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DonDante

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Posts posted by DonDante

  1. Uhm...

    Dopo mille lucubrazioni ho pensato ad una cosa:

    Dato che togliere e rimettere i personaggi mi darebbe dei problemi in alcune parti dell'avventura in cui c'è un Cambio party all' interno della scena avevo pensato di risolvere la situazione in maniera un po rozza.

    Ho già impostato che le riserve guadagnano 0 Exp, ma rimangono equipaggiabili...

    Dato che nel menù sono visibili solo i primi 4 personaggi ed è necessario scorrere verso il basso per mostrare gli altri, pensavo di cancellare commentandolo il metodo che permette, per l'appunto lo scorrimento.

    Solo che, guardando i vari script, non riesco ad individuarlo...

     

    Qualcuno sa indicarmi cosa devo cancellare?

  2. Lo cercavo anche io da tempo...

    Ho trovato questo script di Yanfly giusto qualche minuto fa, vedi se può tornarti utile...

     

     

     

    #==============================================================================
    # 
    # ¥ Yanfly Engine Ace - Battle Command List v1.09b
    # -- Last Updated: 2012.12.18
    # -- Level: Normal
    # -- Requires: n/a
    # 
    #==============================================================================
    
    $imported = {} if $imported.nil?
    $imported["YEA-BattleCommandList"] = true
    
    #==============================================================================
    # ¥ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.12.18 - Completely fixed the command hide switch bug.
    # 2012.12.17 - Fixed Bug with command hide until switch.
    # 2012.01.10 - Compatibility Update: Battle System FTB
    # 2011.12.30 - Bug Fixed: Disappearing windows when no confirm window is used.
    # 2011.12.26 - Bug Fixed: Actor Command Window disappears without Battle Engine
    #              Ace installed.
    # 2011.12.19 - Compatibility Update: Class System
    #            - New Actor Command: Subclass List
    # 2011.12.17 - Bug Fixed: Item command from Actor Command Window fixed.
    # 2011.12.15 - Bug Fixed: Prevented multiple actions per battler.
    # 2011.12.13 - Compatibility Update: Command Equip
    #              Compatibility Update: Add-On: Command Party
    # 2011.12.12 - Compatibility Update: Command Autobattle
    # 2011.12.10 - Started Script and Finished.
    #            - Compatibility Update: Combat Log Display
    # 
    #==============================================================================
    # ¥ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script allows you to change the order to commands that appear in battle
    # for the Party Command Window and Actor Command Window. In addition to the
    # ability to change the order commands appear, you may also add commands to the
    # Actor Command Window that can trigger the usage of skills and/or items. The
    # Confirm Command Window is also a new addition that appears at the end of the
    # action select phase (after the last actor has made a choice) before entering
    # the battle phase.
    # 
    #==============================================================================
    # ¥ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.
    # 
    # -----------------------------------------------------------------------------
    # Actor Notetags - These notetags go in the actors notebox in the database.
    # -----------------------------------------------------------------------------
    # <command list>
    #  string
    #  string
    # </command list>
    # These lines go inside of an actor's notebox to adjust the battle commands
    # that appear in the actor's Actor Command Window. Refer to the module as to
    # what to use for the strings. If a custom command list is used for an actor,
    # it will take priority over its class's custom command list, which takes place
    # over the default command list.
    # 
    # -----------------------------------------------------------------------------
    # Class Notetags - These notetags go in the class notebox in the database.
    # -----------------------------------------------------------------------------
    # <command list>
    #  string
    #  string
    # </command list>
    # These lines go inside of a class's notebox to adjust the battle commands
    # that appear in the actor's Actor Command Window. Refer to the module as to
    # what to use for the strings. A custom command list for a class does not take
    # priority over an actor's custom command list, but it does take priority over
    # the default command list.
    # 
    # -----------------------------------------------------------------------------
    # Skill Notetags - These notetags go in the skill notebox in the database.
    # -----------------------------------------------------------------------------
    # <command name: string>
    # If this skill is being used as a command, it will use "string" to replace the
    # skill's name in the command list window.
    # 
    # <command hide until learn>
    # This hides the command until the actor has learned the respective skill for
    # the command to appear in the actor's command list.
    # 
    # <command hide until usable>
    # This hides the command until the actor is capable of using the command by
    # meeting TP costs or MP costs.
    # 
    # <command hide until switch: x>
    # This switch x is OFF, then the command remains hidden. If the switch is ON,
    # then the command becomes enabled and appears in the command list.
    # 
    # -----------------------------------------------------------------------------
    # Item Notetags - These notetags go in the item notebox in the database.
    # -----------------------------------------------------------------------------
    # <command name: string>
    # If this item is being used as a command, it will use "string" to replace the
    # item's name in the command list window.
    # 
    # <command hide until usable>
    # This hides the command until the actor is capable of using the command as
    # long as that item is usable normally.
    # 
    # <command hide until switch: x>
    # This switch x is OFF, then the command remains hidden. If the switch is ON,
    # then the command becomes enabled and appears in the command list.
    # 
    #==============================================================================
    # ¥ 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.
    # 
    # For maximum compatibility with Yanfly Engine Ace - Ace Battle Engine, place
    # this script under Ace Battle Engine.
    # 
    #==============================================================================
    
    module YEA
      module BATTLE_COMMANDS
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Party Command Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts the commands for the Party Command Window. Rearrange
        # commands as you see fit or add in new ones. Here's a list of which
        # command does what:
        # 
        # -------------------------------------------------------------------------
        # :command         Description
        # -------------------------------------------------------------------------
        # :fight           Enters the command selection phase for actors. Default.
        # :escape          Party attempts to escape from battle. Default.
        # 
        # :combatlog       Requires YEA - Combat Log Display.
        # :autobattle      Requires YEA - Command Autobattle.
        # :party           Requires YEA - Party System Add-On: Command Party.
        # 
        # 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 Party
        # Command window.
        PARTY_COMMANDS =[
          :fight,
          :autobattle,
          :party,
        # :custom1,
        # :custom2,
          :escape,
        ] # Do not remove this.
        
        #--------------------------------------------------------------------------
        # - Party Command Custom Commands -
        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
        # For those who use scripts to that may produce unique effects in battle,
        # use this hash to manage the custom commands for the Party 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_PARTY_COMMANDS ={
        # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
          :custom1 => [ "Custom Name",            0,         0, :command_name1],
          :custom2 => [ "Custom Name",           13,         0, :command_name2],
        } # Do not remove this.
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Actor Command Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section only adjusts the default commands for actors. If you wish
        # for an actor to have a unique command list, use the notetags listed in
        # the instructions to apply them. The custom command lists for actors will
        # override this command list.
        # 
        # Here's a list of which command does what:
        # 
        # -------------------------------------------------------------------------
        # :command         Description
        # -------------------------------------------------------------------------
        # "ATTACK"         Normal attack for actor. Default.
        # "SKILL LIST"     All of the skill types the actor can use. Default.
        # "DEFEND"         Set defend action for actor. Default.
        # "ITEMS"          Opens up the item menu for the actor. Default.
        # 
        # "SKILL TYPE X"   Specifically puts in skill type X if actor has it.
        # "SKILL X"        Uses Skill X in that slot.
        # "ITEM X"         Uses Item X in that slot.
        # 
        # "AUTOBATTLE"     Requires YEA - Command Autobattle.
        # "EQUIP"          Requires YEA - Command Equip
        # "SUBCLASS LIST"  Requires YEA - Class System. Adds subclass skill types.
        # 
        # 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 Actor
        # Command window if the actor does not have a custom command list.
        DEFAULT_ACTOR_COMMANDS =[
        # "AUTOBATTLE",
          "ATTACK",
          "SKILL LIST",
          "SUBCLASS LIST",
          "DEFEND",
          "ITEMS",
          "EQUIP",
        ] # Do not remove this.
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Confirm Command Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # The confirm window is something new that's been added. It shows after the
        # last actor has made a decision as to what actions the player wishes to
        # take for the turn Here's a list of which command does what:
        # 
        # -------------------------------------------------------------------------
        # :command         Description
        # -------------------------------------------------------------------------
        # :execute         Start the battle turn. Comes with this script.
        # 
        # :combatlog       Requires YEA - Combat Log Display.
        # 
        # And that's all of the currently available commands. This list will be
        # updated as more scripts become available.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        USE_CONFIRM_WINDOW = true    # Set to false if you don't wish to use it.
        
        # This array arranges the order of which the commands appear in the Party
        # Command window.
        CONFIRM_COMMANDS =[
          :execute,
          :combatlog,
        # :custom1,
        # :custom2,
        ] # Do not remove this.
        
        # This sets what text appears for the execute command.
        EXECUTE_VOCAB = "Execute"
        
        #--------------------------------------------------------------------------
        # - Confirm Command Custom Commands -
        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
        # For those who use scripts to that may produce unique effects in battle,
        # use this hash to manage the custom commands for the Confirm 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_CONFIRM_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.
        
      end # BATTLE_COMMANDS
    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
        
        COMMAND_LIST_ON  = /<(?:COMMAND_LIST|command list)>/i
        COMMAND_LIST_OFF = /<\/(?:COMMAND_LIST|command list)>/i
        
      end # BASEITEM
      module USABLEITEM
        
        COMMAND_NAME = /<(?:COMMAND NAME|command name):[ ](.*)>/i
        COMMAND_HIDE_LEARN = 
          /<(?:COMMAND_HIDE_UNTIL_LEARN|command hide until learn)>/i
        COMMAND_HIDE_USABLE = 
          /<(?:COMMAND_HIDE_UNTIL_USABLE|command hide until usable)>/i
        COMMAND_HIDE_SWITCH = 
          /<(?:COMMAND_HIDE_UNTIL_SWITCH|command hide until switch):[ ](\d+)>/i
        
      end # USABLEITEM
      end # REGEXP
    end # YEA
    
    #==============================================================================
    # ¡ DataManager
    #==============================================================================
    
    module DataManager
      
      #--------------------------------------------------------------------------
      # alias method: load_database
      #--------------------------------------------------------------------------
      class <<self; alias load_database_bcl load_database; end
      def self.load_database
        load_database_bcl
        load_notetags_bcl
      end
      
      #--------------------------------------------------------------------------
      # new method: load_notetags_bcl
      #--------------------------------------------------------------------------
      def self.load_notetags_bcl
        groups = [$data_actors, $data_classes, $data_skills, $data_items]
        for group in groups
          for obj in group
            next if obj.nil?
            obj.load_notetags_bcl
          end
        end
      end
      
    end # DataManager
    
    #==============================================================================
    # ¡ RPG::BaseItem
    #==============================================================================
    
    class RPG::BaseItem
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :battle_commands
      
      #--------------------------------------------------------------------------
      # common cache: load_notetags_bcl
      #--------------------------------------------------------------------------
      def load_notetags_bcl
        @battle_commands = []
        @command_list = false
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::BASEITEM::COMMAND_LIST_ON
            @command_list = true
          when YEA::REGEXP::BASEITEM::COMMAND_LIST_OFF
            @command_list = false
          else
            next unless @command_list
            @battle_commands.push(line.to_s.upcase)
          #---
          end
        } # self.note.split
        #---
        if @battle_commands == [] and self.is_a?(RPG::Class)
          @battle_commands = YEA::BATTLE_COMMANDS::DEFAULT_ACTOR_COMMANDS
        end
      end
      
    end # RPG::BaseItem
    
    #==============================================================================
    # ¡ RPG::UsableItem
    #==============================================================================
    
    class RPG::UsableItem < RPG::BaseItem
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :command_name
      attr_accessor :command_hide_until_learn
      attr_accessor :command_hide_until_usable
      attr_accessor :command_hide_until_switch
      
      #--------------------------------------------------------------------------
      # common cache: load_notetags_bcl
      #--------------------------------------------------------------------------
      def load_notetags_bcl
        @command_name = @name.clone
        @command_hide_until_switch = 0
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::USABLEITEM::COMMAND_NAME
            @command_name = $1.to_s
          when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_LEARN
            @command_hide_until_learn = true
          when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_USABLE
            @command_hide_until_usable = true
          when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_SWITCH
            @command_hide_until_switch = $1.to_i
          #---
          end
        } # self.note.split
        #---
      end
      
    end # RPG::UsableItem
    
    #==============================================================================
    # ¡ Game_Actor
    #==============================================================================
    
    class Game_Actor < Game_Battler
      
      #--------------------------------------------------------------------------
      # new method: battle_commands
      #--------------------------------------------------------------------------
      def battle_commands
        return self.actor.battle_commands unless actor.battle_commands == []
        return self.class.battle_commands
      end
      
      #--------------------------------------------------------------------------
      # new method: next_command_valid?
      #--------------------------------------------------------------------------
      def next_command_valid?
        if $imported["YEA-BattleSystem-FTB"] && BattleManager.btype?(:ftb)
          return false
        end
        return false if @action_input_index >= @actions.size - 1
        return true
      end
      
    end # Game_Actor
    
    #==============================================================================
    # ¡ Window_PartyCommand
    #==============================================================================
    
    class Window_PartyCommand < Window_Command
      
      #--------------------------------------------------------------------------
      # overwrite method: make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS
          case command
          when :fight
            add_command(Vocab::fight, :fight)
          when :escape
            add_command(Vocab::escape, :escape, BattleManager.can_escape?)
          when :combatlog
            next unless $imported["YEA-CombatLogDisplay"]
            add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog)
          when :autobattle
            next unless $imported["YEA-CommandAutobattle"]
            add_autobattle_command
          when :party
            next unless $imported["YEA-PartySystem"]
            next unless $imported["YEA-CommandParty"]
            add_party_command
          else
            process_custom_command(command)
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_command
      #--------------------------------------------------------------------------
      def process_custom_command(command)
        return unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command)
        show = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][2]
        continue = show <= 0 ? true : $game_switches[show]
        return unless continue
        text = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][0]
        switch = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][1]
        enabled = switch <= 0 ? true : $game_switches[switch]
        add_command(text, command, enabled)
      end
      
    end # Window_PartyCommand
    
    #==============================================================================
    # ¡ Window_ConfirmCommand
    #==============================================================================
    
    class Window_ConfirmCommand < Window_Command
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0)
        deactivate
        hide
      end
      
      #--------------------------------------------------------------------------
      # window_width
      #--------------------------------------------------------------------------
      def window_width; return 128; end
      
      #--------------------------------------------------------------------------
      # visible_line_number
      #--------------------------------------------------------------------------
      def visible_line_number; return 4; end
      
      #--------------------------------------------------------------------------
      # overwrite method: make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS
          case command
          when :execute
            text = YEA::BATTLE_COMMANDS::EXECUTE_VOCAB
            add_command(text, :execute)
          when :combatlog
            next unless $imported["YEA-CombatLogDisplay"]
            add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog)
          else
            process_custom_command(command)
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_command
      #--------------------------------------------------------------------------
      def process_custom_command(command)
        return unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command)
        show = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][2]
        continue = show <= 0 ? true : $game_switches[show]
        return unless continue
        text = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][0]
        switch = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][1]
        enabled = switch <= 0 ? true : $game_switches[switch]
        add_command(text, command, enabled)
      end
      
      #--------------------------------------------------------------------------
      # setup
      #--------------------------------------------------------------------------
      def setup
        clear_command_list
        make_command_list
        refresh
        select(0)
        activate
        self.openness = 255
        show
      end
      
      #--------------------------------------------------------------------------
      # process_handling
      #--------------------------------------------------------------------------
      if $imported["YEA-BattleEngine"]
      def process_handling
        return unless open? && active
        return process_dir4 if Input.repeat?(:LEFT)
        return super
      end
      
      #--------------------------------------------------------------------------
      # process_dir4
      #--------------------------------------------------------------------------
      def process_dir4
        Sound.play_cursor
        Input.update
        deactivate
        call_handler(:dir4)
      end
      end # $imported["YEA-BattleEngine"]
      
    end # Window_ConfirmCommand
    
    #==============================================================================
    # ¡ Window_ActorCommand
    #==============================================================================
    
    class Window_ActorCommand < Window_Command
      
      #--------------------------------------------------------------------------
      # alias method: setup
      #--------------------------------------------------------------------------
      alias window_actorcommand_setup_bcl setup
      def setup(actor)
        window_actorcommand_setup_bcl(actor)
        show
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        return if @actor.nil?
        @stype_list = []
        for command in @actor.battle_commands
          case command.upcase
          #---
          when /ATTACK/i
            add_attack_command
          when /SKILL LIST/i
            add_skill_commands
          when /DEFEND/i
            add_guard_command
          when /ITEMS/i
            add_item_command
          #---
          when /SKILL TYPE[ ](\d+)/i
            add_skill_type_command($1.to_i)
          when /SKILL[ ](\d+)/i
            add_skill_id_command($1.to_i)
          when /ITEM[ ](\d+)/i
            add_item_id_command($1.to_i)
          #---
          when /AUTOBATTLE/i
            next unless $imported["YEA-CommandAutobattle"]
            add_autobattle_command
          when /EQUIP/i
            next unless $imported["YEA-CommandEquip"]
            add_equip_command
          when /SUBCLASS LIST/i
            add_subclass_skill_types
          #---
          else; next        
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: add_skill_commands
      #--------------------------------------------------------------------------
      def add_skill_commands
        @actor.added_skill_types.each do |stype_id|
          next if @stype_list.include?(stype_id)
          next if include_subclass_type?(stype_id)
          add_skill_type_command(stype_id)
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: include_subclass_type?
      #--------------------------------------------------------------------------
      def include_subclass_type?(stype_id)
        return false unless $imported["YEA-ClassSystem"]
        return @actor.subclass_skill_types.include?(stype_id)
      end
      
      #--------------------------------------------------------------------------
      # new method: add_subclass_skill_types
      #--------------------------------------------------------------------------
      def add_subclass_skill_types
        return unless $imported["YEA-ClassSystem"]
        return if @actor.subclass.nil?
        @actor.subclass_skill_types.sort.each do |stype_id|
          next if @stype_list.include?(stype_id)
          add_skill_type_command(stype_id)
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: add_skill_type_command
      #--------------------------------------------------------------------------
      def add_skill_type_command(stype_id)
        return unless @actor.added_skill_types.include?(stype_id)
        return if @stype_list.include?(stype_id)
        @stype_list.push(stype_id)
        name = $data_system.skill_types[stype_id]
        add_command(name, :skill, true, stype_id)
      end
      
      #--------------------------------------------------------------------------
      # new method: add_skill_id_command
      #--------------------------------------------------------------------------
      def add_skill_id_command(skill_id)
        return if $data_skills[skill_id].nil?
        return unless add_use_skill?(skill_id)
        name = $data_skills[skill_id].command_name
        add_command(name, :use_skill, use_skill_valid?(skill_id), skill_id)
      end
      
      #--------------------------------------------------------------------------
      # new method: add_use_skill?
      #--------------------------------------------------------------------------
      def add_use_skill?(skill_id)
        skill = $data_skills[skill_id]
        return false if hide_until_learn?(skill)
        return false if hide_until_usable?(skill)
        return false if hide_until_switch?(skill)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: hide_until_learn?
      #--------------------------------------------------------------------------
      def hide_until_learn?(skill)
        return false unless skill.command_hide_until_learn
        return false if @actor.skill_learn?(skill)
        return false if @actor.added_skills.include?(skill.id)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: hide_until_usable?
      #--------------------------------------------------------------------------
      def hide_until_usable?(skill)
        return false unless skill.command_hide_until_usable
        return false if @actor.usable?(skill)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: hide_until_switch?
      #--------------------------------------------------------------------------
      def hide_until_switch?(skill)
        return false unless skill.command_hide_until_switch > 0
        return false if $game_switches[skill.command_hide_until_switch]
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: use_skill_valid?
      #--------------------------------------------------------------------------
      def use_skill_valid?(skill_id)
        skill = $data_skills[skill_id]
        return false unless @actor.skill_conditions_met?(skill)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: add_item_id_command
      #--------------------------------------------------------------------------
      def add_item_id_command(item_id)
        return if $data_items[item_id].nil?
        return unless add_use_item?(item_id)
        name = $data_items[item_id].command_name
        add_command(name, :use_item, use_item_valid?(item_id), item_id)
      end
      
      #--------------------------------------------------------------------------
      # new method: add_use_item?
      #--------------------------------------------------------------------------
      def add_use_item?(item_id)
        item = $data_items[item_id]
        return false if hide_until_usable?(item)
        return false if hide_until_switch?(item)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: use_item_valid?
      #--------------------------------------------------------------------------
      def use_item_valid?(item_id)
        item = $data_items[item_id]
        return false unless @actor.item_conditions_met?(item)
        return true
      end
      
    end # Window_ActorCommand
    
    #==============================================================================
    # ¡ Scene_Battle
    #==============================================================================
    
    class Scene_Battle < Scene_Base
      
      #--------------------------------------------------------------------------
      # alias method: create_all_windows
      #--------------------------------------------------------------------------
      alias scene_battle_create_all_windows_bcl create_all_windows
      def create_all_windows
        scene_battle_create_all_windows_bcl
        create_confirm_command_window
      end
      
      #--------------------------------------------------------------------------
      # alias method: create_party_command_window
      #--------------------------------------------------------------------------
      alias create_party_command_window_bcl create_party_command_window
      def create_party_command_window
        create_party_command_window_bcl
        process_custom_party_commands
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_party_commands
      #--------------------------------------------------------------------------
      def process_custom_party_commands
        for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS
          next unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command)
          called_method = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][3]
          @party_command_window.set_handler(command, method(called_method))
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: create_actor_command_window
      #--------------------------------------------------------------------------
      alias create_actor_command_window_bcl create_actor_command_window
      def create_actor_command_window
        create_actor_command_window_bcl
        @actor_command_window.set_handler(:use_skill, method(:command_use_skill))
        @actor_command_window.set_handler(:use_item, method(:command_use_item))
      end
      
      #--------------------------------------------------------------------------
      # alias method: start_actor_command_selection
      #--------------------------------------------------------------------------
      alias start_actor_command_selection_bcl start_actor_command_selection
      def start_actor_command_selection
        @confirm_command_window.hide unless @confirm_command_window.nil?
        start_actor_command_selection_bcl
        @actor_command_window.show
      end
      
      #--------------------------------------------------------------------------
      # new method: command_use_skill
      #--------------------------------------------------------------------------
      def command_use_skill
        @skill = $data_skills[@actor_command_window.current_ext]
        BattleManager.actor.input.set_skill(@skill.id)
        BattleManager.actor.last_skill.object = @skill
        status_redraw_target(BattleManager.actor)
        if $imported["YEA-BattleEngine"]
          $game_temp.battle_aid = @skill
          if @skill.for_opponent?
            select_enemy_selection
          elsif @skill.for_friend?
            select_actor_selection
          else
            next_command
            $game_temp.battle_aid = nil
          end
        else
          if !@skill.need_selection?
            next_command
          elsif @skill.for_opponent?
            select_enemy_selection
          else
            select_actor_selection
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: command_use_item
      #--------------------------------------------------------------------------
      def command_use_item
        @item = $data_items[@actor_command_window.current_ext]
        BattleManager.actor.input.set_item(@item.id)
        status_redraw_target(BattleManager.actor)
        if $imported["YEA-BattleEngine"]
          $game_temp.battle_aid = @item
          if @item.for_opponent?
            select_enemy_selection
          elsif @item.for_friend?
            select_actor_selection
          else
            next_command
            $game_temp.battle_aid = nil
          end
        else
          if !@item.need_selection?
            next_command
          elsif @item.for_opponent?
            select_enemy_selection
          else
            select_actor_selection
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_actor_ok
      #--------------------------------------------------------------------------
      alias scene_battle_on_actor_ok_bcl on_actor_ok
      def on_actor_ok
        scene_battle_on_actor_ok_bcl
        return if !@confirm_command_window.nil? && @confirm_command_window.visible
        @actor_command_window.show
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_actor_cancel
      #--------------------------------------------------------------------------
      alias scene_battle_on_actor_cancel_bcl on_actor_cancel
      def on_actor_cancel
        scene_battle_on_actor_cancel_bcl
        case @actor_command_window.current_symbol
        when :use_skill, :use_item
          @help_window.hide
          @status_window.show
          @actor_command_window.activate
          status_redraw_target(BattleManager.actor)
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_enemy_ok
      #--------------------------------------------------------------------------
      alias scene_battle_on_enemy_ok_bcl on_enemy_ok
      def on_enemy_ok
        scene_battle_on_enemy_ok_bcl
        return if !@confirm_command_window.nil? && @confirm_command_window.visible
        @actor_command_window.show
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_enemy_cancel
      #--------------------------------------------------------------------------
      alias scene_battle_on_enemy_cancel_bcl on_enemy_cancel
      def on_enemy_cancel
        scene_battle_on_enemy_cancel_bcl
        case @actor_command_window.current_symbol
        when :use_skill, :use_item
          @help_window.hide
          @status_window.show
          @actor_command_window.activate
          status_redraw_target(BattleManager.actor)
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: status_redraw_target
      #--------------------------------------------------------------------------
      def status_redraw_target(target)
        return unless target.actor?
        @status_window.draw_item($game_party.battle_members.index(target))
      end
      
      #--------------------------------------------------------------------------
      # new method: create_confirm_command_window
      #--------------------------------------------------------------------------
      def create_confirm_command_window
        return unless YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
        @confirm_command_window = Window_ConfirmCommand.new
        @confirm_command_window.viewport = @info_viewport
        @confirm_command_window.set_handler(:execute, method(:command_execute))
        @confirm_command_window.set_handler(:cancel, method(:on_confirm_cancel))
        @confirm_command_window.set_handler(:dir4, method(:on_confirm_cancel))
        @confirm_command_window.unselect
        @confirm_command_window.x = Graphics.width
        process_custom_confirm_commands
        process_confirm_compatibility_commands
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_confirm_commands
      #--------------------------------------------------------------------------
      def process_custom_confirm_commands
        for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS
          next unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command)
          called_method = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][3]
          @party_command_window.set_handler(command, method(called_method))
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: process_confirm_compatibility_commands
      #--------------------------------------------------------------------------
      def process_confirm_compatibility_commands
        #---
        if $imported["YEA-CombatLogDisplay"]
          @confirm_command_window.set_handler(:combatlog, method(:open_combatlog))
        end
        #---
      end
      
      #--------------------------------------------------------------------------
      # new method: start_confirm_command_selection
      #--------------------------------------------------------------------------
      def start_confirm_command_selection
        if $imported["YEA-BattleEngine"]
          @status_window.show
          redraw_current_status
          @status_aid_window.hide
        end
        @status_window.unselect
        @actor_command_window.hide
        @confirm_command_window.setup
      end
      
      #--------------------------------------------------------------------------
      # new method: on_confirm_cancel
      #--------------------------------------------------------------------------
      def on_confirm_cancel
        @confirm_command_window.hide unless @confirm_command_window.nil?
        @actor_command_window.show
        @actor_command_window.setup(BattleManager.actor)
        @status_window.select(BattleManager.actor.index)
        prior_command unless BattleManager.actor.inputable?
      end
      
      #--------------------------------------------------------------------------
      # alias method: next_command
      #--------------------------------------------------------------------------
      alias scene_battle_next_command_bcl next_command
      def next_command
        if prompt_next_actor?
          scene_battle_next_command_bcl
        elsif YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
          start_confirm_command_selection
        else
          turn_start
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: prompt_next_actor?
      #--------------------------------------------------------------------------
      def prompt_next_actor?
        index = @status_window.index
        last_index = $game_party.battle_members.size - 1
        for member in $game_party.battle_members.reverse
          break if member.inputable?
          last_index -= 1
        end
        if index >= last_index
          actor = $game_party.battle_members[index]
          return true if prompt_ftb_action?(actor)
          return true if actor.next_command_valid?
          return false if YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
        end
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: prompt_ftb_action?
      #--------------------------------------------------------------------------
      def prompt_ftb_action?(actor)
        return false unless $imported["YEA-BattleEngine"]
        return false unless $imported["YEA-BattleSystem-FTB"]
        return false unless BattleManager.btype?(:ftb)
        return actor.current_action.valid?
      end
      
      #--------------------------------------------------------------------------
      # new method: command_execute
      #--------------------------------------------------------------------------
      def command_execute
        @confirm_command_window.close
        turn_start
      end
      
      #--------------------------------------------------------------------------
      # new method: command_name1
      #--------------------------------------------------------------------------
      def command_name1
        # Do nothing.
      end
      
      #--------------------------------------------------------------------------
      # new method: command_name2
      #--------------------------------------------------------------------------
      def command_name2
        # Do nothing.
      end
      
    end # Scene_Battle
    
    #==============================================================================
    # 
    # ¥ End of File
    # 
    #==============================================================================
    
    

     

     

     

    L'ho guardato un po e dovrebbe fare al caso nostro, tuttavia lo devo ancora settare... Già che lo incollavo nel mio progetto te l'ho incollato pure qua.

    Ti faccio sapere, nel caso!

     

    Buon making

  3. Hai due opzioni, una più rapida, l'altra più pratica:

     

    Opzione A:

    Apri un programma di grafica, crei una pagina 512 X 512 Pixel, imposti una griglia 32 X 32 e ti sei creato un template per allestire il tuo Tileset personalizzato. All' interno incolli le varie parti dei vari tileset che possono esserti utili. Questa è quella pratica, perchè avrai a disposizione i vari tileset in qualsiasi momento

     

    Opzione B:

    Sempre con un programma di grafica, crei una pagina 384 X 256 Pixel. Imposti la solita griglia 32 X 32 ed incolli al suo interno solo gli elementi che possono servirti in più mappe (Ad esempio, una statua)

    Quindi la importi nel progetto come se fosse un chara. avrai quindi a disposizione quegli elementi sempre, a prescindere dal tileset usato. Basterà inserirli nella mappa come evento, ricordandosi di spuntare l'opzione "Direzione Fissa"

    Questa opzione è più rapida, ma ovviamente non puoi metterti a mappare solo con gli eventi...

     

    Vedi tu quale ti pare più comoda per le tue necessità...

  4. Eh si, talvolta divento addirittura maniacale...

    La casa di Shu l'ho già rifatta tre volte!

    Comunque il fatto che trovaiate la trama originale mi fa davvero piacere...

    Il mio obiettivo principale è proprio raccontare una storia che tutti possano sentire "nuova"

    piuttosto che l'ennesimo eroe che salva il mondo...

  5. Per le case, credo che manterrò la base di ognuna di un tile. Mi piacciono di più :3

    Anche se, se dobbiamo vederla in maniera corretta e logica, è strano che uno abiti in una casa dove il tetto è alto quanto la persona stessa u.u"

     

    Non mancherò di postare altri screen, così mi potrete consigliare e aiutare a sistemare gli errori, come fatto con questo :)

     

    Si, normalmente anche io uso questo metodo... Un Tile per piano. Rimangono case più ordinate, anche perchè altrimenti i tetti devono essere enormi per equilibrare il tutto.

  6. Nonostante abbia iniziato a cavicchiarmela con le varie modifiche grafiche, ancora sono una scarpa mostruosa in Pixel Art...

    Ora, avevo bisogno di una piccola modifica, ma i miei svariati tentativi non sono proprio proponibili...

    Semplicemente, avevo bisogno di una versione svenuta, o comunque a terra, di questo chara:

     

    http://img822.imageshack.us/img822/7270/nm0t.png

    La posizione è indifferente basta che sia a terra...

     

    Chi riesce a darmi una mano?

     

     

  7. Beccato! Effettivamente volevano essere una citazione proprio a quella serie televisiva, anche se solo per il nome...

    Le Zone Ambra del gioco saranno vivibili e vissute anche se infestate da mostri e quant'altro e troveremo al loro interno anche paesi e la casa dello stesso Shu.

     

    A proposito: Ho corretto la classe di Argo in Oplita!

     

    E mi sono inserito nel gioco...

     

    Signore e signori...

     

     

    DonDante! (e SoraLella)

     

     

    http://img585.imageshack.us/img585/4783/x5z6.pnghttp://img15.imageshack.us/img15/2760/1xoa.png

     

    DonDante e SoraLella saranno due NPC che troveremo spesso in varie città ed Habitat del gioco.

    Sono dei predicatori erranti e pur non unendosi mai alla squadra sapranno darci supporto indicandoci varie scene bonus colme di tesori, ma anche di nemici, a patto di svolgere per loro qualche piccola missione...

  8. Il nome di cosa? Del cursore?

    Non ha un nome...

    Se guardi l'immagine window che si trova in graphics / System. Noterai nel lato destro, sopra i quadrati dei colori c'è un rettangolo che rappresenta il cursore. Cancella quello ed inserisci il tuo, della stessa dimensione. Sarò poi il programma a dargli una dimensione.

  9. Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita Oplite Oplita

    Muhuhuhuhahahahahahahahahahahahahahah!!!!!!!!

     

     

    Edit: Salve, sono Gianni, l'infermiere. Tutto bene, lo abbiamo ricoverato ma non è grave.

    Tornerà non appena avrà smesso di perdere bave e farneticare di conigli rossi assassini e folletti vari. Nel frattempo, cortesemente, evitate di dire la parola Oplita in sua presenza. Ha una mente debole e fortemente suggestionabile.

  10. Beh...

    Quattro settimane e vende un botto, mi sa tanto di leggenda metropolitana.

    Temo che non sia credibile, tuttavia creare un gioco da zero in così poco tempo.

    Ammettiamo di avere già tutte le risorse, grafiche e sonore.

    Mettiamo di avere anche già una storia strutturata nei minimi dettagli e un idea precisa delle

    mappe. Insomma, di dover semplicemente inserire dei dati.

    Comunque sia, in un gioco completo abbaimo, in media, 400 mappe, tra grandi e piccole.

    Ovvero 100 mappe a settimana, tra eventi, mappatura, e quant'altro.

    Ergo, 14 mappe al giorno, nostop. Vuoi metterci un'oretta a mappa, calcolando test, correzioni e quant'altro?

    E' matematicamente impossibile...

    Se invece devi imparare ad usare il tool, procurarti le risorse, creare la storia, il gameplay e quant'altro...

    Come dicevo, sempre di avere le risorse o i soldi per comprarne i diritti.

    Perchè se devi fare risorse grafiche ed audio a partire da zero, diventa davvero molto più lunga...

     

    E considera la cosa fondamentale: Un gico creato con Rpgmaker a quanto lo vuoi vendere? Due, tre euro a stare larghi?

    Perchè non puoi venderlo a 60/70 euro come se fosse l'ultimo capolavoro Bethesda...

    Per farti "i soldi" significa venderne... troppe.

  11. Giuro che non riesco a venirne a capo... Ho dato un occhiata allo script ma non capisco...

    O è perchè è tardi o è perchè è un pasticcio. ._.
    O risolvi come dicevo prima sfumando, o ti conviene aprire un topic apposito, così che chi ha più diomestichezza con gli script riesce ad intervenire...

  12. Perdonami, giuro che non è mia intenzione voler smontare le tue aspettative, ma...

     

    Punto uno: Se ti serve un eventer, uno scripter ed un musicista in buona sostanza ti serve quasi tutto... Un idea, bella o brutta, l'hanno tutti.

     

    Punto due: Un mese e mezzo / due per creare un gioco completo? Neanche avessi tutto completato e dovessi solo trascriverlo... Ci sono progetti aperti (o appena chiusi) che han visto la luce iù di una anno fa...

     

    Punto tre: Vendere. Per vendere devi avere licenze, per ogni singola cosa utilizzi oppure la crei da zero. Ed anche così, vendere non è così facile...

     

    Punto quattro: ...chiunque voglia aiutarmi mi può dare anche consigli che sono ben accetti ma le scelte le farò io. Parti malissimo. E' una collaborazione o cerchi dipendenti?

     

    Insomma, se vuoi creare un videogioco per passione, perchè vuoi fare qualcosa e ti ci vuoi impegnare è un conto. Se è un alternativa al lavoro, ribadisco che dico tutto ciò senza cattiveria, non è questa la strada.

     

    Per tutto il resto, bevenuto!

     

    DonDante

  13. Mi hai fatto venire dei dubbi...

    tuttavia Zanichelli dice che si può dire sia oplite che oplita, essendo un derivato di hoplites.

    Solo che ora sono in dubbio su quale suona meglio...

  14. No, quello script è obbligato a sovrascrivere il comune metodo per calcolare la larghezza del cursore, cosa che, gioco forza, implica che bisogna vedere da quello script dove mettere le mani.

    Se proprio non puoi postare lo script puoi risolvere come dicevo prima, ovvero sostituendo la grafica del cursore dalla windowskin con una senza i bordi, sfumandoli con un programma di grafica...

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