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Posts posted by the-joker
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Inviato.
Aspetto il voto.
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Lo script non l'ho fatto io e non ne capisco molto.
Non ti so dire il perchè dell'errore, ma a me funziona.
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Ecco a voi un utile paccone con battlers per BS standard e simili
Ecco un esempio prima di scaricare:
http://img205.imageshack.us/img205/1992/04pt2.th.png
Ed ecco il link di download:
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Non hai capito? :rolleyes:
Se non hai capito te lo metto con uno screen.
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Basta che metti un evento vuoto sulla mappa senza parallel process, basta anche action key, ma dentro devi inserire due commenti: il primo deve essere "Light Effects" senza le virgolette, il secondo
"Fire"senza le virgolette.
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Uno script per creare un puzzle
Screen:
http://img389.imageshack.us/my.php?image=screen3ub.png
Create una classe sopra main e inserite questo.
L'immagine del puzzle deve essere 420x420 pixel
Per chiamare l'evento inserite questo codice di esempio:
CODICE
$scene = Scene_Puzle.new(180, "Puzzleinizio", 3, 90, "Back")
Dove:
1) 180 è la misura dei pezzi;
2) Puzzleinizio è l'immagine del puzzle che va messa in Graphics\Pictures;
3) 90 sono i secondi che avete per risolverlo, mettere "false" per tempo illimitato;
4) Back è l'immagine che volete mettere come sfondo al vostro puzzle, sempre 420 x 420 pixel, cartella Graphics\Pictures.
#============================================================================== # ? Scene_Puzle - By DarkRog - Versión Pase automático de piezas. =begin You need a picture with size 420px x 420px, in Graphics/Pictures. You have to call a script from an event and write: $scene = Scene_Puzle.new(piece size , "picture", variable id (this variable will be the result of the game), time, background) *The size has to be dividing of 420. *The picture need to be in Graphics/Picture. *The variable id: 1:You won, 2:Time up. *Seconds, or false for unlimited time. *A background image in Graphics/Picture, or false for any picture. Example: $scene = Scene_Puzle.new(140, "Puzle1", 3, 30, "Back") Size:140, Picture:"Puzle1", Variable:3, Seconds:30 Background:"Back". =end #------------------------------------------------------------------------------ class Scene_Puzle def initialize(size, img, vid, tim, back) @pu = Window_Puzle.new(size, img, vid, tim, back) end def main Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @pu.dispose if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end end def update @pu.refresh end end class Window_Puzle < Window_Base def initialize(size, img, vid, tim, back) super(-16, -16, 640+32, 480+32) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = 23 @back = back @vid = vid @piezasi = size @img = img @winb = Window_PBrillo.new if tim == false @timeh = false else @time = tim*25 @timeh = true end @pieza = [] piezas = [] num = 0 for i in 0..420/@piezasi-1 for a in 0..420/@piezasi-1 @pieza[num] = Pieza_Puzle.new(a, i) piezas[num] = num num += 1 end end @op = [] for i in 0..420/@piezasi*420/@piezasi-1 loop do ra = rand(420/@piezasi*420/@piezasi) if piezas[ra] != nil @op[i] = ra piezas[ra] = nil break end end end @cursor = num-1 @o = 100 @re = false refresh end def refresh self.contents.clear if @back != false self.contents.blt(0, 0, RPG::Cache.picture(@back), Rect.new(0, 0, 640, 480), 255) end if @timeh == true @time -= 1 if @time == 0 $game_variables[@vid] = 2 $game_system.se_play($data_system.buzzer_se) $scene = Scene_Map.new end end if @o <= 100 @re = false elsif @o >= 255 @re = true end if @re == false @o += 5 elsif @re == true @o -= 5 end self.contents.draw_text(26, 0, 640, 32, "Pieces") self.contents.draw_text(300, 0, 640, 32, "Panel") if @timeh != false if @time/25` > 9 self.contents.draw_text(460, 0, 640, 32, "Time: #{@time/25/60}:#{@time/25`}") else self.contents.draw_text(460, 0, 640, 32, "Time: #{@time/25/60}:0#{@time/25`}") end else self.contents.draw_text(460, 0, 640, 32, "Unlimited time") end self.contents.fill_rect(70-@piezasi/2+@piezasi/100, 240-@piezasi/2, @piezasi+2, @piezasi+2, Color.new(0, 0, 0, 200)) self.contents.fill_rect(175, 35, 422, 422, Color.new(0, 0, 0, 200)) self.contents.blt(176, 36, RPG::Cache.picture(@img), Rect.new(0, 0, 420, 420), 10) pieza = 0 for i in 0..420/@piezasi-1 for a in 0..420/@piezasi-1 if @pieza[pieza].d == true self.contents.blt(176+a*@piezasi, 36+i*@piezasi, RPG::Cache.picture(@img), Rect.new(@piezasi*a, @piezasi*i, @piezasi, @piezasi), 255) end pieza += 1 end end for a in -1..1 i = @cursor-a if @op[i] != nil if i >= 0 and a != 0 if @pieza[@op[i]].d == false elsif @pieza[@op[i]].d == true end end if a == 0 if @pieza[@op[i]].d == false self.contents.blt(70-@piezasi/2+@piezasi/100+1, 240-@piezasi*3/2+@piezasi*(a+1), RPG::Cache.picture(@img), Rect.new(@pieza[@op[i]].x*@piezasi, @pieza[@op[i]].y*@piezasi, @piezasi, @piezasi), @o) elsif @pieza[@op[i]].d == true self.contents.blt(70-@piezasi/2+@piezasi/100+1, 240-@piezasi*3/2+@piezasi*(a+1), RPG::Cache.picture(@img), Rect.new(@pieza[@op[i]].x*@piezasi, @pieza[@op[i]].y*@piezasi, @piezasi, @piezasi), 20+@o/10) end end end end if @fase == 1 f1_up return elsif @fase == nil @fase = 1 @cursorx = 0 @cursory = 0 end end def f1_up self.contents.blt(@piezasi*@cursorx+176, 36+@piezasi*@cursory, RPG::Cache.picture(@img), Rect.new(@pieza[@op[@cursor]].x*@piezasi, @pieza[@op[@cursor]].y*@piezasi, @piezasi, @piezasi), @o) if Input.repeat?(Input::RIGHT) and @cursorx < 420/@piezasi-1 @cursorx += 1 $game_system.se_play($data_system.cursor_se) elsif Input.repeat?(Input::RIGHT) and @cursorx == 420/@piezasi-1 $game_system.se_play($data_system.cursor_se) @cursorx = 0 end if Input.repeat?(Input::LEFT) and @cursorx > 0 @cursorx -= 1 $game_system.se_play($data_system.cursor_se) elsif Input.repeat?(Input::LEFT) and @cursorx == 0 $game_system.se_play($data_system.cursor_se) @cursorx = 420/@piezasi-1 end if Input.repeat?(Input::DOWN) and @cursory < 420/@piezasi-1 @cursory += 1 $game_system.se_play($data_system.cursor_se) elsif Input.repeat?(Input::DOWN) and @cursory == 420/@piezasi-1 @cursory = 0 $game_system.se_play($data_system.cursor_se) end if Input.repeat?(Input::UP) and @cursory >0 @cursory -= 1 $game_system.se_play($data_system.cursor_se) elsif Input.repeat?(Input::UP) and @cursory == 0 @cursory = 420/@piezasi-1 $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) if @pieza[@op[@cursor]].x == @cursorx and @pieza[@op[@cursor]].y == @cursory $game_system.se_play($data_system.load_se) @pieza[@op[@cursor]].d = true piezac = 0 for i in 0...420/@piezasi*420/@piezasi if @pieza[i].d == true piezac +=1 end end if piezac == 420/@piezasi*420/@piezasi $game_variables[@vid] = 1 @o2 = 0 @re2 = false @t2 = 0 Audio.se_play("Audio/SE/056-Right02.ogg", 100, 50) loop do Graphics.update @t2 += 1 if @re2 == true @o2 -= 5 elsif @re2 == false @o2 += 5 end if @o2 >= 255 @re2 = true elsif @o2 <= 0 @re2 = false end @winb.refresh(@o2) if @t2 == 102 @winb.dispose break end end $game_system.se_play($data_system.shop_se) $scene = Scene_Map.new else @cursor -= 1 end else $game_system.se_play($data_system.buzzer_se) end return end end end class Pieza_Puzle attr_accessor :x attr_accessor :y attr_accessor :d def initialize(x, y) @x = x @y = y @d = false end end class Window_PBrillo < Window_Base def initialize super(-16, -16, 640+32, 480+32) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = 23 self.opacity = 0 refresh(0) end def refresh(o) self.contents.clear self.contents.fill_rect(175, 35, 422, 422, Color.new(255, 255, 255, o)) end end -
metti nell'evento un change map settings e cambi il battleback.
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Vabbè grazie lo stesso! :rolleyes:
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No, non funzionano.
Me ne servirebbero sullo stesso stile e della stessa dimensione, se ne avete.
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Galattico quel bobobo!!!!
Ma Don Pach non lo fai????
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Villaggi in fiamme non ne ho.
Però potresti mettere un evento nella mappa che ti fa partire la fog, metti un tint screen tendente al rosso e qua e là spargi queste fiamme.
L'effetto finale è grandioso.
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Molto bello.
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No intendevo"per non usare l'rtp, ne avete qualcuno sullo stesso stile"?
Non sono stato chiaro io. Comunque grazie lo stesso.
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Giusto. Scusate.
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No, 3d no, cozza con gli altri chara.
Me ne servirebbe qualcuno sullo stile degli rtp.
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Sì se qualcuno ce l'ha lo posti:serve anche a me.
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Descrizione
Script per inserire il gioco del Tris.
Autore
Shado
Istruzioni per l'uso
Create una nuova classe sopra main e chiamatela Tictactoe.
Inserite il codice e per richiamarlo usare il call script con questo: $scene = Tictactoe.new .
Script
###################################### # Jeu Tic-tac-toe fait par Shado - 27 Juillet 2006 # Laissez un crédit pour moi si vous l'utilisez. Merci ! # Version : 1.3 ###################################### class Tictactoe @@turn = "x" @@font_name = "Arial" @@font_size = 40 def initialize(menu_index = 0) @menu_index = menu_index end ###################### def main @turnWindow = Turn_Window.new(@@turn) @turnWindow.x = 450 @turnWindow.y = 370 setSquares setMenu Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @turnWindow.dispose for x in 0..8 @sqr[x].dispose end end ###################### def update @command_window.update @turnWindow.update(@@turn) for x in 0..8 @sqr[x].update end if @command_window.active update_command return end end ###################### def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) case @command_window.index when 0..8 $game_system.se_play($data_system.decision_se) doAction(@command_window.index) when 9 $game_system.se_play($data_system.decision_se) $scene = Tictactoe.new when 10 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end return end end ###################### def setMenu s1 = "Alto a sinistra" s2 = "Alto al centro" s3 = "Alto a destra" s4 = "Centro a sinistra" s5 = "Centro al centro" s6 = "Centro a destra" s7 = "Basso a sinistra" s8 = "Basso al centro" s9 = "Basso a destra" s10 = "Resetta" s11 = "Esci" @command_window = Window_Command.new(175, [s1, s2, s3, s4, s5, s6,s7,s8,s9,s10,s11]) @command_window.index = @menu_index @command_window.x = 440 end ###################### def setSquares @sqr = [] for x in 0..2 @sqr[x] = Square.new(@@font_name,@@font_size) @sqr[x].x = (x+1)*100 @sqr[x].y = 50 end for x in 3..5 @sqr[x] = Square.new(@@font_name,@@font_size) @sqr[x].x = (x-2)*100 @sqr[x].y = 150 end for x in 6..8 @sqr[x] = Square.new(@@font_name,@@font_size) @sqr[x].x = (x-5)*100 @sqr[x].y = 250 end end ###################### def doAction(squareId) if (@sqr[squareId].getOwner == "none") @sqr[squareId].setOwner(@@turn) verifyScore else $game_system.se_play($data_system.buzzer_se) end end ###################### def verifyScore gameIsFinish = false #check all -- for x in 0..2 if (@sqr[x*3].getOwner == @@turn && @sqr[x*3+1].getOwner == @@turn && @sqr[x*3+2].getOwner == @@turn) print " "+@@turn+" Fine !" gameIsFinish = true end end #check all | for x in 0..2 if (@sqr[x].getOwner == @@turn && @sqr[x+3].getOwner == @@turn && @sqr[x+6].getOwner == @@turn) print " "+@@turn+" Fine !" gameIsFinish = true end end #check \ if (@sqr[0].getOwner == @@turn && @sqr[4].getOwner == @@turn && @sqr[8].getOwner == @@turn) print " "+@@turn+" Fine !" gameIsFinish = true end #check / if (@sqr[2].getOwner == @@turn && @sqr[4].getOwner == @@turn && @sqr[6].getOwner == @@turn) print " "+@@turn+" Fine !" gameIsFinish = true end if noMoreSpace && !gameIsFinish print "Niente!" $scene = Scene_Restart.new end if gameIsFinish $scene = Scene_Restart.new elsif (@@turn == "x") @@turn = "o" else @@turn = "x" end end ###################### def noMoreSpace for x in 0..8 if (@sqr[x].getOwner == "none") return false end end return true end ###################### end #---------------------------------------------------------------------- #Squares #---------------------------------------------------------------------- class Square < Window_Base def initialize(fontName,fontSize) @owner = "none" super(0, 0, 100,100) self.contents = Bitmap.new(width-32, height-32) self.contents.font.name = fontName self.contents.font.size = fontSize refresh end def refresh self.contents.clear if (@owner == "x") self.contents.font.color = text_color(2) self.contents.draw_text(22, 15, 100, 32, "X") elsif (@owner == "o") self.contents.font.color = text_color(1) self.contents.draw_text(22, 15, 100, 32, "O") end end def update refresh end ############# def setOwner(newOwner) @owner = newOwner end ############# def getOwner return @owner end ############# end #---------------------------------------------------------------------- #Turn Window #---------------------------------------------------------------------- class Turn_Window < Window_Base def initialize(turn) super(0, 0, 165,60) self.contents = Bitmap.new(width-32, height-32) self.contents.font.name = "Arial" self.contents.font.size = 30 refresh(turn) end def refresh(turn) self.contents.clear if (turn == "x") self.contents.font.color = text_color(2) self.contents.draw_text(0,0,100,32,"Tour de : X") elsif self.contents.font.color = text_color(1) self.contents.draw_text(0,0,100,32,"Tour de : O") end end def update(turn) refresh(turn) end end #---------------------------------------------------------------------- #scene restart #---------------------------------------------------------------------- class Scene_Restart @@font_name = "Arial" @@font_size = 40 def initialize(menu_index = 0) @menu_index = menu_index end ###################### def main setMenu Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose end ###################### def update @command_window.update if @command_window.active update_command return end end ###################### def update_command if Input.trigger?(Input::C) case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Tictactoe.new when 1 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end return end end ###################### def setMenu s1 = "Ricomincia Tris" s2 = "Esci" @command_window = Window_Command.new(180, [s1, s2]) @command_window.index = @menu_index @command_window.x = 250 @command_window.y = 200 end end
Bugs e Conflitti noti
N/A
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Creare un Mp3
Descrizione
Ecco uno script che vi permetterà di ascoltare le canzoni del vostro gioco grazie a un mp3.
Autore
squall@loeher.zzn.com
Allegati
Ecco una demo. Usate l'oggetto chiamato mp3 per far partire lo script.
http://www.megaupload.com/?d=JF9XRZ9CIstruzioni per l'uso
Per utilizzarlo create un nuovo oggetto nel database e chiamatelo mp3. Fatelo inconsumabile e utilizzabile dal menù.
Assegnategli un common event in cui c'è il call script:$scene = Scene_SoundTest.newScript
Create una nuova classe sopra main, chiamatela Sound Test e inserite dentro questo:
#============================================================================== # ¦ Window_SoundTest #------------------------------------------------------------------------------ # thanks to ccoa from rmxp.net for the help # credits to squall@loeher.zzn.com #============================================================================== class Window_SoundTest < Window_Selectable #-------------------------------------------------------------------------- # ? initialize #-------------------------------------------------------------------------- def initialize() super(0, 0, 640, 480) refresh self.index = 0 self.active = true end #-------------------------------------------------------------------------- # ? sound #-------------------------------------------------------------------------- def sound return @data[self.index] end #-------------------------------------------------------------------------- # ? refresh #-------------------------------------------------------------------------- def refresh files = Dir.new("Audio/BGM/").entries files[0, 2] = nil for i in 0...files.size if files[i].include?(".psflib") files[i] = nil break end end files.compact! @item_max = files.size if @item_max == 0 @item_max = 1 end self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @data = [] for i in 0...@item_max unless files[i] == nil @data.push(files[i]) files[i].slice!(".mp3") files[i].slice!(".mid") files[i].slice!(".ogg") files[i].slice!(".wma") files[i].slice!(".wav") files[i].slice!(".psf2") files[i].slice!(".minipsf2") files[i].slice!(".psf") files[i].slice!(".minipsf") self.contents.draw_text(0, i * 32, 640, 32, files[i]) end end end end #============================================================================== # ¦ Scene_SoundTest #============================================================================== class Scene_SoundTest #-------------------------------------------------------------------------- # ? main #-------------------------------------------------------------------------- def main $game_system.bgm_memorize $game_system.bgm_stop @window = Window_SoundTest.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @window.dispose end #-------------------------------------------------------------------------- # ? update #-------------------------------------------------------------------------- def update @window.update if Input.trigger?(Input::C) unless @window.sound == nil Audio.bgm_play("Audio/BGM/" + @window.sound, 255, 100) if Audio.methods.include?("psf_play") Audio.psf_play("Audio/BGM/" + @window.sound, 255) end return end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new $game_system.bgm_stop $game_system.bgm_restore return end end endBugs e Conflitti Noti
N/A
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Create una classe sopra main col nome di Light Effects e inserite questo:
(Per ottenere l'effetto luce, mettere un evento nella mappa che abbia il commento:Light Effects
e il commento Fire.
Poi mettete nella cartella Graphics/Picture questo file chiamandolo LE.png
#================================ # ■ Light Effects #================================ # By: Near Fantastica # Date: 28.06.05 # Version: 3 #================================ class Spriteset_Map #-------------------------------------------------------------- alias les_spriteset_map_initalize initialize alias les_spriteset_map_dispose dispose alias les_spriteset_map_update update #-------------------------------------------------------------- def initialize @light_effects = [] setup_lights les_spriteset_map_initalize update end #-------------------------------------------------------------- def dispose les_spriteset_map_dispose for effect in @light_effects effect.light.dispose end @light_effects = [] end #-------------------------------------------------------------- def update les_spriteset_map_update update_light_effects end #-------------------------------------------------------------- def setup_lights for event in $game_map.events.values next if event.list == nil for i in 0...event.list.size if event.list[i].code == 108 and event.list[i].parameters == ["Light Effects"] type = event.list[i+1].parameters.to_s case type.upcase! when "GROUND" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 200 / 100.0 light_effects.light.zoom_y = 200 / 100.0 light_effects.light.opacity = 50 @light_effects.push(light_effects) when "FIRE" light_effects = Light_Effect.new(event,type) light_effects.light.zoom_x = 300 / 100.0 light_effects.light.zoom_y = 300 / 100.0 light_effects.light.opacity = 100 @light_effects.push(light_effects) when "LAMPPOST" light_effects = Light_Effect.new(event,"LEFT LAMP POST") light_effects.light.opacity = 100 @light_effects.push(light_effects) light_effects = Light_Effect.new(event,"RIGHT LAMP POST") light_effects.light.opacity = 100 @light_effects.push(light_effects) when "LEFTLANTERN" light_effects = Light_Effect.new(event,type) light_effects.light.opacity = 150 @light_effects.push(light_effects) when "RIGHTLANTERN" light_effects = Light_Effect.new(event,type) light_effects.light.opacity = 150 @light_effects.push(light_effects) end end end end for effect in @light_effects case effect.type when "GROUND" effect.light.x = (effect.event.real_x - 200 - $game_map.display_x) / 4 effect.light.y = (effect.event.real_y - 200 - $game_map.display_y) / 4 when "FIRE" effect.light.x = (effect.event.real_x - 300 - $game_map.display_x) / 4 effect.light.y = (effect.event.real_y - 300 - $game_map.display_y) / 4 when "LEFT LAMP POST" effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 5 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 when "RIGHT LAMP POST" effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 25 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 when "LEFTLANTERN" effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 20 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5 when "RIGHTLANTERN" effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 10 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5 end end end #-------------------------------------------------------------- def update_light_effects for effect in @light_effects next if not in_range?(effect.event) case effect.type when "GROUND" effect.light.x = (effect.event.real_x - 200 - $game_map.display_x) / 4 effect.light.y = (effect.event.real_y - 200 - $game_map.display_y) / 4 when "FIRE" effect.light.x = (effect.event.real_x - 300 - $game_map.display_x) / 4 effect.light.y = (effect.event.real_y - 300 - $game_map.display_y) / 4 when "LEFT LAMP POST" effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 5 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 when "RIGHT LAMP POST" effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 25 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 15 when "LEFTLANTERN" effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 20 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5 when "RIGHTLANTERN" effect.light.x = (-0.25 * $game_map.display_x) + (effect.event.x * 32) - 10 effect.light.y = (-0.25 * $game_map.display_y) + (effect.event.y * 32) - 5 end end end #-------------------------------------------------------------- def in_range?(object) screne_x = $game_map.display_x screne_x -= 256 screne_y = $game_map.display_y screne_y -= 256 screne_width = $game_map.display_x screne_width += 2816 screne_height = $game_map.display_y screne_height += 2176 return false if object.real_x <= screne_x return false if object.real_x >= screne_width return false if object.real_y <= screne_y return false if object.real_y >= screne_height return true end end #================================ # ■ Light Effects Class #================================ class Light_Effect #-------------------------------------------------------------- attr_accessor :light attr_accessor :event attr_accessor :type #-------------------------------------------------------------- def initialize(event, type) @light = Sprite.new @light.bitmap = RPG::Cache.picture("LE.PNG") @light.visible = true @light.z = 1000 @event = event @type = type end end -
Salve mi servirebbe qualche chara di vampiri per rpg maker xp. Non il solito rtp, qualcosa di diverso.
grazie.
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Esatto. Hai indovinato.
Ed esiste anche MaDe, per modificare da te il database di MagMa.
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Grandioso!
Fai bobobo dai!


Ciclo Giorno Notte - Meteo Variabile
in Richieste scripts RGSS (XP)
Posted
Allora...per attivare lo script devi inserire all'inizio del gioco, un auto start con dentro il call script:
$game_ddns.turn_on
$game_ddns.go_outside
$game_ddns.make_it_day
Poi per disattivarlo durante il gioco basta usare il comando :$game_ddns.turn_off
(per attivarlo poi : $game_ddns.turn_on)
Inoltre ad ogni teletrasporto devi aggiungere un call script che è
questo se la mappa dove ti teletrasporta è una mappa esterna : $game_ddns.go_outside
mentre questo se è una mappa interna : $game_ddns.go_inside.
A me funziona.
Volevo sapere però se qualcuno riesce ad aggiungere che quando si fa giorno o notte, la transition sia più lunga. Inoltre vorrei che si attivassero due swich :una per il giorno e una per la notte.
Così si possono gestire gli eventi sia di giorno che di notte.
Grazie.