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DarkSchneider

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  1. Methods viewport Gets the Viewport (Viewport) specified when the window was created. dispose Frees the window. If the window has already been freed, does nothing. disposed? Returns TRUE if the window has been freed. update Refreshes the cursor blink and the pause graphic animation. As a rule, this method is called once per frame. Properties windowskin Refers to the bitmap (Bitmap) used as a windowskin. contents Refers to the bitmap (Bitmap) used for the window's contents. stretch The wallpaper display method. If TRUE, stretches the wallpaper graphic; if FALSE, tiles it. The default value is TRUE. cursor_rect The cursor box (Rect). Sets the window's upper left corner using relative coordinates (-16, -16). active Cursor blink status. If TRUE, the cursor is blinking. visible The window's visibility. If TRUE, the window is visible. pause The pause graphic's visibility. This is a symbol that appears in the message window when waiting for the player to press a button. If TRUE, the graphic is visible. x The window's X-coordinate. y The window's Y-coordinate. width The window's width. height The window's height. z The window's Z-coordinate. The larger this value, the closer to the player the window will be displayed. If multiple objects share the same Z-coordinate, the more recently created object will be displayed closest to the player. The Z-coordinate of the window's contents equals the window background's Z-coordinate plus 2. ox The X-coordinate of the starting point of the window's contents. Change this value to scroll the window's contents. oy The Y-coordinate of the starting point of the window's contents. Change this value to scroll the window's contents. opacity The window's opacity (0-255). Values out of range are automatically corrected. back_opacity The window background's opacity (0-255). Values out of range are automatically corrected. contents_opacity The opacity of the window's contents (0-255). Values out of range are automatically corrected. presi dall help di rpgmaker quello che interessa a te è contents_opacity che rende opaco il contenuto di una finestra (quindi anche eventuali immagini)
  2. non l ho nemmeno visto :D ho sparato a caso Qui ci stiamo rimettendo l'osso sacro
  3. non so se qualcuno già l aveva notato http://www.rmxp.org/forums/showthread.php?t=13530 zago è diventato famoso
  4. film italiano l hanno ritrasmesso per l'ennesima volta su rete 4 ultimamente
  5. dipende da che tipo di file sono ci sono diversi tool in giro io conosco dragon unpacker ma lo provai tipo 7 anni una delle prime versioni e riuscii a rippare un po di immagini da un gioco
  6. anch io avrei voluto proporre una citazione di grosso guaio a chinatown uff... questo non l'ho mai picchiato prima...
  7. grosso guaio a chinatown!!!!!!!!!!!!!!! il mio film preferito
  8. #===================================================== # Drago del fato's Level Up Point Spend System #Tradotto da ZeroTheQueen # --------------------------------------------- # Written by Drago del Fato # Version 2.4 # Just insert a new script above main and call it whatever you want. #===================================================== #--Res Text PSPEND_LVUPTEXT = "Nuovo livello! Vuoi usare i punti status?" PSPEND_SPTEXT = "Punti status restanti:" PSPEND_ANSWERS = ["Sì!","No"] PSPEND_HELP_TEXT = ["Cambia forza...","Cambia agilità...", "Cambia destrezza...","Cambia intelligenza...","Cambia HP massimi...", "Cambia SP massimi...","Resetta...","Fine...."] PSPEND_B1 = "Reset" PSPEND_B2 = "Fine!" LVUP_TEXT = "(Lv Up!)" DESC_TEXT = "LEFT - Togli, RIGHT - Aggiungi,C - Conferma,B - Esci" #-- Other Res SPADD = 6 AGILITY_ADD = 1 DEXTERITY_ADD = 1 INTELIGENCE_ADD = 1 STRENGTH_ADD = 1 HP_ADD = 4 SP_ADD = 3 #-- If you aren't experienced scripter then don't change lines below!!! #--Global Variables $PSPEND_POINTS = [] $PSPEND_ACTORS = [] $PSPEND_ADD = [1,1,1,1,1,1] $PSPEND_ATTR = [1,1,1,1,1,1] $PSPEND_RET = 0 #== Part One - Class for Setting and Getting Attributes from Actors class PSPEND_GET_SET_ACTOR_ATRIBUTTES def initialize(type) if !$BTEST case type when 0 return when 1 get_attributes when 2 set_attributes end end end def get_attributes(actorid) @actor = $game_actors[actorid] $PSPEND_ATTR[1] = @actor.str $PSPEND_ATTR[2] = @actor.agi $PSPEND_ATTR[3] = @actor.dex $PSPEND_ATTR[4] = @actor.int $PSPEND_ATTR[5] = @actor.maxhp $PSPEND_ATTR[6] = @actor.maxsp end def set_attributes(actorid) @actor = $game_actors[actorid] @actor.str = $PSPEND_ATTR[1] @actor.agi = $PSPEND_ATTR[2] @actor.dex = $PSPEND_ATTR[3] @actor.int = $PSPEND_ATTR[4] @actor.maxhp = $PSPEND_ATTR[5] @actor.maxsp = $PSPEND_ATTR[6] end end #-- End of Part One #-- Part Two - Disabling actor attributes so that they have same attributes at the next level! class Game_Actor def exp=(exp) @exp = [[exp, 9999999].min, 0].max while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 $actor_attr.get_attributes(@actor_id) @level += 1 $actor_attr.set_attributes(@actor_id) $PSPEND_POINTS[@actor_id - 1] += SPADD $PSPEND_ACTORS[@actor_id - 1] = true for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end while @exp < @exp_list[@level] $actor_attr.get_attributes(@actor_id) @level -= 1 $actor_attr.set_attributes(@actor_id) $PSPEND_ACTORS[@actor_id - 1] = false end @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end def level=(level) if level < self.level $actor_attr.get_attributes(@actor_id) level = [[level, $data_actors[@actor_id].final_level].min, 1].max $actor_attr.set_attributes(@actor_id) $PSPEND_ACTORS[@actor_id - 1] = false self.exp = @exp_list[level] return end $actor_attr.get_attributes(@actor_id) level = [[level, $data_actors[@actor_id].final_level].min, 1].max $actor_attr.set_attributes(@actor_id) $PSPEND_POINTS[@actor_id - 1] += SPADD $PSPEND_ACTORS[@actor_id - 1] = true self.exp = @exp_list[level] return end end #-- End of Part Two #-- Part Three # Changing the code so that some other variables will be added... class Scene_Title def command_new_game $game_system.se_play($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 #edit $actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0) for i in 0..$data_actors.size - 2 $PSPEND_ACTORS.push(false) $PSPEND_POINTS.push(0) end #end edit $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 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 #edit $actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0) for i in 0..$data_actors.size - 2 $PSPEND_ACTORS.push(false) $PSPEND_POINTS.push(0) end #end edit $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 #End of Part Three #Mid Part - Adding Draw Actor Battler class Window_Base < Window def draw_actor_battler(actor, x, y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw =bitmap.width ch = bitmap.height src_rect = Rect.new(0, 0, cw,ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end def draw_actor_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) cx = self.contents.text_size(actor.name).width if $PSPEND_ACTORS[actor.id - 1] self.contents.font.color = crisis_color self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT) end self.contents.font.color = normal_color end end #End of Mid Part #Part Four - The Hard one! Making Custom Windows class PSPEND_CUSTOM_WINDOW < Window_Selectable def initialize(winactorid) super(0, 64, 640, 480 - 64) commands = [1,2,3,4,5,6,7,8] @item_max = commands.size @commands = commands self.contents = Bitmap.new(width - 32,height - 32) self.contents.font.name = "Tahoma" self.contents.font.size = 20 @actor = $game_actors[winactorid + 1] @y = 10 $PSPEND_RET = $PSPEND_POINTS[@actor.id - 1] refresh(true) self.index = 0 end def refresh(ret = false) self.contents.clear @y = 10 if ret $PSPEND_ADD[1] = @actor.str $PSPEND_ADD[2] = @actor.agi $PSPEND_ADD[3] = @actor.dex $PSPEND_ADD[4] = @actor.int $PSPEND_ADD[5] = @actor.maxhp $PSPEND_ADD[6] = @actor.maxsp $PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET ret = false end draw_actor_battler(@actor,20 + 100,@y + 200) draw_actor_name(@actor,20 + 32,@y + 220) cx = self.contents.text_size(PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s).width self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s) cx = self.contents.text_size(DESC_TEXT).width self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT) @y += 150 @x = 260 for i in 0...@item_max draw_item(i, normal_color) end end def draw_item(index, color) if $PSPEND_POINTS[@actor.id - 1] <= 0 self.contents.font.color = disabled_color else self.contents.font.color = color end rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) case index when 0 self.contents.draw_text(rect, $data_system.words.str) cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s) when 1 self.contents.draw_text(rect, $data_system.words.agi ) cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s) when 2 self.contents.draw_text(rect, $data_system.words.dex ) cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s) when 3 self.contents.draw_text(rect, $data_system.words.int ) cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s) when 4 self.contents.draw_text(rect, $data_system.words.hp ) cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s) when 5 self.contents.draw_text(rect, $data_system.words.sp ) cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s) when 6 self.contents.font.color = color self.contents.draw_text(rect,PSPEND_B1) when 7 self.contents.font.color = color self.contents.draw_text(rect,PSPEND_B2) end end def disable_item(index) draw_item(index, disabled_color) end def update_cursor_rect if @index < 0 self.cursor_rect.empty return end row = @index / @column_max if row < self.top_row self.top_row = row end if row > self.top_row + (self.page_row_max - 1) self.top_row = row - (self.page_row_max - 1) end cursor_width = self.width / @column_max - 32 x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * 32 - self.oy self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32) end end #End of Part Four #Part Five - Making Scene_Status to show level up window when character #get's a new level class Scene_Status def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end def main @actor = $game_party.actors[@actor_index] $ACTORD = @actor @status_window = Window_Status.new(@actor) Graphics.transition if $PSPEND_ACTORS[@actor.id - 1] @h = Window_Help.new @h.set_text(PSPEND_LVUPTEXT) @h.y = 100 @h.z = 9997 @c = Window_Command.new(140,PSPEND_ANSWERS) @c.y = 170 @c.x = 200 @c.z = 9998 loop do Graphics.update Input.update update_pspend_lvup_win if $scene != self break end end Graphics.freeze @h.z = 0 @c.z = 1 @status_window.z = 2 @status_window.dispose @h.dispose @c.dispose return end loop do Graphics.update Input.update update if $scene != self break end end @status_window.dispose end def update_pspend_lvup_win @c.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $PSPEND_ACTORS[@actor.id - 1] = false $scene = Scene_Menu.new return end if Input.trigger?(Input::C) case @c.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1) return when 1 $game_system.se_play($data_system.cancel_se) $PSPEND_ACTORS[@actor.id - 1] = false $scene = Scene_Menu.new return end end end end #End of Part Five #Part Six - Hell is coming...AAAAAAAAH! class Scene_PSPEND_Main_Screen def initialize(actor_id_index) @actor_ind = actor_id_index main end def main @help = Window_Help.new @spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind) @spend.y = 64 @spend.z = 99998 @help.z = 99998 Graphics.transition loop do Graphics.update Input.update update_spend_help_win if $scene != self break end end Graphics.freeze @spend.dispose @help.dispose end def update_spend_help_win @spend.update @help.update @help.set_text(PSPEND_HELP_TEXT[@spend.index]) if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new $PSPEND_POINTS[@actor_ind] = $PSPEND_RET $PSPEND_ACTORS[@actor_ind] = false return end if Input.repeat?(Input::RIGHT) unless $PSPEND_POINTS[@actor_ind] > 0 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.cursor_se) $PSPEND_POINTS[@actor_ind] -= 1 case @spend.index when 0 $PSPEND_ADD[1] += STRENGTH_ADD when 1 $PSPEND_ADD[2] += AGILITY_ADD when 2 $PSPEND_ADD[3] += DEXTERITY_ADD when 3 $PSPEND_ADD[4] += INTELIGENCE_ADD when 4 $PSPEND_ADD[5] += HP_ADD when 5 $PSPEND_ADD[6] += SP_ADD when 6 $PSPEND_POINTS[@actor_ind] += 1 when 7 $PSPEND_POINTS[@actor_ind] += 1 end @spend.refresh return end if Input.repeat?(Input::LEFT) unless $PSPEND_POINTS[@actor_ind] < $PSPEND_RET $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.cursor_se) case @spend.index when 0 if $PSPEND_ADD[1] <= $ACTORD.str $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[1] -= STRENGTH_ADD when 1 if $PSPEND_ADD[2] <= $ACTORD.agi $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[2] -= AGILITY_ADD when 2 if $PSPEND_ADD[3] <= $ACTORD.dex $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[3] -= DEXTERITY_ADD when 3 if $PSPEND_ADD[4] <= $ACTORD.int $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[4] -= INTELIGENCE_ADD when 4 if $PSPEND_ADD[5] <= $ACTORD.maxhp $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[5] -= HP_ADD when 5 if $PSPEND_ADD[6] <= $ACTORD.maxsp $game_system.se_play($data_system.buzzer_se) return end $PSPEND_ADD[6] -= SP_ADD when 6 $PSPEND_POINTS[@actor_ind] -= 1 when 7 $PSPEND_POINTS[@actor_ind] -= 1 end $PSPEND_POINTS[@actor_ind] += 1 @spend.refresh return end if Input.trigger?(Input::C) case @spend.index when 6 @spend.refresh(true) when 7 $ACTORD.str = $PSPEND_ADD[1] $ACTORD.agi = $PSPEND_ADD[2] $ACTORD.dex = $PSPEND_ADD[3] $ACTORD.int = $PSPEND_ADD[4] $ACTORD.maxhp = $PSPEND_ADD[5] $ACTORD.maxsp = $PSPEND_ADD[6] $game_system.se_play($data_system.decision_se) $scene = Scene_Menu.new $PSPEND_ACTORS[@actor_ind] = false return end end end end #End of Part Six - Yipee!!! I made it! #Part Seven - Save Load part! class Scene_Save < Scene_File def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) Marshal.dump($PSPEND_POINTS,file) Marshal.dump($PSPEND_ACTORS,file) Marshal.dump($actor_attr,file) end end # -- And now for the load screen class Scene_Load < Scene_File def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) $PSPEND_POINTS = Marshal.load(file) $PSPEND_ACTORS = Marshal.load(file) $actor_attr = Marshal.load(file) if $game_system.magic_number != $data_system.magic_number $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end $game_party.refresh end end #-- END OF SAVE AND LOAD SCREEN #-- END OF THE SCRIPT #======================= # Written by Drago del fato #=======================
  9. il seguito di a better tomorrow è a better tomorrow 2 :) dovrò vedermi sto the killer
  10. io vorrei partecipare ma praticamente devo ancora cominciare... : D spero di farcela
  11. fatto module RPG class Sprite < ::Sprite def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self.viewport != nil sprite.x = self.viewport.rect.width / 2 sprite.y = self.viewport.rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x - self.ox + self.src_rect.width / 2 sprite.y = self.y - self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2 end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] #modifica sprite.z = @zeta #fine modifica sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end #modifica def animation(animation, hit, event) #fine modifica dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new(self.viewport) sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end # modifica if event.is_a?(Game_Player) if $game_map.passable?($game_player.x, $game_player.y, 0, event) @zeta = event.screen_z end else @zeta = 2000 end #fine modifica update_animation end end end class Sprite_Character < RPG::Sprite def update super # If tile ID, file name, or hue are different from current ones if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_hue != @character.character_hue # Remember tile ID, file name, and hue @tile_id = @character.tile_id @character_name = @character.character_name @character_hue = @character.character_hue # If tile ID value is valid if @tile_id >= 384 self.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, @character.character_hue) self.src_rect.set(0, 0, 32, 32) self.ox = 16 self.oy = 32 # If tile ID value is invalid else self.bitmap = RPG::Cache.character(@character.character_name, @character.character_hue) @cw = bitmap.width / 4 @ch = bitmap.height / 4 self.ox = @cw / 2 self.oy = @ch end end # Set visible situation self.visible = (not @character.transparent) # If graphic is character if @tile_id == 0 # Set rectangular transfer sx = @character.pattern * @cw sy = (@character.direction - 2) / 2 * @ch self.src_rect.set(sx, sy, @cw, @ch) end # Set sprite coordinates self.x = @character.screen_x self.y = @character.screen_y self.z = @character.screen_z(@ch) # Set opacity level, blend method, and bush depth self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth # Animation if @character.animation_id != 0 animation = $data_animations[@character.animation_id] #modifica animation(animation, true, @character) #fine modifica @character.animation_id = 0 end end end adesso tutte le animazioni sul pg verranno visualizzate sotto i tile con priorità maggiore di 0. Per farlo funzionare devi settare la priorità dei tiles maggiore di zero e devi mettere cerchio sulla passabilità senno non funziona p.s. ho scritto dove ho fatto le modifiche nello script nel caso tu debba fare ulteriori modifiche
  12. è possibile farlo in coppia con un altro utente?
  13. oddio blackwater park non l hanno mai fatta live (almeno io non sono riuscito a trovarla) che mi sono perso.. come hai fatto a dimenticarla? edit: sikth e isis li sto ascoltando in questi giorni ma non mi sembrano accostabili come genere... forse non ci capisco un cacchio io boh
  14. io l avevo letto da qualche parte c era anche un esempio per richiamare il blocco note cmq thread non gestisce l explorer crea solo un nuovo processo che si occupa solo di quella parte di codice siccome non lo so spiegare bene :) http://en.wikipedia.org/wiki/Thread_%28computer_science%29
  15. se usi photoshop prova a selezionare il tracciato clicca col destro e fai riempi sottotracciato
  16. http://www.phylomortis.com/html/rgss.html sulla colonnina classes
  17. se hai intenzione di battere l emerald e la ruby la master summon e la w summon devi averle per i soldi non mi ricordo se c era un trucco però per gli oggetti si devi avere la w item
  18. forse devi togliere +1 a @number_max
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