Goofy !
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Posts posted by Goofy !
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Ciao, ho due difficoltà nella programmazione delle evocazioni.
Vi dico in breve come è strutturata la cosa: c'è un evento comune per ogni evocazione in cui si controlla quali personaggi ci sono nel party associando una switch e rimuovendo ciascuno per poi aggiungere l'evocazione (che è un eroe del database).
Poi ogni evocazione ha una skill di ritiro che chiama un altro evento comune in cui viene prima tolta la summon e poi aggiunti gli eroi del database a seconda delle switch che avevo fatto attivare al momento della chiamata.
Il bs è quello standard (ci sono alcuni script che aggiungono varie cose, ma non penso che questi che uso influenzino i comandi degli eventi).
Il primo problema è che quando la summon si ritira e tornano gli eroi normali nel gruppo, non si vede più il battler dei personaggi eccetto quello del primo; ho già controllato nel database che tutti abbiano regolarmente il battler associato, tra l'altro anche cambiando l'ordine dei personaggi si vede sempre e comunque solo il primo come battler (eccetto una volta che si vedeva anche il secondo, non ho capito perché). Secondo me questo è un problema di aggiornamento della grafica, come posso aggiungere eventualmente col comando dello call script un "refresh"? Anche mettendo 1 wait alla fine dell'evento non cambia.
Poi secondo problema, così per come è fatto ora, se l'evocazione muore parte il game over, invece io vorrei che venisse chiamato un evento comune che toglie il cadavere della summon e rimette in gioco gli eroi normali... penso che si debba aggiungere qualcosa negli script in Scene_Battle# ma non so metterci mano :sleep: .
Non è possibile agire sugli eventi interni delle battaglie perché ormai il gioco è a oltre metà del suo compimento... e non voglio mettermi ad aggiornare tutte le centinaia di incontri.
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Purtroppo il problema si è complicato, perché mi sono accorto che dopo che inserisco quel carattere nel mesaggio e premo ok per confermare (questo dentro l'evento) esso diventa immediatamente un "?" anche nell'editor (si vede "Я" solo quando batto il testo).
Quindi credo proprio che sia Rpg maker che non lo accetta.
Perciò pazienza, eviterò.
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Ciao, ho un problemino con un carattere, questo:
Я
quando programmo l'evento sembra visibile nei messaggi, ma una volta in-game invece di "Я" appare "?".
C'è qualche modo di aggiungerlo tra i caratteri visibili o devo evitare di usarlo? (Potrei anche sostituire con la "R" normale ma ci sarebbe una bella discrepanza tra ciò che si vede nella grafica di un chara e il messaggio).
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Sonod egli script piuttosto comuni se cercavi trovavi sicuramente.
Per i face ho visto questo
http://www.rpgrevolution.com/forums/lofive....php/t9210.html
è in inglese ma è di facile comprensione.
Per le limit dai un cerca sul forum mi pare ci siano
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Lo devo aggiungere in un punto preciso?
Lo metto prima di quella parte comunque.
Allora ci sono dei problemi:
Adesso viene visualizzato il nome del nemico e le sue icone degli status ma... l'icona "sovrascrive" il nome, cioè è sopra al nome del mostro e lo copre, mentre dovrebbe stare verso destra, subito dopo il nome.
Inoltre c'è una cosa strana,
ho un gruppo di nemici di cui i primi 6 sono uguali tra loro (in realtà hanno ID diversi ma portano nome uguale) e poi ci sono 2 nemici diversi al 7°-8° posto.
Col primo eroe vado a bersagliare il nemico 1 per l'attacco... con il secondo eroe faccio lo stesso ma stranamente non mi mostra più la stringa col nome del nemico e dei suoi status! Però se muovo le freccie per andare a bersagliare il 7° o l'8° nemico la stringa con i loro dati riappare e a quel punto se mi muovo con le freccie per tornare al primo nemico appaiono anche i suoi dati correttamente.
Come se fosse un problema di "aggiornamento grafico" mi sembra di capire.
Può dipendere dal fatto che l'ho posizionato sopra
[class window_help]?
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Lo script è estratto dal Toons of Addons di Blizzard & co.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=# Tons of Add-ons by Blizzard
# Version: 7.39b
# Type: Add-on Collection Control Script
# Date v1.00b: 14.11.2006
# Date v1.10b: 17.11.2006
# Date v1.60b: 4.12.2006
# Date v1.62b: 6.12.2006
# Date v1.70b: 13.12.2006
# Date v1.87b: 12.01.2007
# Date v2.20b: 16.01.2007
# Date v2.30b: 22.01.2007
# Date v2.31b: 24.01.2007
# Date v2.40b: 1.02.2007
# Date v2.50b: 4.02.2007
# Date v2.70b: 7.02.2007
# Date v2.71b: 12.02.2007
# Date v2.80b: 17.02.2007
# Date v3.70b: 19.02.2007
# Date v3.71b: 23.02.2007
# Date v3.80b: 7.03.2007
# Date v4.00b: 7.03.2007
# Date v4.01b: 9.03.2007
# Date v4.02b: 11.03.2007
# Date v4.30b: 12.03.2007
# Date v4.32b: 18.03.2007
# Date v4.50b: 24.03.2007
# Date v4.70b: 30.04.2007
# Date v4.80b: 4.05.2007
# Date v4.81b: 8.05.2007
# Date v4.85b: 7.07.2007
# Date v4.86b: 8.08.2007
# Date v4.90b: 12.07.2007
# Date v4.91b: 14.07.2007
# Date v4.97b: 31.07.2007
# Date v4.98b: 7.08.2007
# Date v5.40b: 20.10.2007
# Date v5.80b: 22.10.2007
# Date v5.81b: 23.10.2007
# Date v5.83b: 25.10.2007
# Date v5.90b: 28.10.2007
# Date v5.91b: 5.11.2007
# Date v5.98b: 13.11.2007
# Date v5.99b: 19.11.2007
# Date v6.00b: 7.12.2007
# Date v6.02b: 10.12.2007
# Date v6.03b: 28.01.2008
# Date v6.10b: 19.02.2008
# Date v6.11b: 20.02.2008
# Date v6.12b: 22.02.2008
# Date v6.13b: 23.02.2008
# Date v6.20b: 26.03.2008
# Date v6.40b: 3.04.2008
# Date v6.50b: 13.07.2008
# Date v6.51b: 21.07.2008
# Date v6.54b: 23.07.2008
# Date v6.56b: 22.08.2008
# Date v6.58b: 5.09.2008
# Date v6.59b: 5.09.2008
# Date v6.60b: 19.10.2008
# Date v6.61b: 25.10.2008
# Date v6.70b: 29.10.2008
# Date v6.71b: 1.11.2008
# Date v6.73b: 15.11.2008
# Date v6.80b: 24.11.2008
# Date v6.81b: 14.12.2008
# Date v6.83b: 16.04.2009
# Date v6.85b: 18.04.2009
# Date v6.86b: 19.04.2009
# Date v6.88b: 22.04.2009
# Date v6.89b: 4.06.2009
# Date v7.20b: 7.06.2009
# Date v7.22b: 11.06.2009
# Date v7.30b: 18.06.2009
# Date v7.31b: 20.07.2009
# Date v7.32b: 28.07.2009
# Date v7.33b: 1.10.2009
# Date v7.35b: 3.10.2009
# Date v7.37b: 5.10.2009
# Date v7.39b: 6.10.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# This work is protected by the following license:
# #----------------------------------------------------------------------------
# #
# # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# # ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #
# # You are free:
# #
# # to Share - to copy, distribute and transmit the work
# # to Remix - to adapt the work
# #
# # Under the following conditions:
# #
# # Attribution. You must attribute the work in the manner specified by the
# # author or licensor (but not in any way that suggests that they endorse you
# # or your use of the work).
# #
# # Noncommercial. You may not use this work for commercial purposes.
# #
# # Share alike. If you alter, transform, or build upon this work, you may
# # distribute the resulting work only under the same or similar license to
# # this one.
# #
# # - For any reuse or distribution, you must make clear to others the license
# # terms of this work. The best way to do this is with a link to this web
# # page.
# #
# # - Any of the above conditions can be waived if you get permission from the
# # copyright holder.
# #
# # - Nothing in this license impairs or restricts the author's moral rights.
# #
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# VERY IMPORTANT NOTES:
#
# For any new add-on the version will increase by 0.1, for any update of the
# collection or any update on an add-on the version will increase by 0.01.
# Also from v3.71b on there is a recognition global variable available which
# will make the Tons of Add-ons much more compatible with many of my scripts.
# I noticed serious issues with several of my older scripts.
#
# Tons of Add-ons now has to be used as 3-parts script because of a weird
# behaviour of RMXP during bug detection. Insert the 3 parts in the correct
# order and the system should work without problems. Do NOT remove any of the
# parts, the script NEEDS all 3 parts to work with other systems.
#
#
# Compatibility:
#
# 90% compatible with SDK v1.x. 80% compatible with SDK v2.x. Some add-ons
# will corrupt your old savegames. If you experience the "Stack level too
# deep" error, you might already use one of these add-ons. All of these
# add-ons here work with each other with a success rate of 99%. This add-on
# collection itself WILL corrupt your old savegames. May cause
# incompatibility issues with following systems:
#
# - exotic CBS-ex
# - exotic CMS-es
# - skill learning systems
# - exotic graphic systems on the map
# - weapon/armor changing systems
# - enhanced equipment systems
#
# This add-on collection is semantically compatible with RTAB v1.16 with all
# Plugins, though, several add-ons will not work:
#
# - Center Battler - will cause a crash (it's rather useless in Side-View
# RTAB anyway)
# - Multi-Hit - will not react at all if RTAB is being used due to
# the heavy changes in the methods supported by the DBS
# - Charge Skill - the countdown will be start at 0 and the skill will
# be executed right away
#
# It is possible that more add-ons don't work, but it is very unlikely.
#
#
# Featured add-ons so far:
#
# 64 add-ons by Blizzard
# + 2 add-ons by Fantasist
# + 1 add-on by NAMKCOR
# + 1 add-on by Zan
# + 4 add-ons by game_guy
# + 1 add-on by TerreAqua
# = 73 add-ons altogether
#
# Ideas:
#
# - Blizzard
# - GuardianAngelX72
# - BanisherOfEden
# - italianstal1ion
# - indinera
# - Yami
# - blazinhandle
# - Arrow-1
# - Caro La Rushe
# - Zan
# - shahafyz57
# - Echo
# - Cid
# - Fantasist
# - Ceaon
# - NAMKCOR
# - mumerus
# - chino69
# - game_guy
# - TerreAqua
# - Subsonic_Noise
#
#
# Features:
#
# ----> PART 1
# ----> Graphic (make your game look nice):
# - Better Tilemap update (will update autotiles faster)
# - Animated Title (have an animated title screen without .gifs)
# - Center Battler (they will be centered instead of lined next to each other)
# - HP/SP/EXP gradient/slant bars (including 7 styles, opacity and least lag)
# - Location Names (shows pictures or names of the location the player visits)
# - Black Fade (shows a black screen when changing the map or before battle)
# - Simple Shaded Text (draws a shadow behind your text)
# - Blizz-Art lagless HUD (Heads Up Display using either HP/SP/EXP or simple)
# - Screen Tremble (makes your screen shake vertically, too)
# - Animation Stack (shows animation of all inflicted status effects)
# - Simple Facesets (shows a face instead of the spriteset in the main menu)
# - Caterpillar (party members follow you on the map)
# - Arrow over Player (shows arrow over player's head if he's "behind")
# - Animated Battle Background (animates battle backgrounds)
# - Map as Battleback (map is the battle backgrounds)
# - Facesets for DSS (shows a face instead of the spriteset in the status menu)
# - Status Effects as Icons (displays status effects as icons)
# - Animated Battlers Non-Action BS (animates battlers in battle systems)
# - Enhanced Battle Cursor (plays animations upon cursors in battle)
# - Death Image (displays an image instead of nothing for dead actors)
# - Terrain Battlebacks (different battlebacks for different terrains)
#
# ----> PART 2
# ----> Utility (make your game more unique and better/help you during debug):
# - Custom Game Controls (set up your own game controls)
# - FPS Modulator (increase the fps rate up 3 times like in an emulator)
# - Speed Modulator (change the main character's speed on the map)
# - Fullscreen? (asks the player at game start if he wishes to switch to full)
# - Death Toll (counts killed enemies and actor deaths)
# - Multi-Drop (makes enemies drop more than just one item)
# - Window_BattleResult (displays gained items in a different, but better way)
# - Unique Skill Commands (different name for the Skill command for each class)
# - Ultimate Font Override (will override the font from any RMXP version)
# - Heal at LvlUp (heals characters who level up)
# - Weapon/Armor HP/SP Plus (max HP and max SP can also be increased)
# - EQUAP Skills (equipment skills, equip to learn + AP system like FF9)
# - Picture Movie Scene (easily create picture based cutscenes)
# - Target 'em all! (make skills target all battlers)
# - Quick Passability Test (let's you debug maps faster and more convenient)
# - Blizz-ABS Minimap (never was a minimap so easy to use)
# - Enemy Status in Battle (displays enemies' HP, SP and state)
# - Passive Skills (modify attributes when learned)
# - Different Difficulties (like "Easy", "Normal", "Hard")
# - Skill Separation System (like "White Magic", "Black Magic", "Technic", etc.)
# - Multi-Hit (make weapons/skills/enemies hit more than once)
# - Scene_Item calling Items (make items call special item scenes)
# - Plug-in Save Point (create your own save point system within minutes)
# - Equipment Requirement System (Diablo II style requirements)
# - Item Requirement for Skills (skills require and consume items upon use)
# - HP/SP Crush (weapons consume/heal HP/SP when attacking)
# - Roulette (allows random targets with a nice animation)
# - Chain Status Effects (status effects have other states as precondition)
# - Actor-specific Item Usability (deny item effects on specific actors)
# - Percentage Health States (states added/removed on specific HP percentages)
#
# ----> PART 3
# ----> Status Effect (non-standard status effects):
# - Zombie Status (Healing items will hurt and light attacks are effective)
# - Regen Status (progressive healing aka poison, but the other way)
# - Auto-Revive Status (or Auto-Life, will be automatically revived after dying)
# - Fury Status (if a specific character dies, another one will become Fury)
# - Invincible Status (this status will nullify ANY DAMAGE done by enemies)
# - SP Cost Mod Status (this status will change SP cost)
# - Frozen Status (dies instantly if getting damaged)
# - Blue Magic Status (can learn enemies'/other actors' skills)
# - Doom Status (countdown to death)
#
# ----> PART 3
# ----> Skill (non-standard skills):
# - Absorb HP/SP Skill (with considering undead enemies)
# - State Breaker Skill (changes available status effects forcefully)
# - Blue Magic Skill (can learn enemies'/other actors' skills)
# - Demi Skill (deals damage equal to a percentage of the remaining HP)
# - Revenge Skill (does damage equal to MAX_HP - CURRENT_HP)
# - Destructor Skill (kills self to achieve various effects)
# - SP Damage Skill (skills that damage / heal SP instead of HP)
# - Charge Skill (skills that count down before usage)
# - Energy Skill (does damage equal to the current HP of the user)
# - Master Thief Skill (steals weapon, armors, items and gold from enemies)
# - HP Consuming Skill (consumes HP upon usage)
#
# ----> PART 3
# ----> Item (non-standard items):
# - Skill Teaching Item (items that teach actors skills)
# - Level Up/Down Item (items that level up/down actors)
#
#
# Version History:
#
# v1.10b:
# -> added Black Fade by Blizzard
#
# v1.60b:
# -> added Ultimate Font Override by Blizzard
# -> added Simple Shaded Text by Blizzard
# -> added Heal at LvlUp by Blizzard
# -> added Fury Status by Blizzard
# -> added Invincible Status by Blizzard
#
# v1.62b:
# -> upgraded Death Toll by Blizzard to v1.2b
#
# v1.70b:
# -> added Half SP by Blizzard
#
# v1.87b:
# -> added Blizz-Art lagless HUD by Blizzard
# -> upgraded Animated Title by Blizzard to v1.33b
# -> upgraded Centered Battlers by Blizzard to v2.1b
# -> upgraded HP/SP/EXP bars by Blizzard to v4.11b
# -> upgraded Speed Modulator by Blizzard to v1.01b
# -> upgraded Regen Status Effect by Blizzard to v1.1b
# -> upgraded Auto-Revive by Blizzard to v1.21b
# -> updated FPS Modulator by Blizzard
#
# v2.20b:
# -> added Weapon/Armor HP/SP Plus by Blizzard
# -> added Full Reflection System by Blizzard
# -> added EQ Skills by Blizzard
# -> added Picture Movie Scene by Blizzard
#
# v2.30b:
# -> added Screen Tremble by Blizzard
#
# v2.31b:
# -> updated Screen Tremble by Blizzard
# -> updated Better Tilemap update by Blizzard
#
# v2.40b:
# -> added Animation Stack by Blizzard
# -> upgraded Picture Movie Scene by Blizzard to v2.02b
# -> upgraded Screen Tremble by Blizzard to v1.1b
#
# v2.50b:
# -> added Target 'em all! by Blizzard
# -> upgraded Unique Skill Commands by Blizzard to v1.11b
#
# v2.70b:
# -> added Quick Passability Test by Blizzard
# -> added Dynamic Passability Minimap by Blizzard
# -> upgraded Picture Movie Scene by Blizzard to v2.03b
#
# v2.71b:
# -> upgraded Dynamic Passability Minimap by Blizzard to v1.01b
#
# v2.80b:
# -> added Enemy Status in Battle by Blizzard
#
# v3.70b:
# -> added Simple Facesets by Blizzard
# -> changed EQ Skills by Blizzard to EQUAP Skills and upgraded to v3.0b
# -> upgraded Unique Skill Commands by Blizzard to v1.2b
# -> updated Center Battler by Blizzard
# -> updated Weapon/Armor HP/SP Plus by Blizzard
# -> added constant for recognition by other scripts to improve compatibility
# -> Why suddenly v3.7b? 37 add-ons are featured so far!
#
# v3.71b:
# -> upgraded Simple Facesets by Blizzard to v1.01b
# -> fixed a problem with the compatibility recognition
#
# v3.80b:
# -> added Caterpillar by Blizzard
#
# v4.00b:
# -> added Arrow over Player by Blizzard
# -> added EMP Skill by Blizzard
# -> upgraded Caterpillar by Blizzard to v1.01b
# -> upgraded EQUAP Skills by Blizzard to v3.02b
#
# v4.01b:
# -> upgraded Black Fade by Blizzard to v1.1b
#
# v4.02b:
# -> upgraded Window_BattleResult by Blizzard to v1.1b
#
# v4.30b:
# -> added Animated Battle Background by Blizzard
# -> added Map as Battleback by Blizzard
# -> added 1 SP by Blizzard
# -> upgraded HP/SP/EXP gradient/slant bars by Blizzard to v4.2b
# -> upgraded Blizz-Art lagless HUD by Blizzard to v1.2b
# -> upgraded Weapon/Armor HP/SP Plus by Blizzard to v1.01b
# -> upgraded Full Reflection System by Blizzard to v2.0b
# -> upgraded EMP Skill by Blizzard to v1.01b
#
# v4.32b:
# -> upgraded Zombie Status Effect by Blizzard to v1.1b
# -> updated Arrow over Player by Blizzard
#
# v4.50b:
# -> added Different Difficulties by Blizzard
# -> added Skill Separation System by Blizzard
# -> upgraded Half SP by Blizzard to v1.4b
# -> upgraded 1 SP by Blizzard to v1.1b
# -> updated Center Battler by Blizzard
# -> updated Blizz-Art lagless HUD by Blizzard
# -> updated Death Roulette by Blizzard
# -> updated EMP Skill by Blizzard
#
# v4.70b:
# -> added Facesets for DSS by Zan
# -> added Status Effects as Icons for DSS by Blizzard
# -> now compatible with Blizz-ABS 1.01 and higher
#
# v4.80b:
# -> added Animated Battlers for DBS by Blizzard
# -> fixed the HUD lag problem with Blizz-ABS 1.01 and higher
#
# v4.81b:
# -> updated Skill Separation System by Blizzard
#
# v4.85b:
# -> upgraded Weapon/Armor HP/SP Plus by Blizzard to v2.0
# -> upgraded Location Names by Blizzard to v2.1b
# -> upgraded Blizz-Art lagless HUD by Blizzard to v1.3b
# -> improved overall coding of Tons of Add-ons and fixed incompatibility bugs
#
# v4.86b:
# -> upgraded Fullscreen? by Blizzard to v1.22b
#
# v4.9b:
# -> added Demi Skill by Blizzard
#
# v4.91b:
# -> upgraded HP/SP/EXP gradient/slant bars by Blizzard to v4.4b
#
# v4.97b:
# -> due to a bug Ultimate Font Override can't be turned on/off ingame now
# -> upgraded Location Names by Blizzard to v2.11b
# -> upgraded Arrow over Player by Blizzard to v1.01b
# -> upgraded Weapon/Armor HP/SP Plus by Blizzard to v2.0b
# -> upgraded Death Toll by Blizzard to v1.3b
# -> updated ABSEAL by Blizzard
#
# v4.98b:
# -> upgraded Caterpillar by Blizzard to v2.0
#
# v5.40b:
# -> added Multi-Hit by Blizzard
# -> added Scene_Item calling Items by Blizzard
# -> added Custom Game Controls by Blizzard
# -> added Plug-in Save Point by Blizzard
# -> added Frozen Status Effect by Blizzard
# -> added Doom Skill by Blizzard
# -> upgraded Caterpillar by Blizzard to v2.0b
# -> upgraded Animated Battle Background by Blizzard to v1.1b
# -> upgraded Map as Battleback by Blizzard to v1.5b
# -> upgraded Unique Skill Commands by Blizzard to 1.3b
# -> upgraded 1 SP by Blizzard to v1.11b
# -> upgraded Absorb HP/SP by Blizzard to v1.72b
# -> upgraded Animated Battlers for Non-Action BS by Blizzard to v1.3b
# -> removed Blizz-ASBEAL for convenience, now available separately
# -> rewritten conditions using classic syntax to avoid RGSS conditioning bug
# -> now compatible with RTAB v1.16 + Plug-ins
#
# v5.80b:
# -> added Revenge Skill by Blizzard
# -> added Destructor Skill by Blizzard
# -> added SP Damage Skill by Blizzard
# -> added Enhanced Battle Cursor by Fantasist
# -> upgraded Regen Status by Blizzard to v2.0
#
# v5.81b:
# -> upgraded HP/SP/EXP gradient/slant bars by Blizzard to v4.41b
#
# v5.83b:
# -> upgraded HP/SP/EXP gradient/slant bars by Blizzard to v4.5b
# -> upgraded Location Names by Blizzard to v2.12b
# -> commented code down to Blizz-Art lagless HUD
#
# v5.90b:
# -> added Equipment Requirement System by NAMKCOR
# -> upgraded Doom Skill by Blizzard to v1.0b
# -> upgraded Destructor Skill by Blizzard to v1.0b
# -> upgraded Enhanced Battle Cursor by Fantasist to v2.1 beta
#
# v5.91b:
# -> upgraded Location Names by Blizzard to v2.13b
#
# v5.98b:
# -> added SP Cost Mod Status Effect by Blizzard
# -> added Multi-Drop by Blizzard
# -> upgraded Window_BattleResult by Blizzard to 1.2b
# -> upgraded Status Effects as Icons by Blizzard to 1.0b
# -> upgraded Zombie Status by Blizzard to 1.2b
# -> upgraded Regen Status by Blizzard to 2.0b
# -> upgraded Auto-Revive Status by Blizzard to 1.22b
# -> upgraded Invincible Status by Blizzard to 2.0b
# -> upgraded Frozen Status by Blizzard to 1.0b
# -> removed Half SP by Blizzard
# -> removed 1 SP by Blizzard
# -> removed Full Reflection System by Blizzard
# -> updated all skill add-ons to work without Reflect
# -> THIS VERSION HAS ONLY 58 ADD-ONS!
#
# v5.99b:
# -> upgraded Auto-Revive Status by Blizzard to 1.23b
# -> updated Frozen Status by Blizzard
# -> THIS VERSION HAS ONLY 58 ADD-ONS!
#
# v6.00b:
# -> added Item Requirement for Skills by Blizzard
# -> added Charge Skill by Blizzard
# -> upgraded Skill Separation System by Blizzard to 1.1b
# -> updated SP Cost Mod Status Effect by Blizzard
# -> updated Revenge Skill by Blizzard
#
# v6.02b:
# -> upgraded Target 'em all! by Blizzard to 1.1b
# -> upgraded Auto-Revive by Blizzard to 1.24b
# -> updated Charge Skill by Blizzard
#
# v6.03b:
# -> upgraded HP/SP/EXP gradient/slant bars by Blizzard to v4.51b
#
# v6.10b:
# -> added Blue Magic Status Effect by Blizzard
# -> upgraded Location Names by Blizzard to v2.2b
# -> upgraded Blizz-Art lagless HUD by Blizzard to v1.4b
# -> upgraded Arrow over Player by Blizzard to v1.1b
# -> upgraded Caterpillar by Blizzard to v2.1b
# -> upgraded Picture Movie Scene by Blizzard to v2.1b
# -> upgraded Blue Magic Skill by Blizzard to v1.5b
# -> updated Window_BattleResult add-on by Blizzard
# -> Enhanced Battle Cursors now cannot be turned on/off in-game
# -> Tons of Add-ons now has to be used as 3-parts script, because of a
# weird behaviour of RMXP during bug detection, insert the 3 parts in the
# correct order and the system should work without problems, do NOT remove
# any of the parts, the script NEEDS all 3 parts to work with other
# systems
#
# v6.11b:
# -> upgraded Save Point by Blizzard to v2.0b
#
# v6.12b:
# -> upgraded Caterpillar by Blizzard to v2.11b
#
# v6.13b:
# -> upgraded Multi-Hit by Blizzard to v1.3b
#
# v6.20b:
# -> added Death Image by Blizzard
# -> upgraded Absorb HP/SP Skill by Blizzard to v1.8b
# -> upgraded Destructor Skill by Blizzard to v1.2b
# -> upgraded Fury Status Effect by Blizzard to v2.0b
# -> upgraded Skill Separation System by Blizzard to v1.2b
# -> updated SP Cost Mod Status Effect by Blizzard
# -> Doom Skill by Blizzard is now named Doom Status Effect
#
# v6.40b:
# -> added HP/SP Crush by Blizzard
# -> added Energy Skill by Blizzard
# -> upgraded Blizz-Art lagless HUD by Blizzard to v1.41b
# -> upgraded Location Names with Pictures or Text by Blizzard to v2.21b
# -> upgraded Map as Battleback by Blizzard to v1.51b
# -> upgraded Custom Game Controls by Blizzard to v2.0b
# -> upgraded Plug-in Save Point by Blizzard to v2.1b
# -> upgraded Different Difficulties by Blizzard to v1.1b
# -> updated Multi-Drop by Blizzard
#
# v6.50b:
# -> added Passive Skills by Blizzard
# -> upgraded Status Effects as Icons by Blizzard to v1.1b
# -> upgraded Picture Movie Scene by Blizzard to v2.2b
# -> upgraded Multi-Drop by Blizzard to v1.1b
# -> upgraded EQUAP Skills by Blizzard to v4.0b
# -> upgraded Fury Status by Blizzard to v1.1b
# -> upgraded Absorb HP/SP by Blizzard to v2.0b
#
# v6.51b:
# -> updated Passive Skills by Blizzard
#
# v6.54b:
# -> upgraded Skill Separation System by Blizzard to 3.0b
# -> upgraded Multi-Hit by Blizzard to 1.4b
# -> upgraded SP Cost Mod by Blizzard to 3.0b
#
# v6.56b:
# -> upgraded Death Image by Blizzard to 1.2b
# -> upgraded Blizz-Art lagless HUD by Blizzard to 1.42b
#
# v6.58b:
# -> upgraded Demi Skill by Blizzard to 1.01b
# -> updated SP Damage Skill by Blizzard
#
# v6.59b:
# -> updated the entire collection to prevent unexpected behavior
#
# v6.60b:
# -> upgraded Status Effects as Icons by Blizzard to 1.2b
# -> upgraded EQUAP by Blizzard to 4.1b
# -> upgraded Passive Skills by Blizzard to 1.1b
# -> upgraded Multi-Hit by Blizzard to 1.5b
# -> upgraded Zombie Status by Blizzard to 1.3b
# -> upgraded Auto-Revive by Blizzard to 1.25b
# -> upgraded Demi Skill by Blizzard to 1.02b
# -> created State Breaker Skill and Roulette from Death Roulette by Blizzard
# -> removed EMP Skill by Blizzard (State Breaker State can emulate it)
# -> added Master Thief Skill by Blizzard
#
# v6.61b:
# -> upgraded Custom Game Controls by Blizzard to 2.1b
#
# v6.70b:
# -> added Chain Status Effects by Blizzard
#
# v6.71b:
# -> upgraded Caterpillar by Blizzard to 2.2b
#
# v6.73b:
# -> upgraded Picture Movie Scene by Blizzard to 2.3b
# -> upgraded Ultimate Font Override by Blizzard to 1.02b
#
# v6.80b:
# -> added Actor-specific Item Usability by Fantasist
# -> upgraded Blizz-Art lagless HUD by Blizzard to 1.43b
#
# v6.81b:
# -> upgraded Animated Title by Blizzard to 1.34b
#
# v6.83b:
# -> renamed Dynamic Passability Minimap to Blizz-ABS Minimap
# -> upgraded Blizz-ABS Minimap by Blizzard to 2.0
# -> upgraded Quick Passability Test by Blizzard to 2.0
#
# v6.85b:
# -> upgraded Passive Skills by Blizzard to 1.2b
# -> upgraded Different Difficulties by Blizzard to 1.2b
#
# v6.86b:
# -> upgraded Quick Passability Test by Blizzard to 2.1b
#
# v6.88b:
# -> upgraded EQUAP Skills by Blizzard to v4.2b
# -> upgraded Different Difficulties by Blizzard to 1.3b
#
# v6.89b:
# -> upgraded EQUAP Skills by Blizzard to v4.3b
#
# v7.20b:
# -> added Terrain Battlebacks by game_guy
# -> added HP Consuming Skills by game_guy
# -> added Skill Teaching Item by game_guy
# -> added Level Up/Down Item by game_guy
#
# v7.22b:
# -> upgraded Custom Game Controls by Blizzard to v2.2b
# -> upgraded Weapon/Armor HP/SP Plus by Blizzard to v2.1b
#
# v7.30b:
# -> added Percentage Health States by TerreAqua
#
# v7.31b:
# -> upgraded Custom Game Controls by Blizzard to v3.0
#
# v7.32b:
# -> upgraded Skill Separation System by Blizzard to v1.31b
#
# v7.33b:
# -> upgraded Revenge Skill by Blizzard to v1.1b
#
# v7.35b:
# -> upgraded Skill Separation System by Blizzard to v1.32b
# -> upgraded HP Consuming Skills by game_guy to v1.1
#
# v7.37b:
# -> upgraded Skill Separation System by Blizzard to v1.33b
# -> updated Chain Status Effects by Blizzard
#
# v7.39b:
# -> upgraded Multi-Hit by Blizzard to v1.51b
# -> upgraded Master Thief Skill by Blizzard to v1.0b
#
#
# Instructions:
#
# - Explanation:
#
# Every Add-on has its own instructions. Please read and follow them.
#
# - Configuration:
#
# Configure the part just below to define which add-ons you want to use and
# which not. The configuration is split into two part for reason, don't
# change this. It will work fine if you leave it as it is.
#
# - For scripters:
#
# If you have any ideas how to improve this collection, just say so. I will
# add you into the credits of this add-on collection if you have an own
# add-on. I will not add any add-ons made by somebody else than yourself, you
# can't ask me for somebody else to add an add-on. The creator has to ask me
# himself.
#
#
# Side note:
#
# These add-ons were mostly tested in a different environment or not at all.
#
#
# Useless facts:
#
# - Tons of Add-ons already exceeds many CMS-es and even most CBS-es in
# number of lines of code.
# - The version history of Tons of Add-ons has more lines than several
# add-ons themselves in Tons of Add-ons and even medium-sized scripts.
# - Chaos Project uses only about 50% of the Tons of Add-ons.
# - Russian Reversal on Croatian Blizzards:
# "In Russia Blizzard makes his scripts SDK compatible with YOU!"
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
$tons_version = 7.39
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
# #
# ### ### # # ##### # #### # # #### ### ##### # ### # # #
# # # # # ## # # # # # # # # # # # # # # ## # #
# # # # # # # #### # # ## # # #### # # # # # # # # # #
# # # # # # ## # # # # # # # # ##### # # # # # ## #
# ### ### # # # # #### ### # # # # # # ### # # #
# #
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::#
$DUMMY_ELEMENTS = [19] # add any dummy element IDs other scripts might use = SCRIPT LIMIT BREAK
$DUMMY_STATES = [20, 35] # add any dummy state IDs other scripts might use = 20 (RIGENE), 35 (SENTENZA)
module TONS_OF_ADDONS
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 1-1, GRAPHIC add-ons
#
# You can enable/disable any add-on here if you wish. Set the value to false
# to disable it. These features CANNOT be turned on/off during the game.
#
# NAME_OF_THE_ADDON = true
# NAME_OF_THE_ADDON = false
#
# where NAME_OF_THE_ADDON is the same variable as the one used below.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
ANIMATED_TITLE = false
BATTLE_CURSORS = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 1-1
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
#==============================================================================
# Game_System
#==============================================================================
class Game_System
alias init_tons_of_addons1_later initialize
def initialize
init_tons_of_addons1_later
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration 1-2, GRAPHIC add-ons
#
# You can enable/disable any add-on here if you wish. Set the value to false
# to disable it initially. To turn it on/off ingame, just use the Call script
# command with one of these syntaxes:
#
# $game_system.NAME_OF_THE_ADDON = true
# $game_system.NAME_OF_THE_ADDON = false
#
# where NAME_OF_THE_ADDON is the same variable as the one used below.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
@BETTER_TILEMAP_UPDATE = false
@CENTER_BATTLER = false
@BARS = false
@LOCATION_NAMES = false
@BLACKFADE = false
@SHADED_TEXT = false
@HUD = false
@TREMBLE = false
@ANIMATION_STACK = false
@FACESETS = false
@CATERPILLAR = false
@ARROW_OVER_PLAYER = false
@ANIMATED_BATTLE_BACKGROUND = false
@MAP_AS_BATTLEBACK = false
@FACESETS_DSS = false
@STATUS_ICONS = true #dalla riga 859
@ANIBATTLERS_NON_ACTION_BS = false
@DEATH_IMAGE = false
@TERRAIN_BATTLEBACKS = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration 1-2
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# It is recommended that you don't edit anything below this line except for
# the configurations for the add-ons.
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
attr_accessor :BETTER_TILEMAP_UPDATE
attr_accessor :CENTER_BATTLER
attr_accessor :BARS
attr_accessor :LOCATION_NAMES
attr_accessor :BLACKFADE
attr_accessor :SHADED_TEXT
attr_accessor :HUD
attr_accessor :TREMBLE
attr_accessor :ANIMATION_STACK
attr_accessor :FACESETS
attr_accessor :CATERPILLAR
attr_accessor :ARROW_OVER_PLAYER
attr_accessor :ANIMATED_BATTLE_BACKGROUND
attr_accessor :MAP_AS_BATTLEBACK
attr_accessor :FACESETS_DSS
attr_accessor :STATUS_ICONS
attr_accessor :ANIBATTLERS_NON_ACTION_BS
attr_accessor :DEATH_IMAGE
attr_accessor :TERRAIN_BATTLEBACKS
end
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
def elements_correct(elements)
multiplier = size = 0
elements.each {|i|
unless $DUMMY_ELEMENTS.include?(i)
multiplier += self.element_rate(i)
size += 1
end}
return (size == 0 ? 100 : multiplier/size)
end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Status Effects as Icons by Blizzard
# Version: 1.2b
# Type: Game Design Improvement
# Date: 30.4.2007
# Date v1.0b: 17.11.2007
# Date v1.1b: 13.7.2008
# Date v1.2b: 19.10.2008
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# new in v1.0b:
# - added possibility that status effects are excluded from icons
# - now beta
#
# new in v1.1b:
# - fixed a bug caused by a typing mistake
#
# new in v1.2b:
# - improved system
#
#
# Explanation:
#
# This add-on will modify your game so no status text is displayed, but icons
# instead. Note that you need to use default icon size of 24x24. Import the
# icons into the new folder inside the default icon folder and name them like
# the status effects, but type everything in lower case. The new folder has
# to be named "State" so the path would be "Graphics/Icons/State/name.png".
# In SPECIAL_EFFECTS include all the IDs from status effects that will
# override the usual icon display and force the display of their name in the
# default way of displaying.
# If you want a status effect to have no icon at all, set its rating value in
# the database to 0. HO MESSO A 0 QUELLI CHE ANCORA NON HANNO L'ICONA PRONTA
#
# Example:
#
# status effect name: "Painful Distortion"
# icon file name: "State/painful distortion.png"
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
SPECIAL_EFFECTS = []
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
alias draw_actor_state_icons_later draw_actor_state
def draw_actor_state(actor, x, y, width = 120)
if $game_system.STATUS_ICONS
if actor != nil
actor.states.each {|id|
if SPECIAL_EFFECTS.include?(id)
text = "[#{$data_states[id].name}]"
self.contents.font.color = actor.dead? ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text)
return
end}
s = actor.states.find_all {|id| $data_states[id].rating > 0}
s.each_index {|i|
break if i*28 > width
icon = RPG::Cache.icon("State/#{$data_states[s].name.downcase}")
self.contents.blt(x+2+i*28, y+4, icon, Rect.new(0, 0, 24, 24))}
end
else
draw_actor_state_icons_later(actor, x, y, width)
end
end
end
#==============================================================================
# Window_Help
#==============================================================================
class Window_Help
alias set_enemy_state_icons_later set_enemy
def set_enemy(enemy)
if !$game_system.STATUS_ICONS || $game_system.ENEMY_STATUS ||
enemy.states.size == 0
set_enemy_state_icons_later(enemy)
return
end
text = enemy.name
s = enemy.states.find_all {|id| $data_states[id].rating > 0}
if s.size*28 + self.contents.text_size(text).width > self.contents.width
width = self.contents.width/self.contents.text_size(' ').width
else
width = s.size*28/self.contents.text_size(' ').width
end
(0...width).each {|i| text += ' '}
if @text != text || @align != 1
enemy.states.each {|id|
if SPECIAL_EFFECTS.include?(id)
set_text("#{enemy.name} [#{$data_states[id].name}]", 1)
return
end}
set_text(text, 1)
x = self.contents.width/2 - width/2
s.each_index {|i|
break if x+2+i*28 > self.contents.width
icon = RPG::Cache.icon("State/#{$data_states[s].name.downcase}")
self.contents.blt(x+2+i*28, 4, icon, Rect.new(0, 0, 24, 24))}
end
end
end
Mi da errore alla linea 947, cioè questa:
class Window_Help
alias set_enemy_state_icons_later set_enemy
def set_enemy(enemy)
if !$game_system.STATUS_ICONS || $game_system.ENEMY_STATUS ||
enemy.states.size == 0
set_enemy_state_icons_later(enemy)
return
end
text = enemy.name
s = enemy.states.find_all {|id| $data_states[id].rating > 0}
if s.size*28 + self.contents.text_size(text).width > self.contents.width
width = self.contents.width/self.contents.text_size(' ').width
else
width = s.size*28/self.contents.text_size(' ').width
end
(0...width).each {|i| text += ' '}
if @text != text || @align != 1
enemy.states.each {|id|
if SPECIAL_EFFECTS.include?(id)
set_text("#{enemy.name} [#{$data_states[id].name}]", 1)
return
end}
set_text(text, 1)
x = self.contents.width/2 - width/2
s.each_index {|i|
break if x+2+i*28 > self.contents.width
icon = RPG::Cache.icon("State/#{$data_states[s].name.downcase}")
self.contents.blt(x+2+i*28, 4, icon, Rect.new(0, 0, 24, 24))}
end
end
end
Lo script mostra correttamente le icone per gli status degli eroi. Ma quando vado a scegliere il bersaglio dell'attacco di un eroe, crasha nel punto in cui dovrebbe mostrare il nome del mostro e le sue relative icone.
-
Riuppatelo!
-
Svelato l'arcano!
A quanto pare questa cosa succede se inserite una frase per quando si sconfigge qualcuno già K.O. (cosa strana già di per se).
Ho fatto un rpogetto nuovo per vedere bene se avevo manomesso qualcosa nel mio, mi sono accorto che di default appunto lo spazio per quel messaggio (il terzo nella schermata delgi status) era vuoto mentre nel mio avevo scritto "era già a miglior vita!" e faceva casini questa cosa.
Bene problema risolto!
-
Dipende per cosa ti servono. Per esempio puoi fare una gif con un'animazione (l'animazione è proprio una gif cioè grafica in movimento!)
Invece se vuoi metterla all'interno di un messaggio non saprei : /
-
Uhm ho provato con un progetto nuovo e lì questo scherzo non me lo fa.
Quindi ho provato a mettere nella cartella del rpogetto nuovo i file del mio vecchio ma non prende le mappe purtroppo.
Vorrei vedere di correggere questa cosa nel mio progeto di ora, magari pian piano si capisce cos'è; intanto ho notato che i mostri riappaiono seguendo un criterio alal fine, cioè appaiono quando sarebbe il loro turno.
Per esempio, metto due pipistrelli che hanno entrambi l'agilità superiore del party, facciamo caso che uno dei due sia stato giù ucciso in battaglia e l'altro no... al prossimo turno la prima cosa che succede è la comparsa del pipistrello deceduto prima : < perché seguendo l'ordine di agilità il primo turno spetta a lui. Notare che quando appaiono si illuminano un attimo di bianco (flash).
-
Togliendo tutti gli script il problema persiste O_O
Edit: Ho fatto gruppi di nemici con 8 mostri per provare un po' di cose... non tutti i mostri riappaiono a fine turno, solo quelli che vuole il programma! Voglio provare a vedere se c'è un criterio nella loro riapparizione ma sembra tutto a random.
-
Ho un grosso problema con le battaglie in Rpg MakerVX.
Alla fine del turno, tutti i mostri che ho sconfitto riappaiono!
Essi stanno lì solo per figura perché non sono selezionabili come bersagli e non fanno nessuna mossa, stanno solo lì come se fossero dei promemoria del gruppo di nemici iniziale.
La cosa è molto fastidiosa... ho visto che ci sono altri topic a riguardo ma in nessuno ho trovato soluzione la problema....
potrebbe forse dipendere dagli script che ho inserito?
Uso:
-Sideview Battle System Version 2.6 + Enemy gauge + blocca animazione di alcuni nemici (ma non c'entra) + vari add on su questo
-Rigenerazione Hp/Mp in difesa
Cosa mi dite? Se serve metto gli script qui così vedete se c'è qualcosa di strano...
-
Il link è scaduto ç_ç
-
-
Mi serve un modo per mostrare appena sotto il chara di un evento il nome che esso porta nella sua configurazione.
Non posso sovrascrivere il nome al chara stesso perché mi serve proprio in quel modo.
-
Ci sono riuscito da solo! Yeah!!!
-
Dopo un lavoro di revisione del progetto, sono arrivato a una conclusione (spero definitiva stavolta!), chiedo infatti di eliminare il comando "Attacca" dal menù di battaglia!
-
Volevo provare a fare uno script semplice:
module TipiBattaglia
#Battaglie con i mostri: si può solo usare oggetti o fuggire
def self.refresh
if $scene.is_a?(Scene_Battle)
$Game.switch[1] = true #se la switch 1 è su ON è battaglia con mostri marini
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, true)
@command_window.draw_item(3, true)
end
end
end
#Ps: Non apporta nessuna modifica
[/code=ruby]
Io ho due diversi "tipi di battaglia. Il primo che si attiva se la switch 1 è accesa, il secondo se è spenta.
Nel primo tipo voglio rendere utilizzabili solo il comando "Guardia" e "Oggetti", nel secondo "Attacca", "SKill" e "Guardia".
Ho provato a fare la prima parte... solo che lo script non apporta nessuna modifica! Non c'è nessun errore, ma neanche qualche modifica!
[b]EDIT: [/b]Ho perfezionato l'idea... per la battaglia con la switch 1 attiva sarebbe perfetto se a ogni turno, anziché la scelta tra i comandi "attacca", "magie" e gli altri si aprisse direttamente la schermata degli oggetti di battaglia.
Per rendere più chiaro, in queste battaglie ci sono mostri affrontabili solo con gli oggetti, ecco a cosa mi serve questo.
[b]Edit2[/b]: Leggere messaggio sotto assolutamente!
-
Per programmare una cosetta che mi serve, devo mostrare su un punto dello schermo un'icona (non dell'iconset, ma una picture) con un numeretto sopra che indica quanti arpioni il giocatore ha nell'inventario (il valore mostrato deve essere quello della variabile che uso per conteggiarli).
E' molto semplice, perciò vorrei che me lo spiegaste perché per fare ciò che voglio devo saperli usare questi mostra immagine/numero altrimenti sono in alto mare O_O
Dovrebbero esserci i comandi che prendono i valori della variabile, impostano le coordinate x-y il font il colore e la grandezza per il numero e le coordinate per la picture.
L'importante è che la picture sia SOTTO il numero e non lo copra.
-
Puoi creare una mappa con tanti chara (uno per ogni eroe possibile).
Ognuno di questi chara è un evento che quando viene attivato, aggiunge al party l'eroe indicato.
Puoi mettere un eroe con la grafica di una freccia, ad esempio come pg iniziale e fare in modo che quando esamini il personaggio che vuoi usare, togli l'eroe iniziale (quello con la grafica della freccia) per esempio.
Potrebbe essere una soluzione, dipende dallo stile che vuoi dare a questa scelta.
Per scegliere l'avversario puoi fare la stessa cosa.
-
Questo script è magnifico!
-
Dico bene?
Parole sante.
Guarda, potresti fare tutto il gioco e poi preoccuparti di aggiungere il bs e i nemici (guardie in prmis e tutto quello che serve) alla fine, così da potere includere magari alcune features che altrimenti, se applichi il bs da subito, renderanno necessario riprogrammare gli eventi nelle prime parti del gioco per aggiungere dette features...
-
Ahhh solo ora leggo l'altro topic per intero.
-
Ma è un remake o simile di quello per Ps1? Il progetto sembra interessante e attizza un po', però mi sembra un po' complicatuccio.... a questo punto forse va sviluppato con un altro programma.

Sparizione grafica battler
in Supporto XP
Posted
Ciao ragazzi ho un problema.. ho realizzato un sistema di evocazione tramite eventi + uno script che fa attivare un evento comune anziché andare subito al game over quando tutti i personaggi del gruppo sono K.O....
pare tutto funzionare bene però c'è un problemino... quando l'evocazione muore e tornano i personaggi precedenti nel gruppo, di questi soltanto il primo (in ordine da sinistra a destra) ha il suo normale battler mentre tutti gli altri per qualche motivo sono senza grafica, non capisco proprio cosa può essere il motivo.
Ho provato a inserire una chiamata a un altro evento comune che riassegna a ogni personaggio il suo battler, ma questi continuano a non essere visualizzati
e specifico che eccetto questo bug grafico poi funziona tutto regolarmente...
può darsi che serve intervenire con qualche aggiornamento di grafica a livello di script?