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  1. Ciao ragazzi! Esiste uno script che consenta di cambiare pagina ad un evento attraverso un semplice comando? In giro ho trovato questo ma non funziona... =begin EST - SIMPLE EVENT PAGES CONTROLLER v.1.2a Author: Estriole also credits: 1) Tsukihime for giving me inspiration to create this script. 2) Killozapit for giving me idea to use actual event pages so it can used by other event Version History v.1.0 - 2013-01-13 - finish the script v.1.1 - 2013-01-16 - add ability to change event force page by name using string or regexp. example string: set_event_force_page(4,"test 1",3) this will change all event with the name test 1 (not case sensitive) example regexp: set_event_force_page(4,/test (.*)/i,3) this will change all event that contain test x in name. so event with these name will change it's force page: test 1, test 2, test 3, battle test 1, battle test abc, etc this feature only useful for people who generate event ingame using either event spawner, copier, etc. since they won't know the id of that event until generated. v.1.2 - 2013-01-18 - add function to use other event pages by setting the force page to RPG::Event:Page object. also added new game interpreter method to make even beginner able to use it. :D(hopefully) v.1.2a - 2013-01-18 - fix some error with new method if map/event not exist. also renamed the script (change system to controller) to describe this script better. (i decide to stick with simple word :D) Introduction Did you have many pages event and have hard time setting it right. this might be your answer. by default the event page system is like this: from the last page it check for that page condition. if condition met than use that page. Imagine if your event pages is 100. and at start it use page 100. then you want by choosing something in page 100 will make the event goes to page 1. if default system you need to make ALL the event page 2 to 100 condition to NOT met. this could cost you a whole lots of Switches... this script make you able to bypass those. now you can just specify the event pages you want to the event to use. and if not set it still use default event pages system. if you want simpler explanation. just imagine this as label and go to label command. but for pages. and i also add that that chosen page also get checked for it's condition. so if that chosen page condition not met it will be no page selected (blank event) example i have these event pages: page 1 - condition switch 1 on - set force page to page 2 page 2 - condition none - do something page 3 - condition none - set force page to page 1 the event will be use page 3 (since you havent interact / turn on /off switch and also because that last page condition is met thus that last page used) then by talking to that event you set force page to page 1. but you haven't turn on the switch 1 so it will be blank event. then when you turn on switch 1. that event will use page 1. and by talking to that event will proceed to page 2. and by talking again to event it will do something note: should i make demo about this? i think it's clear enough. you could also make all the pages without condition and then treat it like go to page. just remember the event will pick your last page at the first time How to use 1) Script call: set_this_event_force_page(page_id) ->this will set current event to that page id 2) Script call: set_event_force_page(map_id,event_id,page_id) ->this will set event id in that map id to that page id ->from 1.1 above: event_id can be number/event name/ regexp format you could set the page_id to nil for both method to use default event page system *** new from v.1.2 above *** 3) Script call: event_use_page(map_id,event_id,source_map_id,source_event_id,source_page_id) ->this will set event id in that map id to use page from another event. ->event_id can be number/event name/ regexp format ->source_event_id cannot use event name/regexp. it must be number. you could set the page_id to nil for both method to use default event page system Compatibility i think this compatible with most script. and it also don't break existing project. since existing project event don't have force page set for them thus using default event page system. =end class Game_Event < Game_Character attr_accessor :force_page attr_reader :event alias est_force_event_page_find_page find_proper_page def find_proper_page return [@force_page].find{|page| conditions_met?(page)} if @force_page.is_a?(RPG::Event::Page) if @force_page && @force_page > 0 && @force_page <= @event.pages.size return [@event.pages[@force_page-1]].find{|page| conditions_met?(page)} end est_force_event_page_find_page end end class Game_Interpreter def set_this_event_force_page(page_id) $game_map.force_pages[@map_id] = {} if !$game_map.force_pages[@map_id] $game_map.force_pages[@map_id][@event_id] = page_id $game_map.events[@event_id].force_page = page_id $game_map.refresh end def set_event_force_page(map_id,event_id,page_id) $game_map.force_pages[map_id] = {} if !$game_map.force_pages[map_id] $game_map.force_pages[map_id][event_id] = page_id if @map_id == map_id event_id = $game_map.get_event_id_by_name(event_id) if event_id.is_a?(String) or event_id.is_a?(Regexp) event_id = [event_id] if event_id.is_a?(Fixnum) event_id = event_id.to_a if !event_id.is_a?(Array) return if event_id == nil event_id.each do |id| if $game_map.events[id] $game_map.events[id].force_page = page_id $game_map.refresh end #end if end #end do end #end if end #end def def event_use_page(map_id,event_id,source_map_id,source_event_id,source_page_id) map = load_data(sprintf("Data/Map%03d.rvdata2", source_map_id)) rescue nil #event = map.events[source_event_id] rescue nil#if map page = map.events[source_event_id].pages[source_page_id-1] rescue nil#if event return if !page $game_map.force_pages[map_id] = {} if !$game_map.force_pages[map_id] $game_map.force_pages[map_id][event_id] = page if @map_id == map_id event_id = $game_map.get_event_id_by_name(event_id) if event_id.is_a?(String) or event_id.is_a?(Regexp) event_id = [event_id] if event_id.is_a?(Fixnum) event_id = event_id.to_a if !event_id.is_a?(Array) return if event_id == nil event_id.each do |id| if $game_map.events[id] $game_map.events[id].force_page = page $game_map.refresh end #end if end #end do end #end if end #end def set event force page pm end #end class game interpreter class Game_Map attr_accessor :force_pages alias est_force_event_page_game_map_init initialize def initialize est_force_event_page_game_map_init @force_pages = {} end alias est_force_event_page_setup_events setup_events def setup_events est_force_event_page_setup_events if @force_pages[@map_id] @force_pages[@map_id].each do |key,value| ids = key ids = get_event_id_by_name(key) if ids.is_a?(String) or ids.is_a?(Regexp) ids = [ids] if ids.is_a?(Fixnum) ids = ids.to_a if !ids.is_a?(Array) next if !ids ids.each do |id| @events[id].force_page = value if @events[id] end end end refresh refresh_tile_events end def get_event_id_by_name(string) event = [] @events.each do |key,value| if string.is_a?(String) event.push(value) if value.name.upcase == string.upcase else event.push(value) if string.match(value.name) #event.push(value) if value.name.match(string) end end return false if !event return id = event.collect{|ev|ev.id} end end
  2. Ciao a tutti ragazzi, ho bisogno della vostra assistenza per un Battle system, vorrei poter far sparire il battler dell'attore durante l'animazione del nemico, se fosse possibile come dovrei fare? Utiluzzo il RTAB system e il animated battler enhanced, intanto grazie a chi risponderà 😁
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