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Yoshi91

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Posts posted by Yoshi91

  1. E' impossibile!

    Ho provato anche a settare come grafica dell'aereonave un bambino, e non mi dà problemi!

     

     

    http://img217.imageshack.us/img217/8374/spartav.png

     

     

    Com'è che a te ti faccia così?

    Beh, potresti sempre rendere invisibile l'eroe tramite evento in modo che non si veda!

  2. Guarda lo screen:

     

     

    http://img20.imageshack.us/img20/7177/catturascelta.png

     

     

    Sarà la picture che conterrà una scelta. Quel comando evento, mostra scelta...

    Tramite uno script al posto della classica finestrella la scelta appare all'interno della picture.

    Con questo comando evento:

     

     

    http://img507.imageshack.us/img507/7176/scelta.png

     

     

    Questo script sostituisce questa classica finestrella:

    http://img132.imageshack.us/img132/6536/sceltan.png

  3. Cerco un grafico per migliorarmi una picture: correggere i suoi difetti, renderla più pucciosa (:3) e migliorarla.

    Sarà per un gioco di Yoshi [pacifico], sarà la picture in cui verranno mostrate le scelte (comando evento mostra scelta...)

    Ecco:

     

     

    http://img715.imageshack.us/img715/8135/choicee.png

     

     

    Avevo provato ad aggiustarla io con Paint.NET (lo so usare proprio poco *sigh*), e questo è il risultato.

  4. D: Qualcuno mi può modificare lo script Ace Equip Engine in modo che non vengano visualizzati i cambi di parametri?

    Ve lo posto qui:

    Questi qui:

     

     

    http://img221.imageshack.us/img221/1350/catturaus.png

     

     

     

    Script:

     

     

    #==============================================================================

    #

    # ▼ Yanfly Engine Ace - Ace Equip Engine v1.06

    # -- Last Updated: 2012.02.02

    # -- Level: Normal, Hard

    # -- Requires: n/a

    #

    #==============================================================================

     

    $imported = {} if $imported.nil?

    $imported["YEA-AceEquipEngine"] = true

     

    #==============================================================================

    # ▼ Updates

    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    # 2012.02.02 - Bug Fixed: Crash when changing classes to different equip slots.

    # 2012.01.22 - Bug Fixed: <equip slot> notetags updated to factor in spaces.

    # 2012.01.05 - Compatibility Update: Equip Dynamic Stats

    # 2011.12.30 - Bug Fixed: Stats didn't update.

    # 2011.12.23 - Script efficiency optimized.

    # 2011.12.18 - Script efficiency optimized.

    # 2011.12.13 - Started Script and Finished.

    #

    #==============================================================================

    # ▼ Introduction

    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    # The default equipment system in RPG Maker VX is the standard equipment system

    # seen in all of the previous iterations, which consists of weapon, shield,

    # headgear, bodygear, and accessory. To break free of that norm, this script

    # allows users access to giving actors and/or classes dynamic equipment setups

    # (including having multiples of the same categories). In addition to having

    # different equip slot setups, newer equipment types can be made to allow for

    # more diversity in armour types.

    #

    #==============================================================================

    # ▼ Instructions

    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    # To install this script, open up your script editor and copy/paste this script

    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.

    #

    # -----------------------------------------------------------------------------

    # Actor Notetags - These notetags go in the actors notebox in the database.

    # -----------------------------------------------------------------------------

    # <equip slots>

    # string

    # string

    # </equip slots>

    # This sets the actor's default slots to whatever is listed in between the two

    # notetags. An actor's custom equip slots will take priority over a class's

    # custom equip slots, which will take priority over the default equip slots.

    # Replace "string" with the proper equipment type name or when in doubt, use

    # "equip type: x" with x as the equipment type.

    #

    # <starting gear: x>

    # <starting gear: x, x>

    # Adds armour x to the actor's list of starting gear. This is used primarily

    # for the newer pieces of gear that can't be added through the starting set of

    # equipment through the RPG Maker VX Ace editor by default. Insert multiple of

    # these notetags to add more pieces of starting gear if so desired.

    #

    # <fixed equip: x>

    # <fixed equip: x, x>

    # This will fix the equip type x. Fixed equip slots mean that the equipment

    # already on it are unable to be exchanged in or out by the player. This tag

    # has been made so that equip types can be fixed for equip type 5 and above.

    # Use multiple of these notetags to add more fixed equipment restrictions.

    #

    # <sealed equip: x>

    # <sealed equip: x, x>

    # This will seal the equip type x. Sealed equip slots mean that no equipment

    # can be equipped onto that equip type slot. This tag has been made so that

    # equip types can be sealed for equip type 5 and above. Use multiple of these

    # notetags to add more sealed equipment restrictions.

    #

    # -----------------------------------------------------------------------------

    # Class Notetags - These notetags go in the class notebox in the database.

    # -----------------------------------------------------------------------------

    # <equip slots>

    # string

    # string

    # </equip slots>

    # This sets the class's default slots to whatever is listed in between the two

    # notetags. An actor's custom equip slots will take priority over a class's

    # custom equip slots, which will take priority over the default equip slots.

    # Replace "string" with the proper equipment type name or when in doubt, use

    # "equip type: x" with x as the equipment type.

    #

    # <fixed equip: x>

    # <fixed equip: x, x>

    # This will fix the equip type x. Fixed equip slots mean that the equipment

    # already on it are unable to be exchanged in or out by the player. This tag

    # has been made so that equip types can be fixed for equip type 5 and above.

    # Use multiple of these notetags to add more fixed equipment restrictions.

    #

    # <sealed equip: x>

    # <sealed equip: x, x>

    # This will seal the equip type x. Sealed equip slots mean that no equipment

    # can be equipped onto that equip type slot. This tag has been made so that

    # equip types can be sealed for equip type 5 and above. Use multiple of these

    # notetags to add more sealed equipment restrictions.

    #

    # -----------------------------------------------------------------------------

    # Weapon Notetags - These notetags go in the weapons notebox in the database.

    # -----------------------------------------------------------------------------

    # <fixed equip: x>

    # <fixed equip: x, x>

    # This will fix the equip type x. Fixed equip slots mean that the equipment

    # already on it are unable to be exchanged in or out by the player. This tag

    # has been made so that equip types can be fixed for equip type 5 and above.

    # Use multiple of these notetags to add more fixed equipment restrictions.

    #

    # <sealed equip: x>

    # <sealed equip: x, x>

    # This will seal the equip type x. Sealed equip slots mean that no equipment

    # can be equipped onto that equip type slot. This tag has been made so that

    # equip types can be sealed for equip type 5 and above. Use multiple of these

    # notetags to add more sealed equipment restrictions.

    #

    # -----------------------------------------------------------------------------

    # Armour Notetags - These notetags go in the armour notebox in the database.

    # -----------------------------------------------------------------------------

    # <equip type: x>

    # <equip type: string>

    # For the newer equip types, replace x or string with the equip type ID or the

    # name of the equip type respectively. This will set that armour to that

    # particular equip type.

    #

    # <fixed equip: x>

    # <fixed equip: x, x>

    # This will fix the equip type x. Fixed equip slots mean that the equipment

    # already on it are unable to be exchanged in or out by the player. This tag

    # has been made so that equip types can be fixed for equip type 5 and above.

    # Use multiple of these notetags to add more fixed equipment restrictions.

    #

    # <sealed equip: x>

    # <sealed equip: x, x>

    # This will seal the equip type x. Sealed equip slots mean that no equipment

    # can be equipped onto that equip type slot. This tag has been made so that

    # equip types can be sealed for equip type 5 and above. Use multiple of these

    # notetags to add more sealed equipment restrictions.

    #

    # -----------------------------------------------------------------------------

    # State Notetags - These notetags go in the states notebox in the database.

    # -----------------------------------------------------------------------------

    # <fixed equip: x>

    # <fixed equip: x, x>

    # This will fix the equip type x. Fixed equip slots mean that the equipment

    # already on it are unable to be exchanged in or out by the player. This tag

    # has been made so that equip types can be fixed for equip type 5 and above.

    # Use multiple of these notetags to add more fixed equipment restrictions.

    #

    # <sealed equip: x>

    # <sealed equip: x, x>

    # This will seal the equip type x. Sealed equip slots mean that no equipment

    # can be equipped onto that equip type slot. This tag has been made so that

    # equip types can be sealed for equip type 5 and above. Use multiple of these

    # notetags to add more sealed equipment restrictions.

    #

    #==============================================================================

    # ▼ Compatibility

    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that

    # it will run with RPG Maker VX without adjusting.

    #

    #==============================================================================

     

    module YEA

    module EQUIP

     

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - General Equip Settings -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # This adjusts the default equip configuration. While actors can have their

    # own unique equipment configurations, it's recommended to not change too

    # much as things get really hairy when it comes to proper eventing.

    #

    # ID Equip Type

    # --- ------------

    # 0 Weapon

    # 1 Shield

    # 2 Headgear

    # 3 Bodygear

    # 4 Accessory

    #

    # Whatever you set the below slots to, the dual wield setup will be exactly

    # identical except that the second slot will be changed to a weapon (0).

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # Adjust this array to set the default slots used for all of your actors

    # and classes if they do not have a custom equipment slot setup.

    DEFAULT_BASE_SLOTS = [1,1,1]

     

    # This hash adjusts the new equip types (past 4+). Adjust them to match

    # their names properly. You can choose to allow certain types of equipment

    # be removable or not, or whether or not optimize will affect them.

    TYPES ={

    # TypeID => ["Type Name", Removable?, Optimize?],

    1 => [ "Accessorio", true, false],

    } # Do not remove this.

     

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - Equip Command List -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # Here, you can adjust the order at which the commands appear (or even

    # remove commands as you see fit). Here's a list of which does what:

    #

    # -------------------------------------------------------------------------

    # :command Description

    # -------------------------------------------------------------------------

    # :equip Activates the manual equip window. Default.

    # :optimize Optimizes equipment for the actor. Default.

    # :clear Clears all equipment from the actor. Default

    #

    # And that's all of the currently available commands. This list will be

    # updated as more scripts become available.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # This array arranges the order of which the commands appear in the Equip

    # Command window in the Equip Scene.

    COMMAND_LIST =[

    :equip,

    :clear,

    # :custom1,

    # :custom2,

    ] # Do not remove this.

     

    #--------------------------------------------------------------------------

    # - Equip Custom Commands -

    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    # For those who use scripts to that may produce unique effects for

    # equipping, use this hash to manage the custom commands for the Equip

    # Command Window. You can disable certain commands or prevent them from

    # appearing by using switches. If you don't wish to bind them to a switch,

    # set the proper switch to 0 for it to have no impact.

    #--------------------------------------------------------------------------

    CUSTOM_EQUIP_COMMANDS ={

    # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],

    :custom1 => [ "Custom Name", 0, 0, :command_name1],

    :custom2 => [ "Custom Text", 13, 0, :command_name2],

    } # Do not remove this.

     

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # - Misc Window Settings -

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # This section adjusts the minor visuals that you see inside of the newly

    # organized Equip Scene. Adjust the settings as you see fit.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    # This sets the font size used for the status window in the lower right

    # corner of the screen (which shows stats and comparisons).

    STATUS_FONT_SIZE = 20

     

    # This sets the remove equip command in the item window.

    REMOVE_EQUIP_ICON = 185

    REMOVE_EQUIP_TEXT = "<Rimuovi accessorio>"

     

    # This sets the no-equipment text in the slot window.

    NOTHING_ICON = 185

    NOTHING_TEXT = "<Vuoto>"

     

    end # EQUIP

    end # YEA

     

    #==============================================================================

    # ▼ Editting anything past this point may potentially result in causing

    # computer damage, incontinence, explosion of user's head, coma, death, and/or

    # halitosis so edit at your own risk.

    #==============================================================================

     

    module YEA

    module REGEXP

    module BASEITEM

     

    EQUIP_SLOTS_ON = /<(?:EQUIP_SLOTS|equip slots)>/i

    EQUIP_SLOTS_OFF = /<\/(?:EQUIP_SLOTS|equip slots)>/i

     

    EQUIP_TYPE_INT = /<(?:EQUIP_TYPE|equip type):[ ]*(\d+)>/i

    EQUIP_TYPE_STR = /<(?:EQUIP_TYPE|equip type):[ ]*(.*)>/i

     

    STARTING_GEAR = /<(?:STARTING_GEAR|starting gear):[ ](\d+(?:\s*,\s*\d+)*)>/i

     

    FIXED_EQUIP = /<(?:FIXED_EQUIP|fixed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i

    SEALED_EQUIP = /<(?:SEALED_EQUIP|sealed equip):[ ](\d+(?:\s*,\s*\d+)*)>/i

     

    end # BASEITEM

    end # REGEXP

    end # YEA

     

    #==============================================================================

    # ■ Vocab

    #==============================================================================

     

    module Vocab

     

    #--------------------------------------------------------------------------

    # overwrite method: self.etype

    #--------------------------------------------------------------------------

    def self.etype(etype)

    return $data_system.terms.etypes[etype] if [0,1,2,3,4].include?(etype)

    return YEA::EQUIP::TYPES[etype][0] if YEA::EQUIP::TYPES.include?(etype)

    return ""

    end

     

    end # Vocab

     

    #==============================================================================

    # ■ Icon

    #==============================================================================

     

    module Icon

     

    #--------------------------------------------------------------------------

    # self.remove_equip

    #--------------------------------------------------------------------------

    def self.remove_equip; return YEA::EQUIP::REMOVE_EQUIP_ICON; end

     

    #--------------------------------------------------------------------------

    # self.nothing_equip

    #--------------------------------------------------------------------------

    def self.nothing_equip; return YEA::EQUIP::NOTHING_ICON; end

     

    end # Icon

     

    #==============================================================================

    # ■ Numeric

    #==============================================================================

     

    class Numeric

     

    #--------------------------------------------------------------------------

    # new method: group_digits

    #--------------------------------------------------------------------------

    unless $imported["YEA-CoreEngine"]

    def group; return self.to_s; end

    end # $imported["YEA-CoreEngine"]

     

    end # Numeric

     

    #==============================================================================

    # ■ DataManager

    #==============================================================================

     

    module DataManager

     

    #--------------------------------------------------------------------------

    # alias method: load_database

    #--------------------------------------------------------------------------

    class <<self; alias load_database_aee load_database; end

    def self.load_database

    load_database_aee

    load_notetags_aee

    end

     

    #--------------------------------------------------------------------------

    # new method: load_notetags_aee

    #--------------------------------------------------------------------------

    def self.load_notetags_aee

    groups = [$data_actors, $data_classes, $data_weapons, $data_armors,

    $data_states]

    for group in groups

    for obj in group

    next if obj.nil?

    obj.load_notetags_aee

    end

    end

    end

     

    end # DataManager

     

    #==============================================================================

    # ■ RPG::BaseItem

    #==============================================================================

     

    class RPG::BaseItem

     

    #--------------------------------------------------------------------------

    # public instance variables

    #--------------------------------------------------------------------------

    attr_accessor :base_equip_slots

    attr_accessor :fixed_equip_type

    attr_accessor :sealed_equip_type

    attr_accessor :extra_starting_equips

     

    #--------------------------------------------------------------------------

    # common cache: load_notetags_aee

    #--------------------------------------------------------------------------

    def load_notetags_aee

    @base_equip_slots = []

    @equip_slots_on = false

    @fixed_equip_type = []

    @sealed_equip_type = []

    @extra_starting_equips = []

    #---

    self.note.split(/[\r\n]+/).each { |line|

    case line

    #---

    when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_ON

    next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class)

    @equip_slots_on = true

    when YEA::REGEXP::BASEITEM::EQUIP_SLOTS_OFF

    next unless self.is_a?(RPG::Actor) ||self.is_a?(RPG::Class)

    @equip_slots_on = false

    #---

    when YEA::REGEXP::BASEITEM::STARTING_GEAR

    next unless self.is_a?(RPG::Actor)

    $1.scan(/\d+/).each { |num|

    @extra_starting_equips.push(num.to_i) if num.to_i > 0 }

    when YEA::REGEXP::BASEITEM::FIXED_EQUIP

    $1.scan(/\d+/).each { |num|

    @fixed_equip_type.push(num.to_i) if num.to_i > 0 }

    when YEA::REGEXP::BASEITEM::SEALED_EQUIP

    $1.scan(/\d+/).each { |num|

    @sealed_equip_type.push(num.to_i) if num.to_i > 0 }

    #---

    when YEA::REGEXP::BASEITEM::EQUIP_TYPE_INT

    next unless self.is_a?(RPG::Armor)

    @etype_id = [1, $1.to_i].max

    when YEA::REGEXP::BASEITEM::EQUIP_TYPE_STR

    next unless self.is_a?(RPG::Armor)

    for key in YEA::EQUIP::TYPES

    id = key[0]

    next if YEA::EQUIP::TYPES[id][0].upcase != $1.to_s.upcase

    @etype_id = [1, id].max

    break

    end

    #---

    else

    if @equip_slots_on

    case line.upcase

    when /EQUIP TYPE[ ](\d+)/i, /EQUIP TYPE:[ ](\d+)/i

    id = $1.to_i

    @base_equip_slots.push(id) if [0,1,2,3,4].include?(id)

    @base_equip_slots.push(id) if YEA::EQUIP::TYPES.include?(id)

    when /WEAPON/i

    @base_equip_slots.push(0)

    when /SHIELD/i

    @base_equip_slots.push(1)

    when /HEAD/i

    @base_equip_slots.push(2)

    when /BODY/i, /ARMOR/i, /ARMOUR/i

    @base_equip_slots.push(3)

    when /ETC/i, /OTHER/i, /ACCESSOR/i

    @base_equip_slots.push(4)

    else

    text = line.upcase.delete(" ")

    for key in YEA::EQUIP::TYPES

    id = key[0]

    next if YEA::EQUIP::TYPES[id][0].upcase.delete(" ")!= text

    @base_equip_slots.push(id)

    break

    end

    end

    end

    end

    } # self.note.split

    #---

    return unless self.is_a?(RPG::Class)

    if @base_equip_slots.empty?

    @base_equip_slots = YEA::EQUIP::DEFAULT_BASE_SLOTS.clone

    end

    end

     

    end # RPG::BaseItem

     

    #==============================================================================

    # ■ Game_Temp

    #==============================================================================

     

    class Game_Temp

     

    #--------------------------------------------------------------------------

    # public instance variables

    #--------------------------------------------------------------------------

    attr_accessor :eds_actor

    attr_accessor :scene_equip_index

    attr_accessor :scene_equip_oy

     

    end # Game_Temp

     

    #==============================================================================

    # ■ Game_BaseItem

    #==============================================================================

     

    class Game_BaseItem

     

    #--------------------------------------------------------------------------

    # public instance variables

    #--------------------------------------------------------------------------

    attr_accessor :item_id

     

    end # Game_BaseItem

     

    #==============================================================================

    # ■ Game_BattlerBase

    #==============================================================================

     

    class Game_BattlerBase

     

    #--------------------------------------------------------------------------

    # alias method: equip_type_fixed?

    #--------------------------------------------------------------------------

    alias game_battlerbase_equip_type_fixed_aee equip_type_fixed?

    def equip_type_fixed?(etype_id)

    return true if fixed_etypes.include?(etype_id) if actor?

    return game_battlerbase_equip_type_fixed_aee(etype_id)

    end

     

    #--------------------------------------------------------------------------

    # alias method: equip_type_sealed?

    #--------------------------------------------------------------------------

    alias game_battlerbase_equip_type_sealed_aee equip_type_sealed?

    def equip_type_sealed?(etype_id)

    return true if sealed_etypes.include?(etype_id) if actor?

    return game_battlerbase_equip_type_sealed_aee(etype_id)

    end

     

    end # Game_BattlerBase

     

    #==============================================================================

    # ■ Game_Actor

    #==============================================================================

     

    class Game_Actor < Game_Battler

     

    #--------------------------------------------------------------------------

    # alias method: init_equips

    #--------------------------------------------------------------------------

    alias game_actor_init_equips_aee init_equips

    def init_equips(equips)

    game_actor_init_equips_aee(equips)

    equip_extra_starting_equips

    end

     

    #--------------------------------------------------------------------------

    # new method: equip_extra_starting_equips

    #--------------------------------------------------------------------------

    def equip_extra_starting_equips

    for equip_id in actor.extra_starting_equips

    armour = $data_armors[equip_id]

    next if armour.nil?

    etype_id = armour.etype_id

    next unless equip_slots.include?(etype_id)

    slot_id = empty_slot(etype_id)

    @equips[slot_id].set_equip(etype_id == 0, armour.id)

    end

    refresh

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: equip_slots

    #--------------------------------------------------------------------------

    def equip_slots

    return equip_slots_dual if dual_wield?

    return equip_slots_normal

    end

     

    #--------------------------------------------------------------------------

    # new method: equip_slots_normal

    #--------------------------------------------------------------------------

    def equip_slots_normal

    return self.actor.base_equip_slots if self.actor.base_equip_slots != []

    return self.class.base_equip_slots

    end

     

    #--------------------------------------------------------------------------

    # new method: equip_slots_dual

    #--------------------------------------------------------------------------

    def equip_slots_dual

    array = equip_slots_normal.clone

    array[1] = 0 if array.size >= 2

    return array

    end

     

    #--------------------------------------------------------------------------

    # new method: fixed_etypes

    #--------------------------------------------------------------------------

    def fixed_etypes

    array = []

    array |= self.actor.fixed_equip_type

    array |= self.class.fixed_equip_type

    for equip in equips

    next if equip.nil?

    array |= equip.fixed_equip_type

    end

    for state in states

    next if state.nil?

    array |= state.fixed_equip_type

    end

    return array

    end

     

    #--------------------------------------------------------------------------

    # new method: sealed_etypes

    #--------------------------------------------------------------------------

    def sealed_etypes

    array = []

    array |= self.actor.sealed_equip_type

    array |= self.class.sealed_equip_type

    for equip in equips

    next if equip.nil?

    array |= equip.sealed_equip_type

    end

    for state in states

    next if state.nil?

    array |= state.sealed_equip_type

    end

    return array

    end

     

    #--------------------------------------------------------------------------

    # alias method: change_equip

    #--------------------------------------------------------------------------

    alias game_actor_change_equip_aee change_equip

    def change_equip(slot_id, item)

    if item.nil? && !@optimize_clear

    etype_id = equip_slots[slot_id]

    return unless YEA::EQUIP::TYPES[etype_id][1]

    elsif item.nil? && @optimize_clear

    etype_id = equip_slots[slot_id]

    return unless YEA::EQUIP::TYPES[etype_id][2]

    end

    @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil?

    game_actor_change_equip_aee(slot_id, item)

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: optimize_equipments

    #--------------------------------------------------------------------------

    def optimize_equipments

    $game_temp.eds_actor = self

    @optimize_clear = true

    clear_equipments

    @optimize_clear = false

    equip_slots.size.times do |i|

    next if !equip_change_ok?(i)

    next unless can_optimize?(i)

    items = $game_party.equip_items.select do |item|

    item.etype_id == equip_slots &&

    equippable?(item) && item.performance >= 0

    end

    change_equip(i, items.max_by {|item| item.performance })

    end

    $game_temp.eds_actor = nil

    end

     

    #--------------------------------------------------------------------------

    # new method: can_optimize?

    #--------------------------------------------------------------------------

    def can_optimize?(slot_id)

    etype_id = equip_slots[slot_id]

    return YEA::EQUIP::TYPES[etype_id][2]

    end

     

    #--------------------------------------------------------------------------

    # alias method: force_change_equip

    #--------------------------------------------------------------------------

    alias game_actor_force_change_equip_aee force_change_equip

    def force_change_equip(slot_id, item)

    @equips[slot_id] = Game_BaseItem.new if @equips[slot_id].nil?

    game_actor_force_change_equip_aee(slot_id, item)

    end

     

    #--------------------------------------------------------------------------

    # alias method: weapons

    #--------------------------------------------------------------------------

    alias game_actor_weapons_aee weapons

    def weapons

    anti_crash_equips

    return game_actor_weapons_aee

    end

     

    #--------------------------------------------------------------------------

    # alias method: armors

    #--------------------------------------------------------------------------

    alias game_actor_armors_aee armors

    def armors

    anti_crash_equips

    return game_actor_armors_aee

    end

     

    #--------------------------------------------------------------------------

    # alias method: equips

    #--------------------------------------------------------------------------

    alias game_actor_equips_aee equips

    def equips

    anti_crash_equips

    return game_actor_equips_aee

    end

     

    #--------------------------------------------------------------------------

    # new method: equips

    #--------------------------------------------------------------------------

    def anti_crash_equips

    for i in 0...@equips.size

    next unless @equips.nil?

    @equips = Game_BaseItem.new

    end

    end

     

    end # Game_Actor

     

    #==============================================================================

    # ■ Game_Interpreter

    #==============================================================================

     

    class Game_Interpreter

     

    #--------------------------------------------------------------------------

    # overwrite method: change equip

    #--------------------------------------------------------------------------

    def command_319

    actor = $game_actors[@params[0]]

    return if actor.nil?

    if @params[1] == 0 && @params[2] != 0

    item = $data_weapons[@params[2]]

    return unless actor.equip_slots.include?(0)

    slot_id = actor.empty_slot(0)

    elsif @params[2] != 0

    item = $data_armors[@params[2]]

    return unless actor.equip_slots.include?(item.etype_id)

    slot_id = actor.empty_slot(item.etype_id)

    else

    slot_id = @params[1]

    end

    actor.change_equip_by_id(slot_id, @params[2])

    end

     

    end # Game_Interpreter

     

    #==============================================================================

    # ■ Window_EquipStatus

    #==============================================================================

     

    class Window_EquipStatus < Window_Base

     

    #--------------------------------------------------------------------------

    # overwrite method: initialize

    #--------------------------------------------------------------------------

    def initialize(dx, dy)

    super(dx, dy, window_width, Graphics.height - dy)

    @actor = nil

    @temp_actor = nil

    refresh

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: window_width

    #--------------------------------------------------------------------------

    def window_width; return Graphics.width * 2 / 5; end

     

    #--------------------------------------------------------------------------

    # overwrite method: refresh

    #--------------------------------------------------------------------------

    def refresh

    contents.clear

    8.times {|i| draw_item(0, line_height * i, i) }

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: draw_item

    #--------------------------------------------------------------------------

    def draw_item(dx, dy, param_id)

    draw_background_colour(dx, dy)

    draw_param_name(dx + 4, dy, param_id)

    draw_current_param(dx + 4, dy, param_id) if @actor

    drx = (contents.width + 22) / 2

    draw_right_arrow(drx, dy)

    draw_new_param(drx + 22, dy, param_id) if @temp_actor

    reset_font_settings

    end

     

    #--------------------------------------------------------------------------

    # new method: draw_background_colour

    #--------------------------------------------------------------------------

    def draw_background_colour(dx, dy)

    colour = Color.new(0, 0, 0, translucent_alpha/2)

    rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2)

    contents.fill_rect(rect, colour)

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: draw_param_name

    #--------------------------------------------------------------------------

    def draw_param_name(dx, dy, param_id)

    contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE

    change_color(system_color)

    draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: draw_current_param

    #--------------------------------------------------------------------------

    def draw_current_param(dx, dy, param_id)

    change_color(normal_color)

    dw = (contents.width + 22) / 2

    draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2)

    reset_font_settings

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: draw_new_param

    #--------------------------------------------------------------------------

    def draw_new_param(dx, dy, param_id)

    contents.font.size = YEA::EQUIP::STATUS_FONT_SIZE

    new_value = @temp_actor.param(param_id)

    change_color(param_change_color(new_value - @actor.param(param_id)))

    draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)

    reset_font_settings

    end

     

    end # Window_EquipStatus

     

    #==============================================================================

    # ■ Window_EquipCommand

    #==============================================================================

     

    class Window_EquipCommand < Window_HorzCommand

     

    #--------------------------------------------------------------------------

    # overwrite method: make_command_list

    #--------------------------------------------------------------------------

    def make_command_list

    for command in YEA::EQUIP::COMMAND_LIST

    case command

    when :equip

    add_command(Vocab::equip2, :equip)

    when :optimize

    add_command(Vocab::optimize, :optimize)

    when :clear

    add_command(Vocab::clear, :clear)

    else

    process_custom_command(command)

    end

    end

    end

     

    #--------------------------------------------------------------------------

    # process_ok

    #--------------------------------------------------------------------------

    def process_ok

    $game_temp.scene_equip_index = index

    $game_temp.scene_equip_oy = self.oy

    super

    end

     

    #--------------------------------------------------------------------------

    # new method: process_custom_command

    #--------------------------------------------------------------------------

    def process_custom_command(command)

    return unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)

    show = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][2]

    continue = show <= 0 ? true : $game_switches[show]

    return unless continue

    text = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][0]

    switch = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][1]

    enabled = switch <= 0 ? true : $game_switches[switch]

    add_command(text, command, enabled)

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: window_width

    #--------------------------------------------------------------------------

    def window_width; return 160; end

     

    #--------------------------------------------------------------------------

    # overwrite method: contents_width

    #--------------------------------------------------------------------------

    def contents_width; return width - standard_padding * 2; end

     

    #--------------------------------------------------------------------------

    # overwrite method: contents_height

    #--------------------------------------------------------------------------

    def contents_height

    ch = height - standard_padding * 2

    return [ch - ch % item_height, row_max * item_height].max

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: visible_line_number

    #--------------------------------------------------------------------------

    def visible_line_number; return 4; end

     

    #--------------------------------------------------------------------------

    # overwrite method: col_max

    #--------------------------------------------------------------------------

    def col_max; return 1; end

     

    #--------------------------------------------------------------------------

    # overwrite method: item_rect

    #--------------------------------------------------------------------------

    def item_rect(index)

    rect = Rect.new

    rect.width = item_width

    rect.height = item_height

    rect.x = index % col_max * (item_width + spacing)

    rect.y = index / col_max * item_height

    rect

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: ensure_cursor_visible

    #--------------------------------------------------------------------------

    def ensure_cursor_visible

    self.top_row = row if row < top_row

    self.bottom_row = row if row > bottom_row

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: cursor_down

    #--------------------------------------------------------------------------

    def cursor_down(wrap = false)

    if index < item_max - col_max || (wrap && col_max == 1)

    select((index + col_max) % item_max)

    end

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: cursor_up

    #--------------------------------------------------------------------------

    def cursor_up(wrap = false)

    if index >= col_max || (wrap && col_max == 1)

    select((index - col_max + item_max) % item_max)

    end

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: process_pageup

    #--------------------------------------------------------------------------

    def process_pageup

    Sound.play_cursor

    Input.update

    deactivate

    call_handler(:pageup)

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: process_pagedown

    #--------------------------------------------------------------------------

    def process_pagedown

    Sound.play_cursor

    Input.update

    deactivate

    call_handler(:pagedown)

    end

     

    end # Window_EquipCommand

     

    #==============================================================================

    # ■ Window_EquipSlot

    #==============================================================================

     

    class Window_EquipSlot < Window_Selectable

     

    #--------------------------------------------------------------------------

    # overwrite method: initialize

    #--------------------------------------------------------------------------

    def initialize(dx, dy, dw)

    super(dx, dy, dw, Graphics.height - dy)

    @actor = nil

    refresh

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: window_height

    #--------------------------------------------------------------------------

    def window_height; return self.height; end

     

    #--------------------------------------------------------------------------

    # overwrite method: visible_line_number

    #--------------------------------------------------------------------------

    def visible_line_number; return item_max; end

     

    #--------------------------------------------------------------------------

    # overwrite method: refresh

    #--------------------------------------------------------------------------

    def refresh

    create_contents

    super

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: draw_item

    #--------------------------------------------------------------------------

    def draw_item(index)

    return unless @actor

    rect = item_rect_for_text(index)

    change_color(system_color, enable?(index))

    draw_text(rect.x, rect.y, 92, line_height, slot_name(index))

    item = @actor.equips[index]

    dx = rect.x + 92

    dw = contents.width - dx - 24

    if item.nil?

    draw_nothing_equip(dx, rect.y, false, dw)

    else

    draw_item_name(item, dx, rect.y, enable?(index), dw)

    end

    end

     

    #--------------------------------------------------------------------------

    # new method: draw_nothing_equip

    #--------------------------------------------------------------------------

    def draw_nothing_equip(dx, dy, enabled, dw)

    change_color(normal_color, enabled)

    draw_icon(Icon.nothing_equip, dx, dy, enabled)

    text = YEA::EQUIP::NOTHING_TEXT

    draw_text(dx + 24, dy, dw - 24, line_height, text)

    end

     

    end # Window_EquipSlot

     

    #==============================================================================

    # ■ Window_EquipItem

    #==============================================================================

     

    class Window_EquipItem < Window_ItemList

     

    #--------------------------------------------------------------------------

    # overwrite method: col_max

    #--------------------------------------------------------------------------

    def col_max; return 1; end

     

    #--------------------------------------------------------------------------

    # overwrite method: slot_id=

    #--------------------------------------------------------------------------

    def slot_id=(slot_id)

    return if @slot_id == slot_id

    @slot_id = slot_id

    @last_item = nil

    self.oy = 0

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: draw_item

    #--------------------------------------------------------------------------

    def draw_item(index)

    item = @data[index]

    rect = item_rect(index)

    rect.width -= 4

    if item.nil?

    draw_remove_equip(rect)

    return

    end

    dw = contents.width - rect.x - 24

    draw_item_name(item, rect.x, rect.y, enable?(item), dw)

    draw_item_number(rect, item)

    end

     

    #--------------------------------------------------------------------------

    # new method: draw_remove_equip

    #--------------------------------------------------------------------------

    def draw_remove_equip(rect)

    draw_icon(Icon.remove_equip, rect.x, rect.y)

    text = YEA::EQUIP::REMOVE_EQUIP_TEXT

    rect.x += 24

    rect.width -= 24

    draw_text(rect, text)

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: include?

    #--------------------------------------------------------------------------

    def include?(item)

    if item.nil? && !@actor.nil?

    etype_id = @actor.equip_slots[@slot_id]

    return YEA::EQUIP::TYPES[etype_id][1]

    end

    return true if item.nil?

    return false unless item.is_a?(RPG::EquipItem)

    return false if @slot_id < 0

    return false if item.etype_id != @actor.equip_slots[@slot_id]

    return @actor.equippable?(item)

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: enable?

    #--------------------------------------------------------------------------

    def enable?(item)

    if item.nil? && !@actor.nil?

    etype_id = @actor.equip_slots[@slot_id]

    return YEA::EQUIP::TYPES[etype_id][1]

    end

    return @actor.equippable?(item)

    end

     

    #--------------------------------------------------------------------------

    # new method: show

    #--------------------------------------------------------------------------

    def show

    @last_item = 0

    update_help

    super

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: update_help

    #--------------------------------------------------------------------------

    def update_help

    super

    return if @actor.nil?

    return if @status_window.nil?

    return if @last_item == item

    @last_item = item

    temp_actor = Marshal.load(Marshal.dump(@actor))

    temp_actor.force_change_equip(@slot_id, item)

    @status_window.set_temp_actor(temp_actor)

    end

     

    end # Window_EquipItem

     

    #==============================================================================

    # ■ Window_EquipActor

    #==============================================================================

     

    class Window_EquipActor < Window_Base

     

    #--------------------------------------------------------------------------

    # initialize

    #--------------------------------------------------------------------------

    def initialize(dx, dy)

    super(dx, dy, window_width, fitting_height(4))

    @actor = nil

    end

     

    #--------------------------------------------------------------------------

    # window_width

    #--------------------------------------------------------------------------

    def window_width; return Graphics.width - 160; end

     

    #--------------------------------------------------------------------------

    # actor=

    #--------------------------------------------------------------------------

    def actor=(actor)

    return if @actor == actor

    @actor = actor

    refresh

    end

     

    #--------------------------------------------------------------------------

    # refresh

    #--------------------------------------------------------------------------

    def refresh

    contents.clear

    return unless @actor

    draw_actor_face(@actor, 0, 0)

    draw_actor_simple_status(@actor, 108, line_height / 2)

    end

     

    end # Window_EquipActor

     

    #==============================================================================

    # ■ Scene_Equip

    #==============================================================================

     

    class Scene_Equip < Scene_MenuBase

     

    #--------------------------------------------------------------------------

    # overwrite method: create_status_window

    #--------------------------------------------------------------------------

    def create_status_window

    wx = Graphics.width - (Graphics.width * 2 / 5)

    wy = @help_window.height + 120

    @status_window = Window_EquipStatus.new(wx, wy)

    @status_window.viewport = @viewport

    @status_window.actor = @actor

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: create_command_window

    #--------------------------------------------------------------------------

    def create_command_window

    wx = 0

    wy = @help_window.height

    ww = 160

    @command_window = Window_EquipCommand.new(wx, wy, ww)

    @command_window.viewport = @viewport

    @command_window.help_window = @help_window

    if !$game_temp.scene_equip_index.nil?

    @command_window.select($game_temp.scene_equip_index)

    @command_window.oy = $game_temp.scene_equip_oy

    end

    $game_temp.scene_equip_index = nil

    $game_temp.scene_equip_oy = nil

    @command_window.set_handler(:equip, method(:command_equip))

    @command_window.set_handler(:optimize, method(:command_optimize))

    @command_window.set_handler(:clear, method(:command_clear))

    @command_window.set_handler(:cancel, method(:return_scene))

    @command_window.set_handler(:pagedown, method(:next_actor))

    @command_window.set_handler(:pageup, method(:prev_actor))

    process_custom_equip_commands

    create_actor_window

    end

     

    #--------------------------------------------------------------------------

    # new method: create_actor_window

    #--------------------------------------------------------------------------

    def create_actor_window

    wy = @help_window.height

    @actor_window = Window_EquipActor.new(@command_window.width, wy)

    @actor_window.viewport = @viewport

    @actor_window.actor = @actor

    end

     

    #--------------------------------------------------------------------------

    # new method: process_custom_equip_commands

    #--------------------------------------------------------------------------

    def process_custom_equip_commands

    for command in YEA::EQUIP::COMMAND_LIST

    next unless YEA::EQUIP::CUSTOM_EQUIP_COMMANDS.include?(command)

    called_method = YEA::EQUIP::CUSTOM_EQUIP_COMMANDS[command][3]

    @command_window.set_handler(command, method(called_method))

    end

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: create_slot_window

    #--------------------------------------------------------------------------

    def create_slot_window

    wx = 0

    wy = @command_window.y + @command_window.height

    ww = Graphics.width - @status_window.width

    @slot_window = Window_EquipSlot.new(wx, wy, ww)

    @slot_window.viewport = @viewport

    @slot_window.help_window = @help_window

    @slot_window.status_window = @status_window

    @slot_window.actor = @actor

    @slot_window.set_handler(:ok, method(:on_slot_ok))

    @slot_window.set_handler(:cancel, method(:on_slot_cancel))

    end

     

    #--------------------------------------------------------------------------

    # overwrite method: create_item_window

    #--------------------------------------------------------------------------

    def create_item_window

    wx = @slot_window.x

    wy = @slot_window.y

    ww = @slot_window.width

    wh = @slot_window.height

    @item_window = Window_EquipItem.new(wx, wy, ww, wh)

    @item_window.viewport = @viewport

    @item_window.help_window = @help_window

    @item_window.status_window = @status_window

    @item_window.actor = @actor

    @item_window.set_handler(:ok, method(:on_item_ok))

    @item_window.set_handler(:cancel, method(:on_item_cancel))

    @slot_window.item_window = @item_window

    @item_window.hide

    end

     

    #--------------------------------------------------------------------------

    # alias method: command_optimize

    #--------------------------------------------------------------------------

    alias scene_equip_command_optimize_aee command_optimize

    def command_optimize

    scene_equip_command_optimize_aee

    @actor_window.refresh

    end

     

    #--------------------------------------------------------------------------

    # alias method: command_clear

    #--------------------------------------------------------------------------

    alias scene_equip_command_clear_aee command_clear

    def command_clear

    scene_equip_command_clear_aee

    @actor_window.refresh

    end

     

    #--------------------------------------------------------------------------

    # alias method: on_slot_ok

    #--------------------------------------------------------------------------

    alias scene_equip_on_slot_ok_aee on_slot_ok

    def on_slot_ok

    scene_equip_on_slot_ok_aee

    @slot_window.hide

    @item_window.refresh

    @item_window.show

    end

     

    #--------------------------------------------------------------------------

    # alias method: on_item_ok

    #--------------------------------------------------------------------------

    alias scene_equip_on_item_ok_aee on_item_ok

    def on_item_ok

    scene_equip_on_item_ok_aee

    @actor_window.refresh

    @slot_window.show

    @item_window.hide

    end

     

    #--------------------------------------------------------------------------

    # alias method: on_item_cancel

    #--------------------------------------------------------------------------

    alias scene_equip_on_item_cancel_aee on_item_cancel

    def on_item_cancel

    scene_equip_on_item_cancel_aee

    @slot_window.show

    @item_window.hide

    end

     

    #--------------------------------------------------------------------------

    # alias method: on_actor_change

    #--------------------------------------------------------------------------

    alias scene_equip_on_actor_change_aee on_actor_change

    def on_actor_change

    scene_equip_on_actor_change_aee

    @actor_window.actor = @actor

    end

     

    #--------------------------------------------------------------------------

    # new method: command_name1

    #--------------------------------------------------------------------------

    def command_name1

    # Do nothing.

    end

     

    #--------------------------------------------------------------------------

    # new method: command_name2

    #--------------------------------------------------------------------------

    def command_name2

    # Do nothing.

    end

     

    end # Scene_Equip

     

    #==============================================================================

    #

    # ▼ End of File

    #

    #==============================================================================

     

     

    *wahuu!*

  5. Dovrebbe essere un problema di tutte le pagine internet non solo di 2s. Succede quando premi qualcosina, ma non ricordo la combinazione di tasti nè per metterla nè per toglierla e non la ritrovo mai su google. Se riavvii dovrebbe sparire ^ ^

    Sparita :cool:

    Basta premere SHIFT e ALT di destra.

  6. Da un po di tempo su RPG2s la tastiera per scrivere funziona in modo anomalo, mi sembra di stare su una tastiera Americana.

    Alcuni tasti mi danno un carattere sbagliato, tipo la e con l accento mi da [.

    Funzionano solo la , il . e il ! per il resto mi da altri caratteri, sara una tastiera americana

    Su Blocco Note ho fatto una prova e mi da i caratteri giusti...

    Che gli ha preso ad RPG2s

    PS. Scrivo cosi perche mi da altri caratteri, percio cerco di essere comprensibile.

    Esempi

    Perch[

    un p;

    L-argomento

    Ti faccio un esempio> [dovrebbero starci due punti]

    *strano( [tentando di scrivere fra parentesi]

    + + [Gli occhietti di Guardian vengono cosi {non funziona neanche la i con accento}]

  7. Cioè pensi di fare una demo tecnica e poi introdurre la storia in un'altra release... o due giochi differenti? D:

    Tutto in un gioco! La modalità storia in un'altra release.

    Occhio ^ che spesso più script ci sono peggio è ^ ^

    Attualmente ci ho messo solo 48 Script più un altro che modifica uno di questi script, poi tolgo quelli che non mi serviranno alla prima release e poi li aggiungerò quando serviranno. Sono organizzato!

    EDIT: Ho fatto una pazzia: ho preso i MIDI Easter Egg da Windows per YP! XDXDXDXDXD

    Sono town e flourish.

    Ci sarebbe anche onestop, ma non mi piace per YP anche se lo trovo caruccio!

    Questi tre MIDI li trovate in Computer\C\Windows\Media e cercateli.

    Dovrò creditare la Microsoft XDXDXDXDDXDXDXDXDXDXDXDXD

    EDIT2:Sto cercando di farmi venire un'idea in testa su cosa potrei aggiungere come comando al menù.

    Attualmente è così:

     

     

    http://img28.imageshack.us/img28/7356/cattura5xs.png

     

     

    Qualche consiglio su quale comando potrei aggiungere?

  8. Forse può darsi che tu abbia una vecchia versione......

    Controlla la versione dell'ATB. Questa è la 1.2c?

    E il Takentai ha la versione 3.4e? Puoi controllare la versione dai commenti degli script.

    Se non hai quella versione, vai qui e sostituisci i tuoi script del Takentai con quelli della demo. ^ ^

  9. Non c'è un mp3 nella cartella audio. Neanche uno!

    Tutti MIDI o Ogg Vorbis.

    PS. DK non ci sarà perchè non trovo da nessuna parte il suo sprite, neanche su The spriters resource.

  10. Non è vero!

    Diciamo sempre di aspettare di avere tanto materiale grafico per aprire il topic e tanto altro (1,5 % è più che pochino ^ ^"). Un gioco su Yoshi dovrà sicuramente avere una grafica particolare, ma non vi è nulla ;_____ ;

    Beh, di materiale ce ne ho assai proprio, mi manca solo qualche sprite, per il resto sono ok. Infatti attualmente YP pesa 195 MB (O_O) fra materiali e altro.

    Zeppo soprattutto d'audio: 160 MB. E Graphics: 33,6 Mb.

    Ovviamente alla prima release vi lascerò dentro solo ciò che viene usato, e con il tempo le risorse che mi serviranno le aggiungerò nella prossima versione.

    1,5 % solo perchè sono a 0 con la programmazione *^ ^

    Non ho bisogno di BGM perchè ho 310 BGM nella cartella O_O

    Ma potrebbero sempre servirmene altri XD

    EDIT: Dimenticavo, 767 SE! (Audio) Però questi ammontano a 10 MB.

    147 MB sono di BGM ^ ^

  11. Yoshi91

    presenta:

     

    Yoshi Party

     

    1.Introduzione

    Ehhh... Era l'ora che postassi il mio progetto sul forum...

    All'inizio ero un principiante, come nascono tutti.

    Poi mano a mano ho cominciato ad approfondire RPG Maker e il suo significato.

    Stavo cominciando con un progetto col VX, ma non mi piaceva proprio... (il progetto)

    E l'ho scartato.

    Non sapevo che fare, mi annoiavo, ma un giorno, un mio amico mi ha detto (amante anche lui di Yoshi):

    - Dato che ti piace così tanto Yoshi, perchè non fai un videogioco con esso? - (più o meno mi ha detto così, eh)

    E allora mi è nata l'idea di realizzare Yoshi Party, e che non fosse stato un solito Mario, anche se ci ho messo anche lui.

    Appena l'ho cominciato ho pensato:

    - Che idiota! Se l'ho appena cominciato, perchè non usare il VX Ace? -

    Ecco che lo scarico subito e mi metto al lavoro.

    Sarò pur passato al nuovo VX-Ace, ma il VX me lo tengo caro caro XD

     

    2.Descrizione

    Tanto per cominciare: userò il bel VX Ace per crearlo MA... Non sarà un RPG!

    Sarà simile in parte a Mario Party, ma la modalità Party sarà il 65% diversa.

    Il giocatore potrà scegliere fra 1 o 2 giocatori per squadra, poi lo scenario dove giocare e comincia la parita.

    A ogni turno ogni personaggio tirerà dei dadi; a seconda del numero uscito il giocatore avanza di caselle.

    Ci potrebbero essere caselle Blu (donano tre gettoni), caselle Rosse (vi tolgono tre gettoni), caselle Nulle (non accade nulla),

    caselle Negozio (si possono usare i gettoni della squadra per comprare oggetti utili), caselle Mistero (accadrà qualcosa, che varia a seconda della mappa e della posizione), caselle Indovinello (si propongono delle domande e se la risposta è giusta il personaggio rimane lì, altrimenti indietreggia), caselle Sfortuna (si indietreggia di caselle), caselle Fortuna (si va avanti di caselle).

    L'obiettivo per vincere non sarà quello di conquistare più stelle, ma di arrivare al traguardo.

     

    3.Features

    - Vari personaggi da sbloccare con i punti YP (Yoshi Party)

    - Vari Extra da comprare sempre con i punti YP tipo "Quiz: a chi sembri più tu?" [Prossimamente]

    - Modalità "Esplora il mondo" per passeggiare e guardare il mondo, ma anche a visitare varie località, tipo l'isola Yoshi, il Regno dei Funghi, Sarasaland...

    - Sistema "Gestisci Slot": dal menù (non il titolo) si potranno gestire le slot di salvataggio, salvando, caricando, o eliminando salvataggi. [Grazie Yanfly]

    - Menù Titolo Personalizzato [lo conoscete tutti, grazie Holy]

    - La maggior parte delle cose sarà programmata ad eventi

    - Info e crediti di gioco dal titolo [grazie Holy]

    - BGM di Super Mario Galaxy 1 e 2 e di Super Mario 64 (EDIT: Dimenticavo! Anche di Pokèmon Versione Nera 2!)

    - Sistema "Accessori" da equipaggiare per vari bonus

    - Risoluzione 640x480

    - Opzioni dal menù; regolare il volume dei BGM, dei BGS, dei SE, regolare il colore delle finestre... [grazie Yanfly]

    - Icone nei comandi dei menù [grazie Yanfly]

    - Possibilità di guardare l'orario reale dal menù del gioco (lo prende dal PC, quindi aggiustatevi l'orario! XD)

    - Minigiochi non ce ne saranno durante le partite, ma solo dagli Extra. (si compreranno tramite punti YP)

    - Si userà un pò di Grafica RTP, sia del VX che del VX Ace.

    - Ci sarà un programma a parte con cui potrete aggiornare il gioco!

    - Possibilità di guardare il tempo di gioco dal menù!

     

    4.Personaggi giocabili

    - Yoshi

    - Mario

    - Luigi

    - Wario

    - Boo

    - Toad

    - Strutzi

    - Peach (credo prossimamente)

    - Daisy (credo prossimamante)

     

    Attualmente tutto questo è ciò che so.

    La percentuale di completamento gioco la trovate nella mia firma.

    I crediti vari li potrete trovare nel mio gioco.

    Dato che attualmente sono ancora a 0, non ci sono nè screen nè DEMO.

    Le features le aggiornerò frequentemente.

     

    LINK per aiutarmi:

    Cercasi risorse:

    Cercasi risorse grafiche/sonore di Mario

     

    Se sei un grafico e vuoi essere reclutato vai qui.

     

    *wahuu!*

  12. - Le avventure di Nick

    - Nick e Mary

    - La perfida regina Alana

    - Alla ricerca di un Cristallo

    - Le imprese di Nick e Mary

    - La storia di Nick

    - Il lungo viaggio verso il cristallo

    - Un avventura verso un Cristallo

    - Alana: Nemica o Amica?

    - Nick e Mary contro una perfida regina

    - Nick's story

    - Una lunga missione per un Cristallo

     

    Questi sono i titoli d'esempio che ho ideato; poi potresti modificarli a tuo piacimento :)

    Buona fortuna!

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