRIPT NAME (VERSION) : DATE UPDATED~ Goldenshadow : Adv. Fishing (1.8) : 2005-07-29~ Ccoa : Minecart Mayhem (1.0) : 2005-07-30~ Shift Puzzles (2.0) : 2006-07-28~ Sudoku Puzzles (1.0) : 2006-08-06~ Crafting System (1.1) : 2006-10-17~ Inn & Savepoint System (2.0) : 2006-10-19~ Character Holograms (1.01) : 2006-10-23~ Event Text Display (3.01) : 2006-10-23~ Action Battlers (1.1) : 2006-10-24~ Dynamic Currencies (1.01) : 2006-10-24~ Equipment, Item & Skill Reqs (0.9) : 2006-10-30~ Party SP (1.0) : 2006-11-02~ Weapon Specials (1.0) : 2006-11-04~ Gameover to Inn (3.1) : 2006-11-30~ FFVIII Skill Points (1.0) : 2006-12-01~ Introduction & Splash System (4.0) : 2006-12-06 --------------------------------------------------------------------------- * Version 0.41: 2007-08-29- Following Scripts Were Released :SCRIPT NAME (VERSION) : DATE UPDATED~ Damage Limits (1.0) : 2007-08-06~ Dynamic Enemies - Database + (1.0) : 2007-08-06~ Final Fantasy I Magic System (1.0) : 2007-08-06~ Party Stats (2.0) : 2007-08-06~ Skill/Equipment S & E Percents (1.0) : 2007-08-10~ Encounter Detection Chaser (1.0) : 2007-08-16~ Auto-Revive System (1.0) : 2007-08-20~ Battler Sprite Bars (1.0) : 2007-08-21~ Battleback Screen Stretch (1.0) : 2007-08-22~ Map Battlebacks (1.0) : 2007-08-23 - Following Scripts Were Re-formated :SCRIPT NAME ---> NEW SCRIPT NAME~ Party SP ---> Party Stats - Following Scripts Were Updated :SCRIPT NAME (VERSION) : DATE UPDATED~ Draw HP/SP/Exp Percents (1.01) : 2007-08-01~ Escaping Cost (1.01) : 2007-08-01~ Party Switcher + Extra Parties (1.21) : 2007-08-01~ Game Difficulty (Alt.) (2.01) : 2007-08-02~ Battle Command Memory (1.01) : 2007-08-05~ Battle Equipping (1.01) : 2007-08-05~ Multiple Languages (2.11) : 2007-08-05~ Enhanced Item Parameters (1.01) : 2007-08-21~ Learn Skills from Items (1.11) : 2007-08-21~ Multiple Poison Effects (1.01) : 2007-08-21~ Skill Mana System (2.01) : 2007-08-21~ State Pops (2.01) : 2007-08-21~ Quick Treasure Chest (2.21) : 2007-08-22~ Analog Movement (2.01) : 2007-08-23~ Yeyinde's RSC Require (1.5.0) : 2007 #============================================================================== cool.gif Category Descriptions * Library DevelopmentThese systems are all designed to be used as tools for otherscripts to function. They are usually useful modules or newlibrary classes that make the creation of scripts a bit easier.Many other scripts rely on these, so it is a good idea to have them.* RGSS RewritesThese systems are all designed to rewrite a hidden RGSS object class,or modify an exhisting one.* Developer ToolsThese systems are all designed to provide support for furtherdevelopment of the actors, classes, items, etc. These scripts willoften be expansions to the default database or tools for scripters.* Visual EnhancementThese systems are all designed to add physical apperance to your game.* Character DevelopmentThese systems are all designed to allow your characters to developedynamically, either their stats, skills or new features for them.* Enemy DevelopmentThese systems are all designed to allow your enemies to develpedynamically, either their stats, skills or new features for them.* System EnhancementThese systems are all designed to add or modify the default systems.* Additional SystemThese systems are all designed to add more gameplay. They are allnew systems to RMXP bringing more for the players to do.* Mini GamesThese systems are all designed to give your players something todo besides the main game. They are just specialized Additionalsystems that are games themselves.* Battle EnhancementThese systems are all designed to add to the default battle system.* Battle SystemsCompletely New Battle Systems, that will either modify the defaultor create a new one.* SDK ConversionsNon-SDK scripts made SDK. The idea is to re-write problem areasthat re-write SDK created methods and format the scripts to theSDK standards.* Mini Systems & RequestThese system are all little mini-scripts, that don't really fit intoany other catagory. Just little things I thought I would share. #============================================================================== C) Current Script Listings * Required Scripts (03)~ RSC Require (By Yeyinde) (1.5) : 2007~ The RMXP SDK (2.3) : 2007-07-22~ Method & Class Library (2.1) : 2007-07-22* Library Development (09)~ Blur Screenshot (1.0) : 2007-04-02~ File Error Fix & Report (1.02) : 2007-04-28~ File Use Log (2.0) : 2007-02-25~ Map Screenshot Maker (1.1) : 2007-07-21~ Mouse Selectable Windows (2.0) : 2007-04-03~ Multiple Animations (1.0) : 2007-03-06~ Multiple Damages (1.0) : 2007-02-12~ Stat Bonus Base (1.0) : 2007-01-26~ Virtual Database (2.2) : 2007-04-11* RGSS Rewrites (03)~ Tilemap (Basic) (1.11) : 2007-07-31~ Tilemap (Flash Data) (1.01) : 2007-07-30~ Tilemap (Extra Autotiles) (1.0) : 2007-06-01* Developer Tools (30)~ Actor Stat Bonuses (3.0) : 2007-01-28~ Analog Movement (2.01) : 2007-08-23~ Anti Event Lag System (2.1) : 2007-04-02~ Auto-Revive System (1.0) : 2007-08-20~ Auto-Save System (1.0) : 2007-03-17~ Character Class Graphics (1.1) : 2007-01-24~ Character Icon Graphics (1.02) : 2007-01-24~ Character Sprite Frame Count (1.0) : 2007-07-18~ Class Based Stats (2.0) : 2007-02-19~ Class Support (2.0) : 2007-01-28~ Damage Limits (1.0) : 2007-08-06~ Damage Reductions (1.01) : 2007-01-24~ Encounter Control (2.1) : 2007-07-30~ Encounter Detection Chaser (1.0) : 2007-08-16~ Enhanced Item Parameters (1.01) : 2007-08-21~ Enemy Troops Extender (1.1) : 2007-07-09~ Equipment Autostates (1.0) : 2007-04-02~ Event Collisions (2.01) : 2007-07-23~ Extra Terrains (1.01) : 2007-01-24~ Mapping Layers (2.1) : 2007-07-25~ Multiple BGMS (1.0) : 2007-04-09~ Multiple Poison Effects (1.01) : 2007-08-21~ Save Event Locations (1.0) : 2007-03-12~ Skill/Equipment S & E Percents (1.0) : 2007-08-10~ Skills Use Element Sets (1.0) : 2007-03-01~ Skills Use Items (1.01) : 2007-01-24~ Sound Interaction System (1.0) : 2007-03-21~ SP Cost Modifers (1.1) : 2007-01-24~ Sprite Blink Colors (1.0) : 2007-04-02~ Stat Skills (1.1) : 2007-05-15~ Unarmed Stats & Development (2.0) : 2007-02-20* Visual Enhancement (10)~ Animated Battlebacks (2.1) : 2007-02-28~ Battleback Screen Stretch (1.0) : 2007-08-22~ Battler Sprite Bars (1.0) : 2007-08-21~ Enhanced BattleStatus Window (1.1) : 2007-03-13~ Event Text Display (4.0) : 2007-07-30~ Map Battlebacks (1.0) : 2007-08-23~ Perspective Sprites (1.0) : 2007-01-05~ Scroll Status Display (1.1) : 2007-07-26~ Skill Learn Display (2.0) : 2007-02-16~ State Pops (2.01) : 2007-08-21* Character Development (05)~ Blue, Geomancy & Level Skills (1.11) : 2007-02-10~ Final Fantasy I Magic System (1.0) : 2007-08-06~ Learn Skills from Items (1.11) : 2007-08-21~ Party Stats (2.0) : 2007-08-06~ Skill Mana System (2.01) : 2007-08-21* Enemy Development (06)~ Dynamic Enemies (3.01) : 2007-05-11~ Dynamic Enemies - Database + (1.0) : 2007-08-06~ Dynamic Enemy Actions (1.1) : 2007-03-01~ Dynamic + Add. Enemy Drops (3.0) : 2007-03-01~ Game Difficulty (3.0) : 2007-03-01~ Game Difficulty (Alt.) (2.01) : 2007-08-02* System Enhancement (01)~ Advanced Title Screen (2.0) : 2007-03-01* Additional System (07)~ Action Encounters (1.01) : 2007-07-26~ Battle Simulator (1.0) : 2007-06-02~ Keyword Encyclopedia (1.1) : 2007-03-02~ Multiple Languages (2.11) : 2007-08-05~ Party Switcher + Extra Parties (1.21) : 2007-08-01~ Quick Treasure Chest (2.21) : 2007-08-22~ WorldMap Teleporter (2.0) : 2007-02-26* Mini Games (00)* Battle Enhancement (07)~ Battle Equipping (1.01) : 2007-08-05~ Battle Escaping (1.0) : 2007-07-28~ Battle Leaders (1.0) : 2007-05-07~ Battle Switching (2.1) : 2007-07-29~ Dynamic Defending (1.0) : 2007-07-28~ Escaping Cost (1.01) : 2007-08-01~ Battle Command Memory (1.01) : 2007-08-05* Battle Systems (00)* SDK Conversions (00)* Mini Systems & Request (02)~ Draw HP/SP/Exp Percents (1.0) : 2007-07-27~ On Map Party Cycler (1.0) : 2007-06-15#============================================================================== D) Scripts to be Updated / Finished SCRIPT NAME (VERSION) : DATE UPDATED ~ Action Battlers (1.1) : 2006-10-24~ Character Holograms (1.01) : 2006-10-23~ Crafting System (1.1) : 2006-10-17~ Dodger Mini-Game (1.9) : 2007-04-05~ Dynamic Banking System (1.0) : 2005-11-12~ Dynamic Currencies (1.01) : 2006-10-24~ Equipment, Item & Skill Reqs (0.9) : 2006-10-30~ Equipment Skills (2.01) : 2006-04-13~ FFVIII Skill Points (1.0) : 2006-12-01~ Gameover to Inn (3.1) : 2006-11-30~ Hero Database (1.0) : 2006-02-22~ Inn & Savepoint System (2.0) : 2006-10-19~ Introduction & Splash System (4.0) : 2006-12-06~ Item Inventory (1.0) : 2005-12-03~ Map Effects (2.0) : 2006-03-04~ Path Finding (1.0) : 2005-11-29~ Shift Puzzles (2.0) : 2006-07-28~ Skill Shop (1.0) : 2006-04-06~ Skill & Item Sorting (0.9) : 2006-08-06~ Star Ocean Battle Arena (1.0) : 2005-12-22~ Storage Box System (1.0) : 2006-04-16~ Sudoku Puzzles (1.0) : 2006-08-06~ Tilemap (Extra Autotiles) (1.1) : 2007-06-03~ Vehicle System (1.0) : 2006-04-12~ Weapon Specials (1.0) : 2006-11-04~ Goldenshadow : Adv. Fishing (1.8) : 2005-07-29~ Ccoa : Minecart Mayhem (1.0) : 2005-07-30 ~ Skill Mana System - Restore Options~ Zelda Title System And MUCH MUCH MORE! GO ME!#============================================================================== E) Possible Future Releases =end #========================================================================= -
Shuji
Presenta
Il mio progetto, nome da inventare...
Introduzione:
Allora, e da parecchio tempo che cercavo una storia tipo medioevale-fantasy, ma progetto dopo progetto non ne trovavo una che mi piacesse, e visto che io con le storie non sono molto bravo, me la sono fatta fare da un mio amico ...asd
Storia:
C’era un tempo in cui il bene e il male erano un tutt’uno e gli uomini non sapevano cosa era il dolore, la fame o la tristezza.
La vita a quei tempi era facile e non serviva ne lavorare la terra ne cacciare per procurarsi il cibo.
In questo mondo, niente mancava e la gente non aveva bisogno ne di rubare ne di imbrogliare per ottenere ciò che si voleva.
Tutto era in perfetto equilibrio con tutto e così fu per molto, fino a quando un giorno mentre un giovane uomo stava spensieratamente passeggiando per i boschi,
incappo in un magnifico spiazzo erboso dove i fiori abbondavano e
la brezza rinfrescava la zona.
In mezzo a questo spiazzo, cresceva una quercia, che non era ne molto grande, ne particolarmente bella a vedersi, però nel suo tronco aveva incastonata una pietra che brillava di una luce intensa, che allo stesso tempo ammaliava e terrificava. Aveva un colore tra l’azzurro e il bianco e al suo interno si intravedeva una specie di piccola fiammella che ardeva di un blu intenso.
L’uomo, incuriosito da quel fantastico oggetto, si avvicino, la sfiorò con le dita e subito avvertì una scarica di energia che gli attraversò il corpo con la sua immensa forza.
Lì per lì si spaventò e scappo via, però poi un idea allettante si formò nella sua testa: “Se avessi quella pietra e riuscissi a piegarla al mio volere potrei essere invincibile ”, infatti quella pietra aveva un potere mistico che però nessuno era in grado di controllare senza distruggere se stesso, però se qualcuno avesse, comandato dalla brama di potere o altri scopi malvagi, rimosso la pietra avrebbe liberato anche due entità che furono e sono tutt’ora la personificazione del Bene e del Male e si sarebbe scatenato l’inferno.
Naturalmente, l’uomo non sapeva cosa avrebbe comportato il suo gesto, così quella notte tornò allo spiazzo e dopo ore di sforzi riuscì a estrarre la pietra dalla quercia. In quell’istante la quercia appassì e così anche tutta la foresta, poi ci fu un lampo di luce e quando l’uomo riuscì di nuovo a vedere trovò dinanzi a se i due spiriti che per secoli erano stati confinati nella pietra per equilibrare il mondo.
Quello alla sua destra era l’entità del male, il suo nome era Wuquel la terribile, nota anche per la terribile bellezza ammaliante e ipnotica, forse la più grande calamià che i creatori incontrarono, Wuquel si rese nota per aver distrutto e devastato le popolazioni dei Jirik e dei Miplo, e per aver quasi fatto scomparire il sistema solare ( che a quei tempi si chiamava >Irinosh< ovvero l'equilibro universale ) e quello alla sua sinistra l’entità del bene, il suo nome era Elyn, dotata anche lei di straordinaria bellezza, nota per aver salvato l'Irinosh dalla distruzione, e per aver salvato un creatore, che per salvare dalla morte lo rinchiuse in una cripta magica...
<Che cosa è successo?? come mai siamo fuori dalla pietra??> chiese quest’ultimo che ardeva per l’ira. <Nessuno dovrebbe conoscere questo luogo!!> continuò iracondo, però in quel medesimo istante Wuquel si era materializzata davanti al giovane e con un rapido gesto del braccio estirpò l’anima del poveretto dal corpo e se ne impossessò.<Grazie, la tua energia mi è stata molto utile> aveva esclamato e così alzo al cielo la pietra che assunse un colore nero puro, che fece fuoriuscire le peggiori piaghe: malattie, carestie, odio e guerra. E sarebbe andato avanti per molto se Elyn non fosse intervenuta a rubare il magico oggetto dalle mani della sua Nemesi e così facendo la pietra, dopo essere divenuta di un bianco abbagliante, espulse sentimenti gioiosi come amore, pace e buona salute. Certo, non sarebbe bastato a rimediare, però ora l’umanità poteva sopravvivere, anche se lo sforzo che ci volle fu tremendo e così la povera entità si accasciò al suolo morendo, però un attimo prima di spirare distrusse la pietra in 9 pezzi e li inviò in altrettante parti del mondo sperando che qualcuno potesse trovarli e riportare la pace.
Passarono secoli e nessuno ancora era riuscito a trovare i frammenti e ormai se ne era quasi scordato l’origine. Però non si era scordato il potere che potevano donare e così molti bramavano di possederli. Però tra tutte le persone che potevano trovare i frammenti, solo una era quella che sarebbe riuscita a farlo.
Infatti, il primo frammento fu trovato da un ragazzo, Shuji, un ragazzo spensierato, dall'animo gentile e altruista, un ragazzo dai capelli corti di colore scuro che si aggira tra il bruno scuro e il nero, non troppo robusto ma neanche troppo magro che mentre passeggiava nei campi inciampò in una radice e cadendo svenne. Forse fu un caso, forse il destino, fatto sta però che il terreno franò improvvisamente ingoiando l’eroe che precipitò in una grotta sotterranea e al suo risvegliò, dopo aver capito dove si trovava e dopo aver incominciato a cercare una via d’uscita trovò una pietra semi trasparente che al suo tocco si illuminò un poco e poi si spense. Quella pietra incuriosì il ragazzo, così la raccolse e da quel giorno, sempre più curioso incominciò a fare delle ricerche su quell’oggetto che tanto lo affascinava. Fino a che, un giorno, scoprì che quello poteva essere un Frammento e altre sue ricerche lo portarono ad una congrega di persone che venerava i frammenti e l’entità del bene, così si uni a loro, speranzoso di potere capire di più su quel frammento e così venne addestrato all’arte della scrima (scherma medioevale), come facevano tutti i nuovi novizi, e a quella dello studio.
Un giorno però, mentre si allenava il capo supremo della congrega lo scelse per una missione in un villaggio dove si stavano verificando strane cose e pensando che quel villaggio fosse un collegamento a un Frammento sarebbe stato meglio indagare…
- Story made by Death96 - la trama poi la continuerò io...
Personaggi:
Eroi:
1/ Nome - Shuji
Età - 18 ( anche se nel gioco non ci sarà scritto )
Classe - Guerriero della Luce
Characters - in questo momento non e disponibile
Biography - Carattere - Aspetto: ragazzo spensierato, dall'animo gentile e altruista, un ragazzo dai capelli corti di colore scuro che si aggira tra il bruno scuro e il nero, non troppo robusto ma neanche troppo, che vive nella contea di Bilfrug, ma si trasferì a Gialimcor per continuare gli studi con la setta, orfano della madre dall'età di 4 anni, si divertiva a esplorare boschi e foreste, per stare lontano dalla confusione cittadina
2/ Nome - Jennifer
Età - 19/20 ( visto che durante il gioco cambierà di età )
Classe - Mago
Character - in questo momento non è disponibile
Biography - Carattere - Aspetto: Jennifer è una ragazza dai capelli lunghi e biondi, alta ma non troppo, da quando era una bambina ha imparato a controlare gli elementi, figlia di ricchi borghesi, faceva una vita felice... è una ragazza molto sensibile, e anche permalosa, ma a un animo nobile, lei sarà la prima alleata che Shuji incontreà nel cammino
3/ Nome - Elly
Età - 28 ( in età umana ) 114 ( età Elfica )
Razza - Elfo del Vento
Classe - Cacciatrice
Character - in questo momento non è disponibile
Biography - Carattere - Aspetto: Elly, e la più grande del gruppo, e anche la più saggia, e in perfetta armonia con la natura; ha capelli lunghi e verdi, con qualche lentigine sul viso, alta, appartenente alla razza degli Elfi del Vento,
vive fra i boschi insieme agli altri Elfi della sua razza, abile a maneggiare si arco che coltelli e in grado di uccidere animali molto più grossi di lei, lei e la terza ad entrare nel gruppo
4/ Nome - Ralph
Età - 21
Classe - Ninja
Character - In questo momento non e disponibile
Biography - Carattere - Aspetto: Ralph è un ninja di primordine, il ninja più bravo della setta degli Glyh, e alto e agile, a i capelli neri, a una cicatrice sulla camba destra, e impulsivo, e agisce dìistinto e senza pensare alle conseguenze, però sarà un grande alleto per Shuji, visto che solo lui porta il marchio ( che durante il gioco saprete cos'è )
Ci saranno altri eroi, ma per ora vi posso mettere solo questi...
ovviamente ci saranno npc che vi daranno quest, vi diranno cose utili e a volte vi potranno aiutare nella scoperta di tesori segreti, poi ci sono i mercanti ecc....
Caratteristiche Tecniche/Gameplay:
quando si parla a un npc ci sarà la possibilità multipla e libera di risposte, che comporterà l'amicizia o l'inimicizia dell'npc, e nel caso dei mercanti uno sconto, o un rialzo dei prezzi....
ci sarà anche la possibilità di pescare u.u
Ci sono 100 magie e più apprendibili ( e sono ancora poche )
il BattleSystem e laterale... il menu sarà personalizzato, ci sarà la possibilità di cambiare membri del party quando e dove si vuole, il sistema di salvataggio non avverrà tramite il menu, ma durante il gioco da postazioni specifiche ( letto, cristallo checkpoint, ) ci sarà la possibilità di giocare a dei minigiochi ecc...
Gli script non sono creati da zero, ma presi qua e la su internet
ScreenShot:
http://img41.imageshack.us/img41/2416/screenlz.pnghttp://img713.imageshack.us/img713/334/immaginezjp.png
questi sono gli unici screen ke o potuto mettere, a breve gli altri
Crediti:
Death96 che mi a creato la storia
e x ora non posso entrare sul mio proj, quindi non posso mettere gli autori degli script...
Se avete idee x il titolo, scrivete thanks
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ok, grazie dell'aiuto
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Raga, so ke vi kiedo molto, ma non so come fare, mi potreste trovare
le face di di questa grandezza:
http://img508.imageshack.us/img508/4434/facespackbyjuniorfunk.png ( mi pare sia 272x288 )
di:
http://img14.imageshack.us/img14/8913/001fi18.pnghttp://img18.imageshack.us/img18/6378/char2074.png
http://img641.imageshack.us/img641/7268/char1771.pnghttp://img833.imageshack.us/img833/9782/040mage08.png
Pls Aiutatemi
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Autore: Necrozard
Cosa fa: Crea una schermata tipo I-Phone
ScreenShot:
http://img98.imageshack.us/img98/3613/74791630fk3.png
Istruzioni: Dentro la Demo
Demo:
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EDITATO: niente, lo capito lascia stare
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Salve a tutti, sono nuovo di questo forum....

Domanda BGM
in Supporto XP
Posted