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Caios

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Everything posted by Caios

  1. Avete presente Kingdom Hearts CoM? Li i face si muovono. Io ho i face come in KH, cioe' un 10 immagini che fanno muovere bocca e occhi. Si puo'?
  2. Voglio fare una cosa STRAORDINARIA!!!!!!!!!!!!! Allora, con gli eventi o con lo script allimite, per il mio gioco di Kingdom Hearts, una combo con i punti. Raggiunti un tot di punti, puoi andare in fusione. Chi mi aiuta?
  3. http://img177.imageshack.us/img177/5001/teamfinalkingdomsz1.jpg Final Kingdom: Lost Memories http://img230.imageshack.us/img230/6227/fklmgk9.jpg PRESENTAZIONE Il gioco accade in un epoca sconosciuta, sicuramente dopo Kingdom Hearts 2 e Final Fantasy XII. I personaggi di KH e FF si incontrano... STORIA Sembrava tutto finito, sia a Crepuscopoli cheal Garden di Balamb, ma tutti, vennero trasportati nello stesso luogo, una terra remota. Sembravano come ritornati indietro nel tempo. L'Organizzazione XIII ricompare e i nemici di FF ricompaiono. Pero' durante il trasporto tutti, tranne CLoud e Sora, persero la memoria. Cosi' uno intraprendere i ruoli di tutti i personaggi. Durante il gioco si potra' scegliere sia CLoud che Sora. PERSONAGGI Tutti quelli di FF e KH GAME PLAY Il BS e' quello creato da ProGM e Waller, con in aggiunta le fusioni e le combo. CERCASI Scripter esperti Eventisti abbastanza esperti Grafici molto esperti (Chara, Pictures...)
  4. Pro, se ti servono i chara delle fusioni, io li sto creando. No perche' al tuo BS, con gli eventi sto facendo una Combo a punti e quando raggiungi un TOT di punti, puoi' utiliazzare la fusione! :D
  5. Perfect!! No, perche' prima lo copiavi, ma ti incollava solo la prima riga! Grazie ora va!
  6. Scusa Pro, ma l'altro tipo di CODE cosi' e' incopiabile! XD (anzi, l'altro CODe non c'e', boh) Cosi' allora senza nessun code, questo e' solo un esempio, non copiatelo perche' non va! class Scene_Map def main $danni = nil if $battle == false #antibug che evita casini quando si esce dal menu @ind = 0 #azzera il contatore di nemici @item = Item.new #finestra oggetti @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events.transparent = true @enemies_id[@ind] = $game_map.events.list[1].parameters[0].to_i @ind += 1 end end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil and $start @wait = 0 if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 @magic_window = Window_Command2.new(140, ["Fire", "Blizzard", "Thunder", "Heal"]) @magic_window.visible = false @magic_window.active = false @magic_window.opacity = 160 @fire_magic = Sprite.new @fire_magic.bitmap = RPG::Cache.character("Fire", 0) @fire_magic.visible = false @fire_magic.z = 1 @bliz_magic = Sprite.new @bliz_magic.bitmap = RPG::Cache.character("Blizzard", 0) @bliz_magic.visible = false @bliz_magic.z = 1 @spriteset = Spriteset_Map.new @barre = Barre.new @message_window = Window_Message.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end # Prepare for transition Graphics.freeze @barre.dispose @item.dispose @command_window.dispose @magic_window.dispose # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose @fire_magic.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update update_AI if $start if $start for k in 1..@ind if $danni != nil and $danni.enemies_hp[k - 1] < 1 $game_actors[1].exp += $data_enemies[@enemies_id[k - 1]].exp unless @morti[k - 1] @morti[k - 1] = true end end numero_morti = 0 if @morti != nil and @morti.size > 1 for l in 1..@morti.size if @morti[l - 1] numero_morti += 1 end end elsif @morti != nil and @morti.size == 1 if @morti[0] numero_morti = 1 end end if numero_morti == @ind $danni = nil $start = false $battle = false $game_map.autoplay $game_system.windowskin_name = $data_system.windowskin_name end ind = 0 for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @morti[ind] character.through = true unless character.transparent character.transparent = true unless character.transparent character.animation_id = 48 unless character.transparent $game_map.need_refresh = true unless character.transparent end ind += 1 end end end $danni = Calculator.new(@enemies_id) if $battle == true and $danni == nil @item.update @magic_window.update if @SoraAnimMagia == true character = $game_player @wait +=1 case @wait when 1 character.pattern = 1 when 5 character.pattern = 2 when 10 character.pattern = 3 when 15 character.pattern = 4 when 20 character.pattern = 5 @wait = 0 @SoraAnimMagia = false @movimento_magia = true actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh end end #muove la magia Fire if @movimento_magia == true if @fire == true for i in 1..15 if i <=15 if @dir == 2 @fire_magic.y += 1 elsif @dir == 4 @fire_magic.x -= 1 elsif @dir == 6 @fire_magic.x += 1 elsif @dir == 8 @fire_magic.y -= 1 end controlla_magia end end elsif @bliz == true for i in 1..15 if i <=15 if @dir == 2 @bliz_magic.y += 1 elsif @dir == 4 @bliz_magic.x -= 1 elsif @dir == 6 @bliz_magic.x += 1 elsif @dir == 8 @bliz_magic.y -= 1 end controlla_magia end end elsif @thunder == true controlla_magia elsif @heal == true controlla_magia end end #aggiorna l'img della magia Fire @fire_magic.update @bliz_magic.update #fa in modo che vicinpo alle persone, il comando "Attacca" diventi "Parla" for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["parla"]) if $parla != true if character.x == $game_player.x if character.y == $game_player.y $parla = true @i = i @command_window.dispose @command_window = nil command_window_actions end end else if character.x != $game_player.x $parla = false @i = i @command_window.dispose @command_window = nil command_window_actions end if character.y != $game_player.y $parla = false @i = i @command_window.dispose @command_window = nil command_window_actions end end end end @command_window.update #imposta l'attacco di Sora if $sora_attacca == true @wait += 1 if @wait == 20 actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh $sora_attacca = false @combo = false @wait = 0 end end if Input.trigger?(Input::B) if @magic_window.active == true if $start == true if @movimento_magia != true $game_system.se_play($data_system.cancel_se) @magic_window.active = false @magic_window.visible = false @command_window.active = true end end end end #Imposta le funzioni del menù laterale if Input.trigger?(Input::C) if @magic_window.active == true case @magic_window.index when 0 if $game_actors[1].sp > 20 $game_actors[1].sp -= 20 if @movimento_magia != true Audio.se_play("Audio/SE/Fire", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @fire_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @fire_magic.x = $game_player.screen_x-40 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @fire_magic.x = $game_player.screen_x+32 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @fire = true end end when 1 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Bliz", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @bliz_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @bliz_magic.x = $game_player.screen_x-40 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @bliz_magic.x = $game_player.screen_x+32 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @bliz = true end end when 2 if $game_actors[1].sp > 60 $game_actors[1].sp -= 60 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Thunder", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @thunder = true end end when 3 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Heal", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @heal = true end end end end # Branch by command window cursor position if @command_window.active == true case @command_window.index when 0 #Attacca if @s1 == "Attacca" actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Attacco", 0, "", 0) $game_player.refresh character = $game_player character.move_forward character.move_forward if character.pattern < 4 or @combo == false @combo = true $sora_attacca = true @wait = 0 end when 1#Magie @magic_window.visible = true @magic_window.active = true @command_window.active = false when 2#oggetti @command_window.active = false @item.active = true when 3#extra end end end if $start == true if $game_system.windowskin_name != "Red" $battle = true start $game_system.windowskin_name = "Red" end else for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true character.transparent = true end end end # Loop loop do # Update map, interpreter, and player order # (this update order is important for when conditions are fulfilled # to run any event, and the player isn't provided the opportunity to # move in an instant) $game_map.update $game_system.map_interpreter.update $game_player.update if @SoraAnimMagia != true # Update system (timer), screen $game_system.update $game_screen.update # Abort loop if player isn't place moving unless $game_temp.player_transferring break end # Run place move transfer_player # Abort loop if transition processing if $game_temp.transition_processing break end end # Update sprite set @spriteset.update @barre.update unless $start and $battle $danni = nil end # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $game_temp.battle_calling = true $game_temp.battle_troop_id = troop_id $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil end end end # If B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end end end def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # Memorize map BGM and stop BGM $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end def call_shop $game_temp.shop_calling = false $game_player.straighten $scene = Scene_Shop.new end def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end def call_menu if $battle != true # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end end def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end def transfer_player $danni = nil # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new @barre.dispose @barre = Barre.new @morti = [] @ind = 0 refresh_item @enemies_id = nil @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events.transparent = true @enemies_id[@ind] = $game_map.events.list[1].parameters[0].to_i @ind += 1 end end end if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil @spriteset.update # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end def start for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = false $game_map.events.transparent = false $game_map.events.animation_id = 48 $game_map.need_refresh = true $game_system.bgm_play($game_system.battle_bgm) end end end def command_window_actions if $parla[@i] == true @s1 = "Parla" else @s1 = "Attacca" end s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 if $parla[@i] == true @command_window.active = false else @command_window.active = true end @i = nil end def controlla_magia ind = 0 for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @fire_magic.y == character.screen_y-32 and @fire_magic.x == character.screen_x-16 $game_map.events.animation_id = 27 $danni.hero_magic(150, ind) end if @bliz_magic.y == character.screen_y-32 and @bliz_magic.x == character.screen_x-16 $game_map.events.animation_id = 27 $danni.hero_magic(200, ind) end ind = ind + 1 end end if @fire == true if @fire_magic.y < -40 or @fire_magic.y > 640 @movimento_magia = false @fire = false elsif @fire_magic.x < -40 or @fire_magic.x > 640 @movimento_magia = false @fire = false end end if @bliz == true if @bliz_magic.y < -40 or @bliz_magic.y > 640 @movimento_magia = false @bliz = false elsif @bliz_magic.x < -40 or @bliz_magic.x > 640 @movimento_magia = false @bliz = false end end if @thunder == true $game_player.animation_id = 35 @movimento_magia = false @thunder = false if ind > 1 for i in 1..ind $danni.hero_magic(50, i - 1) if $start == true end else $danni.hero_magic(50, 0) if $start == true end end if @heal == true $game_player.animation_id = 15 $game_actors[1].hp += 200 @movimento_magia = false @heal = false end @magic_window.visible = false @magic_window.active = false @command_window.active = true end def refresh_item @item.dispose @item = nil @item = Item.new @command_window.dispose @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 endend
  7. No, e' che e' un file txt e quindi lo script lo scrive tutto continuo, dovresti copiare lo script e mmeterlo con codice qui sul foro.
  8. Scusa, ma non mi fa incollare lo script.
  9. Uso la traduzione italiana dell' 1.02 :(
  10. Grazie!!!!!!!! Pro sei il migliore RPGtista che io conosca! § EDIT § Uffi, mi da lo stesso errore per andare nei crediti, qualcosa che dice calcolo danni 14...
  11. E se io voglio fare che quando gudagni, metti 20 punti, ti puoi trasformare? Usando Switch, se e variabili, guarda mi rispondo da solo...
  12. Grazie mille Pro. SOlo una curiosita', l'altro BS dove l'hai visto? Su CreationAsy***?
  13. Grazie!!! P.S. Sei un Grande!! ;) § EDIT § A questa versione cosa manca? Ci sono le fusioni?
  14. ProGM e' il migliore che conosco in Rpg Maker!!
  15. Grazie!!! Me la puoi passare, magari per MP?
  16. Scusate il doppio... Nessuno, ma nessuno nessuno, sa dove trovarlo!!??? Io vorrei iniziare il mio Proj, ma cosi' non lo iniziero' mai!!! Ho inviato sia Mail che MP a Pro, ma non risponde :( Aiuto!!
  17. Avete presentei Rgnarok 9 frame x 4 frame? Ecco quelli di Kingdom Hearts, col cerca non ho trovato niente. OT\Ciao zero!
  18. Chi ha Riku e compagnia bella, per xp 9x4? Sora ce l'ho gia' gli altri no. Please!
  19. Speriamo presto, non perche' ho visto 80 % nell'ottobre 2006, quindi... Senza il BS, non iniziero' il mio gioco :(
  20. C'e' qualcuno che ha il BS alla Kingdom Hearts, di Waller e ProGM. Che ce l'ha, finira' nei crediti insieme a Waller e ProGM. Grazie! :P
  21. Caios

    Ioslare un gioco

    Ho provato vari programmi, per creare setup, o isolare il gioco da RPG MAKER. Ma non funzionano. Come si fa?
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