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Posts posted by Un_Insetto
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C'è l'opzione torna al titolo tra gli eventi... domanda che potevi evitare
emh cioè guardian mi ha appena dato uno script per far togliere i titoli, e tu mi dici, "torna ai titoli"? ....risposta che potevi evitare
e poi, ammesso che tornare ai titoli fosse giusto come faccio a fare la schermata stile to the moon? la prossima volta prima di criticare cerca di capire di cosa si sta parlando, Grazie. scusate ma non potevo non rispondere :/
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^ ^
Semplicemente per spostare la telecamera crea una mappa molto alta con lo sfondo adatto e muovi il giocatore invisibile verso il basso.
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ok grazie :) comunque anche se mando piano piano il giocatore giù dopo come faccio a far comparire le scritte new game ecc...
comunque questo è un esempio di quello che volevo. naturalmente immaginatevelo come se fosse un video
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R:
Condizione se tasto premuto è destra
---- cambia sfondo
fine
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si ma questo deve sostituire il menù iniziale per questo lo avevo chiesto so come si fa xD
per lo script non riesco a trovarlo, e poi si, vorrei che praticamente la telecamera si spostasse e poi appaiono le scritte New Game ecc....
per spiegare meglio diciamo stile to the moon
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D : come faccio a fare ogni volta che il player schiaccia sinistra/destra cambia lo sfondo? ah con le scritte New Game Continue e Game End personalizzate (questo sostituirà il menù iniziale) immagino serva uno script giusto? secondo , si può la stessa cosa ma con un video?
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http://i829.photobucket.com/albums/zz217/WinterpeIt/VX-XP-151-Animal01_zps71801271.png
come posso rendere lo sfondo trasparente? se no mentre gioco vedo il bianco dietro :/
EDIT : avrei bisogno di un tileset che mostra un incidente tra auto Grazie mille !
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Davvero fa impressione! XD
A meno che non sia un qualche umano trasformato ti sconsiglio di usare le espressioni tipiche umane, meglio andare di ringhio e simili! XD Il cagnolino come chara c'è già, ma è differente da quello del face postato da Arctic, potresti invece prendere il chara da XP, quello è abbastanza simile.
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beh ma dopo non diventa un po' noioso/brutto avere sempre la solita faccia? (conta che questo cane parlerà/abbaiera xD)
EDIT : esiste un character di padroni con dei cani al guinzaglio?
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http://i171.photobucket.com/albums/u281/oathkeeper111/RazvanDogA1.png
Oddio fanno paura, comunque Grazie !
ora manca solo il character :3
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Ciao !
cercando su internet non ho trovato niente, qualcuno riesce a trovare/creare characters e faces di animali o comunque di un cane?
(se non è chiedere troppo, le facce del cane possibilmente con diverse emozioni)
Grazie !
- Un_Insetto
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http://i.imgur.com/UwvDXRE.png
??
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Ciao =D posso farti una richiesta? mi diresti dove hai trovato quel tileset??? *_*
l'ho comprato su HumbleBundle grazie ad un'offerta che però è già scaduta :/
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Hai un'overdose da switch...anzichè usare lo switch "Comparizione personaggio" (BTW, si dice comparsa), metti un semplice comando "Muovi evento->Cambia grafica"
ma così annullo l'effetto flash ecc...
ho detto una cavolata lascia stare ora provo e ti dico.
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praticamente il personaggio sale sul bottone, e mostra un animazione davanti a lui e compare un personaggio. però questo deve farlo prima di schiacciare "SI" nella scelta multipla non dopo
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Scusa Guardian ho mandato questo messaggio e dopo ho aggiornato la pagina (vedendo il tuo messaggio)
però in questo caso credo sia l'unico modo no?http://i.imgur.com/jvktOpC.png
http://i.imgur.com/ljbioT5.png
quando attivo il bottone mi compre il personaggio solo dopo aver premuto "SI" e non prima come mi serve
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D : si può cambiare la faccia dell'eroe con uno switch?
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Ah ecco! Ti consiglio però di separare i due script, perché il core deve stare sempre sopra e se inserisci altri script che lo richiedono potresti scordarti di metterli sotto a quello.
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Comunque, io ho provato su un nuovo progetto semplicemente lo script che mi hai dato tu paro paro, ho messo due immagini a caso per le fog nella cartella System e non mi dà errori. Dovrebbe essere incompatibile con qualche altro script che hai, prova a toglierli ad uno ad uno per vedere quale è.
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grazie del consiglio :D comunque andava in conflitto con il Quest System. in effetti ora che ci penso il quest system andava ad aggiungere una voce nel menù cosa che non permetteva il menù deluxe :/
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Io alla riga 826 ho un commento
ricordati che io ho messo prima il Core poi subito dopo il Menù deluxe ma questo tutto in una pagina non in due separate, comunque ho aggiornato lo spoiler se vuoi vedere. la riga al 825 è questa (quella che da errore)
return $game_system.get_menu.values[index][3]
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Ah quindi funziona e dava problemi perché avevi eliminato alcune righe? XD
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nono nel progetto avevo messo bene è nello spoiler che avevo incollato male
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Ora che lo noto lo script dove ti dà errore non è quello che hai postato, che atlro script è? Potrebbe essere incompatibile con questo? ^ ^
si scusa mi aveva cancellato una parte ora ho modificato e ho messo sia il Core che il menù deluxe
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Per caso qualcuno ha trovato (io non ho visto niente) la versione alta del Actor 5 in Rpg Maker VX Ace?
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Sì, anche se con "questo script" all'inizio senza nulla linkato a quelle parole mi hai fatto presagire il peggio! XD
Come scritto nelle istruzioni ti serve questo:
Lo hai? ^ ^
si
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Ciao !
avevo trovato questo script , che modifica il menù che appare quando premete ESC , però quando faccio il test e premo ESC mi dà questo errore :
http://i.imgur.com/EK4VnrT.png
e questo è lo script :
#==============================================================================
# XaiL System - Core# Author: Nicke# Created: 07/01/2012# Edited: 08/10/2013# Version: 2.1f#==============================================================================# Instructions# -----------------------------------------------------------------------------# To install this script, open up your script editor and copy/paste this script# to an open slot below ? Materials but above ? Main. Remember to save.## Core script for XaiL System.# Caution! This needs to be located before any other XS scripts.## *** Only for RPG Maker VX Ace. ***#==============================================================================($imported ||= {})["XAIL-XS-CORE"] = truemodule Colors#--------------------------------------------------------------------------## * Colors#--------------------------------------------------------------------------#White = Color.new(255,255,255)LightRed = Color.new(255,150,150)LightGreen = Color.new(150,255,150)LightBlue = Color.new(150,150,255)DarkYellow = Color.new(225,225,20)Alpha = Color.new(0,0,0,128)AlphaMenu = 100endmodule XAILmodule CORE#--------------------------------------------------------------------------## * Settings#--------------------------------------------------------------------------## Graphics.resize_screen(width, height )Graphics.resize_screen(544,416)# FONT DEFAULTS:Font.default_name = ["VL Gothic"]Font.default_size = 20Font.default_bold = falseFont.default_italic = falseFont.default_shadow = trueFont.default_outline = trueFont.default_color = Colors::WhiteFont.default_out_color = Colors::Alpha# USE_TONE = true/false:# Window tone for all windows ingame. Default: true.USE_TONE = false# SAVESAVE_MAX = 20 # Default 16.SAVE_FILE_VIS = 4 # Default 4.# JAPANESE = true/falseJAPANESE = falseendend# *** Don't edit below unless you know what you are doing. ***#==============================================================================## ** Game_System#==============================================================================#class Game_System# // Method to determine japanese game.def japanese? ; return XAIL::CORE::JAPANESE ; endend#==============================================================================## ** String#==============================================================================#class Stringdef to_class(parent = Kernel)# // Method to convert string to class.chain = self.split "::"klass = parent.const_get chain.shiftreturn chain.size < 1 ? (klass.is_a?(Class) ? klass : nil) : chain.join("::").to_class(klass)rescuenilenddef cap_words# // Method to capitalize every word.self.split(' ').map {|w| w.capitalize }.join(' ')enddef slice_char(char)# // Method to slice char.self.split(char).map {|w| w.sub(char, " ") }.join(" ")endend#==============================================================================## ** Vocab#==============================================================================#class << Vocabdef xparam(id)# // Method to return xparam name.case idwhen 0 ; "Hit Chance"when 1 ; "Evasion"when 2 ; "Critical Chance"when 3 ; "Critical Evasion"when 4 ; "Magic Evasion"when 5 ; "Magic Reflection"when 6 ; "Counter Attack"when 7 ; "HP Regeneration"when 8 ; "MP Regeneration"when 9 ; "TP Regeneration"endendend#==============================================================================# ** Sound#==============================================================================class << Sounddef play(name, volume, pitch, type = :se)# // Method to play a sound. If specified name isn't valid throw an error.case typewhen :se ; RPG::SE.new(name, volume, pitch).play rescue valid?(name)when :me ; RPG::ME.new(name, volume, pitch).play rescue valid?(name)when :bgm ; RPG::BGM.new(name, volume, pitch).play rescue valid?(name)when :bgs ; RPG::BGS.new(name, volume, pitch).play rescue valid?(name)endenddef valid?(name)# // Method to raise error if specified sound name is invalid.msgbox("Error. Unable to find sound file: " + name)exitendend#==============================================================================# ** DataManager#==============================================================================class << DataManagerdef savefile_max# // Method override, save file max.return XAIL::CORE::SAVE_MAXendend#==============================================================================# ** SceneManager#==============================================================================class << SceneManagerdef call_ext(scene_class, args = nil)# // Method to call a scene with arguments.@stack.push(@scene)@scene = scene_class.new(args)endend#==============================================================================# ** Scene_File#==============================================================================class Scene_File < Scene_MenuBasedef visible_max# // Method override, visible_max for save files.return XAIL::CORE::SAVE_FILE_VISendend#==============================================================================# ** Window_Base#------------------------------------------------------------------------------# Importing font fix that will remove weird characters.# Adding new methods such as new gauge, actor param, font text, icon drawing,# big icon drawing and a line with a shadow.#==============================================================================class Window_Base < Window# // Importing Custom font fix. (Credit Lone Wolf).alias :process_normal_character_vxa :process_normal_characterdef process_normal_character(c, pos)return unless c >= ' 'process_normal_character_vxa(c, pos)end unless method_defined? :process_normal_characterdef draw_text_ex_no_reset(x, y, text)# // Method to draw ex text without resetting the font.text = convert_escape_characters(text)pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}process_character(text.slice!(0, 1), text, pos) until text.empty?endalias xail_core_winbase_upt_tone update_tonedef update_tone(*args, &block)# // Method to change tone of the window.return unless XAIL::CORE::USE_TONExail_core_winbase_upt_tone(*args, &block)enddef draw_gauge_ex(x, y, width, height, rate, color1, color2)# // Method to draw a gauge.fill_w = (width * rate).to_igauge_y = y + line_height - 8contents.fill_rect(x, gauge_y, width + 1, height + 1, Color.new(255,255,255,64))contents.fill_rect(x, gauge_y, width, height, Color.new(0,0,0,100))contents.gradient_fill_rect(x, gauge_y, fill_w, height, color1, color2)enddef draw_actor_param_gauge(actor, x, y, width, param_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)# // Method to draw actor parameters with a gauge.case param_idwhen 2 ; param_rate = actor.param(2) / actor.param_max(2).to_fwhen 3 ; param_rate = actor.param(3) / actor.param_max(3).to_fwhen 4 ; param_rate = actor.param(4) / actor.param_max(4).to_fwhen 5 ; param_rate = actor.param(5) / actor.param_max(5).to_fwhen 6 ; param_rate = actor.param(6) / actor.param_max(6).to_fwhen 7 ; param_rate = actor.param(7) / actor.param_max(7).to_fendcontents.font.name = fontcontents.font.size = sizecontents.font.bold = truecontents.font.shadow = falsedraw_gauge_ex(x, y - 14, width, 20, param_rate, bar_color1, bar_color2)contents.font.color = txt_color1draw_text(x + 10, y, 120, line_height, Vocab::param(param_id))contents.font.color = txt_color2draw_text(x + width - 38, y, 36, line_height, actor.param(param_id), 2)reset_font_settingsenddef draw_actor_xparam_gauge(actor, x, y, width, xparam_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)# // Method to draw actor xparameters with a gauge.case xparam_idwhen 0xparam_rate = actor.xparam(0) / 100.to_fxparam_name = Vocab.xparam(0)when 1xparam_rate = actor.xparam(1) / 100.to_fxparam_name = Vocab.xparam(1)when 2xparam_rate = actor.xparam(2) / 100.to_fxparam_name = Vocab.xparam(2)when 3xparam_rate = actor.xparam(3) / 100.to_fxparam_name = Vocab.xparam(3)when 4xparam_rate = actor.xparam(4) / 100.to_fxparam_name = Vocab.xparam(4)when 5xparam_rate = actor.xparam(5) / 100.to_fxparam_name = Vocab.xparam(5)when 6xparam_rate = actor.xparam(6) / 100.to_fxparam_name = Vocab.xparam(6)when 7xparam_rate = actor.xparam(7) / 100.to_fxparam_name = Vocab.xparam(7)when 8xparam_rate = actor.xparam(8) / 100.to_fxparam_name = Vocab.xparam(8)when 9xparam_rate = actor.xparam(9) / 100.to_fxparam_name = Vocab.xparam(9)endcontents.font.name = fontcontents.font.size = sizecontents.font.bold = truecontents.font.shadow = falsedraw_gauge_ex(x, y - 14, width, 20, xparam_rate, bar_color1, bar_color2)contents.font.color = txt_color1draw_text(x + 10, y, 120, line_height, xparam_name)contents.font.color = txt_color2draw_text(x + width - 38, y, 36, line_height, "#{actor.xparam(xparam_id)}%", 2)reset_font_settingsenddef draw_line_ex(x, y, color, shadow)# // Method to draw a horizontal line with a shadow.line_y = y + line_height / 2 - 1contents.fill_rect(x, line_y, contents_width, 2, color)line_y += 1contents.fill_rect(x, line_y, contents_width, 2, shadow)enddef draw_box(x, y, width, height, color, shadow)# // Method to draw a box with shadow.contents.fill_rect(x, y, width, height, color)x += 1y += 1contents.fill_rect(x, y, width, height, shadow)enddef draw_vertical_line_ex(x, y, color, shadow)# // Method to draw a vertical line with a shadow.line_x = x + line_height / 2 - 1contents.fill_rect(line_x, y, 2, contents_height, color)line_x += 1contents.fill_rect(line_x, y, 2, contents_height, shadow)enddef draw_icons(icons, alignment, x = 0, y = 0, offset_icon = [])# // Method to draw icons in a horizonal or vertical alignment.icons.each {|icon|next if icon.nil?# // If included in offset do extra spacing.offset_icon.each {|offset|if icon == offsety += line_height * 1 if alignment == :verticalx += line_height * 1 if alignment == :horizontalend}draw_icon(icon.nil? ? nil : icon, x.nil? ? 0 : x, y.nil? ? 0 : y) rescue nily += line_height if alignment == :verticalx += line_height if alignment == :horizontal}enddef draw_big_icon(icon, x, y, width, height, opacity = 255)# // Method to draw a big icon.bitmap = Cache.system("Iconset")rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)rect2 = Rect.new(x, y, width, height)contents.stretch_blt(rect2, bitmap, rect, opacity)enddef draw_font_text(text, x, y, width, alignment, font, size, color, bold = true, shadow = true)# // Method to draw font text.contents.font.name = fontcontents.font.size = sizecontents.font.color = colorcontents.font.bold = boldcontents.font.shadow = shadowcontents.font.out_color = Color.new(0,0,0,255)draw_text(x, y, width, calc_line_height(text), text, alignment)reset_font_settingsenddef draw_font_text_ex(text, x, y, font, size, color, bold = true, shadow = true)# // Method to draw font text ex.contents.font.name = fontcontents.font.size = sizecontents.font.color = colorcontents.font.bold = boldcontents.font.shadow = shadowcontents.font.out_color = Color.new(0,0,0,255)text = convert_escape_characters(text)pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}process_character(text.slice!(0, 1), text, pos) until text.empty?reset_font_settingsendend#==============================================================================## ** Window_Selectable#------------------------------------------------------------------------------# Adding support for pageleft and pageright for window selectable.#==============================================================================#class Window_Selectable < Window_Basedef cursor_pageright ; enddef cursor_pageleft ; endalias xail_core_winselect_process_cursor_move process_cursor_movedef process_cursor_move(*args, &block)# // Method to process cursor movement.xail_core_winselect_process_cursor_move(*args, &block)cursor_pageright if !handle?(:pageright) && Input.trigger?(:RIGHT)cursor_pageright if !handle?(:pageleft) && Input.trigger?(:LEFT)endalias xail_core_winselect_process_handling process_handlingdef process_handling(*args, &block)# // Method to process handling.xail_core_winselect_process_handling(*args, &block)return process_pageright if handle?(:pageright) && Input.trigger?(:RIGHT)return process_pageleft if handle?(:pageleft) && Input.trigger?(:LEFT)enddef process_pageright# // Method to process page right.Sound.play_cursorInput.updatedeactivatecall_handler(:pageright)enddef process_pageleft# // Method to process page left.Sound.play_cursorInput.updatedeactivatecall_handler(:pageleft)endend#==============================================================================## ** Window_Icon#------------------------------------------------------------------------------# New Window :: Window_Icon - A window for drawing icon(s).#==============================================================================#class Window_Icon < Window_Baseattr_accessor :enabledattr_accessor :alignmentdef initialize(x, y, window_width, hsize)# // Method to initialize the icon window.super(0, 0, window_width, window_height(hsize))@icons = []@index = 0@enabled = true@alignment = 0refreshenddef window_height(hsize)# // Method to return the height.fitting_height(hsize)enddef refresh# // Method to refresh the icon window.contents.clearenddef draw_cmd_icons(icons, index)# // Draw all of the icons.return if !@enabledcount = 0for i in iconsalign = 0x = 110next if i[index].nil?case @alignmentwhen 1, 2 ; align = -110enddraw_icon(i[index], x + align, 24 * count)count += 1break if (24 * count > height - 24)endendend#==============================================================================# ** Game_Party#------------------------------------------------------------------------------# Adding check item method to return a item based on the type.#==============================================================================class Game_Party < Game_Unitdef check_item?(item, type)# // Method to return a item based on the type.case typewhen :items ; $data_items[item]when :weapons ; $data_weapons[item]when :armors ; $data_armors[item]when :gold ; itemwhen :exp ; itemendendend#==============================================================================# ** Game_Event#------------------------------------------------------------------------------# Adding methods to check for comments on events.#==============================================================================class Game_Event < Game_Characterdef comment?(comment)# // Method to check if comment is included in event.unless empty? or @list.nil?for evt in @listif evt.code == 108 or evt.code == 408if evt.parameters[0].include?(comment)return trueendendendendreturn falseenddef comment_int?(comment)# // Method to check for a integer in event.unless empty? or @list.nil?for evt in @listif evt.code == 108 or evt.code == 408if evt.parameters[0] =~ /<#{comment}:[ ]?(\d*)>?/return ($1.to_i > 0 ? $1.to_i : 0)endendendendenddef comment_string?(comment)# // Method to check for a string in event.unless empty? or @list.nil?for evt in @listif evt.code == 108 or evt.code == 408if evt.parameters[0] =~ /<#{comment}:[ ]?(\w*)>?/return $1.to_sendendendendendend # END OF FILE#=*==========================================================================*=## ** END OF FILE#=*==========================================================================*=##==============================================================================# XaiL System - Menu Delux# Author: Nicke# Created: 20/11/2012# Edited: 08/02/2013# Version: 1.1b#==============================================================================# Instructions# -----------------------------------------------------------------------------# To install this script, open up your script editor and copy/paste this script# to an open slot below ? Materials but above ? Main. Remember to save.#==============================================================================# Requires: XS - Core Script.#==============================================================================## This script changes the way the menu scene works. Not compatible with# XS - Menu or XS - Icon Menu.## Instructions are in the settings module below. Make sure you read through# everything so you understand each section.## *** Only for RPG Maker VX Ace. ***#==============================================================================($imported ||= {})["XAIL-XS-MENU_DELUX"] = truemodule XAILmodule MENU_DELUX#--------------------------------------------------------------------------## * Settings#--------------------------------------------------------------------------## FONT:# FONT = [name, size, color, bold, shadow]FONT = [["Calibri", "Verdana"], 18, Color.new(255,255,255), true, true]# PLAYTIME_ICON:# Set playtime window icon.# PLAYTIME_ICON = icon_idPLAYTIME_ICON = 280# MENU_ALIGNMENT:# MENU_ALIGNMENT = 0 (left), 1 (center), 2 (right)MENU_ALIGNMENT = 0 # Default: 2.# MENU_SKIN:# The windowskin to use for the windows.# Set to nil to disable.# MENU_SKIN = stringMENU_SKIN = nil# MENU_LIST:# name, icon_index and custom are optional.# If name is empty it will use the corresponding symbol as name instead.# To make a command a common event you need to set custom to the common event# id you want to run as seen below.# symbol => [name, description, icon_index, enabled, personal, custom]MENU_LIST = {:item => ["", "Browse through your acquired items.", 4148, true, false],:equip => ["Equipment", "Change your equipment.", 4145, true, true],:skill => ["Spells", "Manage your available skills.", 4147, true, true],:status => ["Stats", "See the current status of the hero.", 4136, true, true],:formation => ["", "Change the formation of the party.", 4134, true, false],:save => ["", "Record your progress.", 4139, true, false],:load => ["", "Load your saved progress.", 4165, true, false, Scene_Load],:game_end => ["Quit", "Exit the program.", 4162, true, false],:title => ["", "Return to title.", 4133, true, false, Scene_Title],:com_event => ["Camping", "Run common event camping.", 728, true, false, 1]} # Don't remove this line!# MENU_SAVE = true/false# Override enabled option for save (so you can change it ingame).MENU_SAVE = true# If MENU_CUSTOM is true you will have to add the commands yourself# ingame, which can be useful for certain quest related stuff or if you# want to enable/disable menu commands.# To add/remove a command ingame follow these instructions:## In a script call do like this:# menu_scene(key, type)# menu_scene(:item,:add) # To add item to menu list.# menu_scene(:item,:del) # To remove item from menu list.## In a conditional branch you can check if a menu command is# enabled/disabled:# menu_active?(key)# menu_active?(:item) # Check if item is enabled.# !menu_active?(:item) # Check if item is disabled.## To set a id to be enabled do like this:# menu_active(:skill, true) # Set menu skill to be enabled.## To add/remove all available menu commands use one of the# following methods in a script call:# menu_add_all# menu_del_all## MENU_CUSTOM = true/falseMENU_CUSTOM = false# The text to be displayed if no menu items is available.# Only used if MENU_CUSTOM is true.# MENU_EMPTY = stringEMPTY = "Menu is not available at this point..."# MENU_MUSIC:# Set the music to be played at the menu scene.# This is optional.# MUSIC = true/falseMUSIC = true# MUSIC_BGM = [name, volume, pitch]MUSIC_BGM = ["Theme4", 70, 100]# MUSIC_BGS = [name, volume, pitch]MUSIC_BGS = ["Darkness", 50, 100]# ANIM_LIST:# A list of animation images.# name => [z, zoom_x, zoom_y, blend_type, opacity]ANIM_LIST = {"Menu_Fog1" => [1, 1.2, 1.2, 1, 125],"Menu_Fog2" => [1, 1.8, 1.8, 1, 155]} # Don't remove this line!# BACKGROUND:# name => [x, y, z, opacity]BACKGROUND = {#"" => [0, 0, 200, 255]} # Don't remove this line!# Show vocab for HP, MP and TP.# BAR_VOCAB = true/falseBAR_VOCAB = false# BAR_COLOR = rgba(255,255,255,255)# Set the color of the gauges.BAR_HP = [Color.new(255,25,25,32), Color.new(255,150,150)]BAR_MP = [Color.new(25,25,255,32), Color.new(150,150,255)]BAR_TP = [Color.new(25,255,25,32), Color.new(150,255,150)]# DETAILS:# Setup details here. (Recommended to use the default ones since you will# need a bit RGSS knowledge to add more.)def self.details["#{Vocab::currency_unit}: #{$game_party.gold}","Steps: #{$game_party.steps}","Collected Items: #{$game_party.all_items.size}","Map: #{$data_mapinfos[$game_map.map_id].name}","Leader: #{$game_party.leader.name}","Battle Count: #{$game_system.battle_count}","Save Count: #{$game_system.save_count}","Party Members: #{$game_party.all_members.size}","Highest Level: #{$game_party.highest_level}","Variable I: #{$game_variables[1]}","Variable II: #{$game_variables[2]}"]end# DETAILS_ICONS:# DETAILS_ICONS[id] = icon_id# Set the details icon_id. (optional)# Should be in the same order as details.# Use nil to disable a icon.DETAILS_ICONS = []DETAILS_ICONS[0] = 2114 # GOLDDETAILS_ICONS[1] = 172 # STEPSDETAILS_ICONS[2] = 270 # ITEMSDETAILS_ICONS[3] = 232 # MAPDETAILS_ICONS[4] = 4425 # LEADERDETAILS_ICONS[5] = 115 # BATTLE COUNTDETAILS_ICONS[6] = 224 # SAVE COUNTDETAILS_ICONS[7] = 121 # PARTY MEMBERSDETAILS_ICONS[8] = 14 # HIGHEST LEVELDETAILS_ICONS[9] = nil # VARIABLE 1DETAILS_ICONS[10] = nil # VARIABLE 2# Transition, nil to use default.# TRANSITION [speed, transition, opacity]TRANSITION = nilendend# *** Don't edit below unless you know what you are doing. ***#==============================================================================## ** Error Handler#==============================================================================#unless $imported["XAIL-XS-CORE"]# // Error handler when XS - Core is not installed.msg = "The script %s requires the latest version of XS - Core in order to function properly."name = "XS - Menu Delux"msgbox(sprintf(msg, name))exitend#==============================================================================## ** Game_System#==============================================================================#class Game_Systemattr_accessor :menu_listalias xail_menu_delux_gm_sys_initialize initializedef initialize(*args, &block)# // Method to initialize game system.xail_menu_delux_gm_sys_initialize(*args, &block)@menu_list = {}enddef get_menu# // Method to get the menu list.XAIL::MENU_DELUX::MENU_CUSTOM ? @menu_list : XAIL::MENU_DELUX::MENU_LISTendend#==============================================================================## ** Game_Interpreter#==============================================================================#class Game_Interpreterdef menu_scene(key, type = :add)# // Method to add/remove a menu item to the list.case typewhen :add # // Add menu id.unless $game_system.menu_list.include?(XAIL::MENU_DELUX::MENU_LIST[key])$game_system.menu_list[key] = XAIL::MENU_DELUX::MENU_LIST[key]end unless XAIL::MENU_DELUX::MENU_LIST[key].nil?when :del # // Remove menu id.unless XAIL::MENU_DELUX::MENU_LIST[key].nil?$game_system.menu_list.delete(key)endendenddef menu_active?(key)# // Method to check if menu key is enabled.# This will return nil if menu item not added in the list.return $game_system.menu_list[key][3] rescue nilenddef menu_active(key, enabled)# // Method to enable id.$game_system.menu_list[key][3] = enabledenddef menu_add_all# // Method to add all available menu items.XAIL::MENU_DELUX::MENU_LIST.each_key {|key| menu_scene(key) }enddef menu_del_all# // Method to remove all available menu items.XAIL::MENU_DELUX::MENU_LIST.each_key {|key| menu_scene(key, :del) }endend#==============================================================================# ** Window_MenuCommand#==============================================================================class Window_MenuCommand < Window_Commanddef window_width# // Method to return the width of the window.return Graphics.width / 4enddef window_height# // Method to return the height of the window.return Graphics.heightenddef alignment# // Method to return the alignment.return XAIL::MENU_DELUX::MENU_ALIGNMENTenddef menu_color(color, enabled = true)# // Method to set the color and alpha if not enabled.contents.font.color.set(color)contents.font.color.alpha = Colors::AlphaMenu unless enabledenddef item_rect_for_text(index)# // Method to draw item rect for text.rect = item_rect(index)rect.x += 25draw_line_ex(rect.x - 4, rect.y + 9, Color.new(255,255,255), Color.new(0,0,0,128))draw_icon(XAIL::MENU_DELUX::MENU_LIST.values[index][2], -2, rect.y) unless XAIL::MENU_DELUX::MENU_LIST.values[index][2].nil?rectenddef draw_item(index)# // Method to draw the command item.contents.font.name = XAIL::MENU_DELUX::FONT[0]contents.font.size = XAIL::MENU_DELUX::FONT[1]# // Save enable option.XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVE# // Default enable option.menu_color(XAIL::MENU_DELUX::FONT[2], menu_enabled?(index))# // Font settingscontents.font.bold = XAIL::MENU_DELUX::FONT[3]contents.font.shadow = XAIL::MENU_DELUX::FONT[4]draw_text(item_rect_for_text(index), command_name(index), alignment)reset_font_settingsenddef menu_enabled?(index)# // Method to check if menu item is enabled.return $game_system.get_menu.values[index][3]enddef make_command_list# // Method to add the commands.$game_system.get_menu.each {|key, value|name = value[0] == "" ? key.id2name.capitalize : value[0]XAIL::MENU_DELUX::MENU_LIST[:save][3] = save_enabled if XAIL::MENU_DELUX::MENU_SAVEadd_command(name, key, value[3], value[5].nil? ? nil : value[5])}endend#==============================================================================# ** Window_MenuStatus#==============================================================================class Window_MenuStatus < Window_Selectabledef initialize(x, y)# // Method to initialize the window.super(x, y, window_width, window_height)self.arrows_visible = false@pending_index = -1refreshenddef window_width# // Method to determine window width.return Graphics.width / 2.4enddef col_max# // Method to determine col max.return 2enddef spacing# // Method to determine spacing.return 6 if Graphics.width == 544 # For standard resolution.return 44 # For high resolution.enddef item_width# // Method to determine item width.return 98enddef item_height# // Method to determine item height.return 128enddef refresh# // Method to refresh the window.super# // Only display cursor arrow if more or equal to 5 party members.if $game_party.all_members.size >= 5self.arrows_visible = trueendenddef draw_item(index)# // Method to draw item.actor = $game_party.members[index]rect = item_rect(index)# // Facedraw_actor_face(actor, rect.x + 1, rect.y + 1, true)# // Namedraw_font_text(actor.name, rect.x + 4, rect.y, rect.width, 0, XAIL::MENU_DELUX::FONT[0], 20, XAIL::MENU_DELUX::FONT[2])# // Levellvl = "#{Vocab::level_a}: #{actor.level}"draw_font_text(lvl, rect.x + 4, rect.y + 64, rect.width, 0, XAIL::MENU_DELUX::FONT[0], 18, XAIL::MENU_DELUX::FONT[2])# // Class# // Check if Yanfly Class System is installed.if $imported["YEA-ClassSystem"]actor_class = actor.subclass.nil? ? actor.class.name : "#{actor.class.name} [#{actor.subclass.name}]"elseactor_class = actor.class.nameenddraw_font_text(actor_class, rect.x - 4, rect.y + 76, rect.width, 2, XAIL::MENU_DELUX::FONT[0], 16, XAIL::MENU_DELUX::FONT[2])# // Statsdraw_menu_stats(actor, :hp, rect.x, rect.y + 90, XAIL::MENU_DELUX::BAR_HP[0], XAIL::MENU_DELUX::BAR_HP[1], rect.width - 2)draw_menu_stats(actor, :mp, rect.x, rect.y + 100, XAIL::MENU_DELUX::BAR_MP[0], XAIL::MENU_DELUX::BAR_MP[1], rect.width - 2)draw_menu_stats(actor, :tp, rect.x, rect.y + 110, XAIL::MENU_DELUX::BAR_TP[0], XAIL::MENU_DELUX::BAR_TP[1], rect.width - 2)enddef draw_menu_stats(actor, stat, x, y, color1, color2, width)# // Method to draw actor hp & mp.case statwhen :hprate = actor.hp_rate ; vocab = Vocab::hp_a ; values = [actor.hp, actor.mhp]when :mprate = actor.mp_rate ; vocab = Vocab::mp_a ; values = [actor.mp, actor.mmp]when :tprate = actor.tp_rate ; vocab = Vocab::tp_a ; values = [actor.tp, actor.max_tp]endcontents.font.name = XAIL::MENU_DELUX::FONT[0]contents.font.size = 14 # // Override font size.contents.font.color = XAIL::MENU_DELUX::FONT[2]contents.font.bold = XAIL::MENU_DELUX::FONT[3]contents.font.shadow = XAIL::MENU_DELUX::FONT[4]# // Draw guage.draw_gauge_ex(x, y - 8, width, 8, rate, color1, color2)# // Draw stats.draw_text(x + 2, y, width, line_height, values[0], 0)draw_text(x + 1, y, width, line_height, values[1], 2)# // Draw vocab.draw_text(x, y, width, line_height, vocab, 1) if XAIL::MENU_DELUX::BAR_VOCABreset_font_settingsendend#==============================================================================# ** Window_Menu_Details#==============================================================================class Window_Menu_Details < Window_Basedef initialize(x, y)# // Method to initialize.super(x, y, window_width, window_height)@leader = $game_party.leaderrefreshenddef window_width# // Method to determine window width.return Graphics.width / 3enddef window_height# // Method to determine window height.return Graphics.heightenddef refresh# // Method to refresh the window.contents.clear# // Draw details.y = -10XAIL::MENU_DELUX.details.each_index {|i|draw_line_ex(0, y += 24, Color.new(255,255,255,32), Color.new(0,0,0,64))draw_font_text(XAIL::MENU_DELUX.details, -4, line_height * i + 4, contents_width, 2, XAIL::MENU_DELUX::FONT[0], 16, XAIL::MENU_DELUX::FONT[2])}# // Draw icons.draw_icons(XAIL::MENU_DELUX::DETAILS_ICONS, :vertical, 2, line_height * 0 + 2)enddef update# // Method to update details window.superif @leader != $game_party.leader@leader = $game_party.leaderrefreshendendend#==============================================================================# ** Window_Menu_Playtime#==============================================================================class Window_Menu_Playtime < Window_Basedef initialize(x, y)# // Method to initialize.super(x, y, 120, fitting_height(1))@playtime = $game_system.playtime_srefreshenddef refresh# // Method to refresh the window.contents.clear# // Draw icon.draw_icon(XAIL::MENU_DELUX::PLAYTIME_ICON, 4, 0)# // Draw playtime.draw_font_text(@playtime, 0, 6, contents_width, 2, XAIL::MENU_DELUX::FONT[0], 22, XAIL::MENU_DELUX::FONT[2])enddef update# // Method to update the window.super@playtime = $game_system.playtime_srefreshendend#==============================================================================## ** Window_Menu_Help#==============================================================================#class Window_Menu_Help < Window_Helpattr_accessor :indexalias xail_icon_menu_winhelp_init initializedef initialize(*args, &block)# // Method to initialize help window.xail_icon_menu_winhelp_init(*args, &block)@index = 0enddef set_text(text, enabled)# // Method to set a new help text.if text != @textmenu_color(XAIL::MENU_DELUX::FONT[2], enabled)@text = textrefreshendenddef refresh# // Refresh help contents.contents.cleardraw_help_textenddef draw_help_text# // Method to draw the help text.contents.font.name = XAIL::MENU_DELUX::FONT[0]contents.font.size = XAIL::MENU_DELUX::FONT[1]menu_color(XAIL::MENU_DELUX::FONT[2], menu_enabled?(@index))contents.font.bold = XAIL::MENU_DELUX::FONT[3]contents.font.shadow = XAIL::MENU_DELUX::FONT[4]# // Draw title and description for the menu.draw_line_ex(0, 14, Color.new(255,255,255), Color.new(0,0,0,128))draw_text_ex_no_reset(0, 0, @text)reset_font_settingsenddef menu_enabled?(index)# // Method to check if menu item is enabled.return $game_system.get_menu.values[index][3]enddef menu_color(color, enabled = true)# // Method to set the color and alpha if not enabled.contents.font.color.set(color)contents.font.color.alpha = 150 unless enabledendend#==============================================================================## ** Scene_MenuBase#==============================================================================#class Scene_MenuBase < Scene_Basedef start# // Method to start the scene.super@actor = $game_party.menu_actorif SceneManager.scene_is?(Scene_Menu)@backgrounds = []@animations = []create_menu_backgroundscreate_menu_animationsendenddef create_menu_backgrounds# // Method to create custom background(s).XAIL::MENU_DELUX::BACKGROUND.each {|key, value| @backgrounds << [sprite.new, key] }@backgrounds.each {|i|i[0].bitmap = Cache.system(i[1])i[0].x = XAIL::MENU_DELUX::BACKGROUND[i[1]][0]i[0].y = XAIL::MENU_DELUX::BACKGROUND[i[1]][1]i[0].z = XAIL::MENU_DELUX::BACKGROUND[i[1]][2]i[0].opacity = XAIL::MENU_DELUX::BACKGROUND[i[1]][3]}enddef create_menu_animations# // Method to create custom animation(s).# name => [z, zoom_x, zoom_y, blend_type, opacity]XAIL::MENU_DELUX::ANIM_LIST.each {|key, value| @animations.push << [Plane.new, key] }@animations.each {|i|i[0].bitmap = Cache.system(i[1])i[0].z = XAIL::MENU_DELUX::ANIM_LIST[i[1]][0]i[0].zoom_x = XAIL::MENU_DELUX::ANIM_LIST[i[1]][1]i[0].zoom_y = XAIL::MENU_DELUX::ANIM_LIST[i[1]][2]i[0].blend_type = XAIL::MENU_DELUX::ANIM_LIST[i[1]][3]i[0].opacity = XAIL::MENU_DELUX::ANIM_LIST[i[1]][4]}endalias xail_upd_menubase_delux_upd updatedef update(*args, &block)# // Method for updating the scene.xail_upd_menubase_delux_upd(*args, &block)if SceneManager.scene_is?(Scene_Menu)for i in 0...@animations.size@animations[0].ox += 1.2 - i@animations[0].oy -= 0.6 + iend unless scene_changing?delay?(1)endenddef delay?(amount)# // Method to delay.amount.times doupdate_basicendendalias xail_menubase_delux_transition perform_transitiondef perform_transition(*args, &block)# // Method to create the transition.return if $game_system.get_menu.empty?if XAIL::MENU_DELUX::TRANSITION.nil?xail_menubase_delux_transition(*args, &block)elseGraphics.transition(XAIL::MENU_DELUX::TRANSITION[0],XAIL::MENU_DELUX::TRANSITION[1],XAIL::MENU_DELUX::TRANSITION[2])endenddef dispose_sprites# // Method to dispose sprites.@backgrounds.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nil@animations.each {|i| i[0].dispose unless i[0].nil? ; i[0] = nil } rescue nilenddef terminate# // Method to terminate.superdispose_sprites unless SceneManager.scene_is?(Scene_Menu)endend#==============================================================================## ** Scene_Menu#==============================================================================#class Scene_Menu < Scene_MenuBasedef startsuper# // Method to start the scene.# // Return if menu empty.return command_map if $game_system.get_menu.empty?# // Create windows.create_menu_command_windowcreate_menu_status_windowcreate_menu_details_windowcreate_menu_playtime_windowcreate_menu_help_window# // Set help text to first menu command.help_update(@command_window.index)# // Play music if enabled.play_menu_music if XAIL::MENU_DELUX::MUSICenddef create_menu_command_window# // Method to create the command window.@command_window = Window_MenuCommand.new@command_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?@command_window.back_opacity = 96$game_system.get_menu.each {|key, value|unless value[5].nil?@command_window.set_handler(key, method(:command_custom))elseif value[4]@command_window.set_handler(key, method(:command_personal))else@command_window.set_handler(key, method("command_#{key}".to_sym))endend}@command_window.set_handler(:cancel, method(:return_scene))enddef create_menu_status_window# // Method to create the status window.@status_window = Window_MenuStatus.new(0, 0)@status_window.height = Graphics.height - 72@status_window.x = @command_window.width@status_window.back_opacity = 96enddef create_menu_details_window# // Method to create the details window.@details_window = Window_Menu_Details.new(0, 0)@details_window.x = Graphics.width - @details_window.width@details_window.back_opacity = 96enddef create_menu_playtime_window# // Method to create the playtime window.@playtime_window = Window_Menu_Playtime.new(0, 0)@playtime_window.x = Graphics.width - @playtime_window.width@playtime_window.y = Graphics.height - @playtime_window.height - 26@playtime_window.opacity = 0@playtime_window.z = 201enddef create_menu_help_window# // Method to create the help window.@help_window = Window_Menu_Help.new(2)@help_window.viewport = @viewport@help_window.windowskin = Cache.system(XAIL::MENU_DELUX::MENU_SKIN) unless XAIL::MENU_DELUX::MENU_SKIN.nil?@help_window.index = @command_window.index@help_window.y = Graphics.height - @help_window.height@help_window.back_opacity = 255@help_window.z = 200enddef play_menu_music# // Method to play menu music.@last_bgm = RPG::BGM.last@last_bgs = RPG::BGS.lastbgm = XAIL::MENU_DELUX::MUSIC_BGMbgs = XAIL::MENU_DELUX::MUSIC_BGSSound.play(bgm[0], bgm[1], bgm[2], :bgm)Sound.play(bgs[0], bgs[1], bgs[2], :bgs)endalias xail_upd_menu_delux_upd updatedef update(*args, &block)# // Method for updating the scene.xail_upd_menu_delux_upd(*args, &block)old_index = @help_window.indexhelp_update(@command_window.index) if old_index != @command_window.indexenddef help_update(index)# // If index changes update help window text.list = XAIL::MENU_DELUX::MENU_LISTicon = list.values[index][2].nil? ? "" : list.values[index][2]name = list.values[index][0] == "" ? list.keys[index].id2name.capitalize : list.values[index][0]if icon == "" ; title = name ; else ; title = '\i[' + icon.to_s + ']' + name ; enddesc = '\c[0]' + list.values[index][1]text = "#{title}\n#{desc}"enabled = list.values[index][3]@help_window.index = index@help_window.set_text(text, enabled)enddef on_personal_ok# // Method override on personal ok.scene = "Scene_#{@command_window.current_symbol.to_s.capitalize}".to_classSceneManager.call(scene)enddef command_custom# // Method to call a custom command. (Don't remove)if @command_window.current_ext.is_a?(Integer)$game_temp.reserve_common_event(@command_window.current_ext)return command_mapendSceneManager.call(@command_window.current_ext)enddef command_map# // command_map (Don't remove)if $game_system.get_menu.empty?Sound.play_buzzer$game_message.texts << XAIL::MENU_DELUX::EMPTYendSceneManager.call(Scene_Map)enddef pre_terminate# // Method to pre terminate scene menu.# // Play last bgm and bgs if menu music is enabled.if XAIL::MENU_DELUX::MUSIC@last_bgm.replay rescue nil@last_bgs.replay rescue nilendendend # END OF FILE#=*==========================================================================*=## ** END OF FILE#=*==========================================================================*=#
ora ho fatto tutto giusto Guardian ? :P
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Se usi l'ACE come vedo in firma non dovrebbe a meno che tu non rinomini il file con la $ davanti. Se c'è togli la $.
^ ^
ho fatto come dicevi tu ma non funzionava, allora ho fatto diverse prove e dovevo lasciare la $ ma togliere il !
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se cerco di usare per esempio come grafica dell'eroe la prima immagine che hai postato mi seleziona tutti i character e non solo uno, come faccio?
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È un bug del VX Ace.
Metti questo script nella sezione Materials, sopra il Main:
class Sprite_Picture < Sprite def update_origin if @picture.origin == 0 self.ox = 0 self.oy = 0 else self.ox = bitmap.width / 2 if bitmap self.oy = bitmap.height / 2 if bitmap end end endutilissimo, grazie :)

Sportello aiuti veloci VX-Ace
in Supporto VX e VX-Ace
Posted
no perchè io voglio dei titoli diversi