Valentino Posted August 3, 2010 Share Posted August 3, 2010 (edited) Multiscope Sistem Descrizione Script che permette di cambiare i target delle magie all'interno della battaglia (come i vecchi FF). Ad esempio passare da un nemico a tutti i nemici e viceversa oppure da un alleato a tutti e viceversa. Solo le magie contrassegnate come multiscope avranno questa caratteristica. Il danno o la guarigione verranno dimezzati se bersaglieranno tutti i nemici/alleati. Per le magie di status invece ce un apposito sistema che permette lo stesso il multiscope per queste magie, ma a un costo di punti magia raddoppiato. Una descrizione completa è contenuta nello script. Autore Avon Valentino (Io) Allegati Demo Link http://www.mediafire.com/?5uqpbtgy7ntijyk Script Link http://www.mediafire.com/?c4444vc81y7shsw Script: #-------------------------------MULTISCOPE SYSTEM----------------------------###----------------------------------SPIEGAZIONE-------------------------------###Questo script permette il cambio di target durante la battaglia come ad esempio#passare da un nemico a tutti i nemici o viceversa. Stessa cosa per gli alleati.#L'id delle skill che hanno questa caratteristica vanno inseriti nell'insieme#sottostante : SKILL_MULTISCOPE.#È importante che le skill inserite abbiano come target iniziale un solo#obbiettivo (One enemy, One ally, One Ally hp = 0)#Il danno o la guarigione ricevuta saranno dimezzati se applicati a tutti i target.#Il tasto da premere per variare target di default è Y (S sulla tastiera)#Per cambiare tasto da premere, cambiare l'input in SWITCH (la Y di default)#Per controllare a quale tasto corrisponde, premere F1 durante il test del gioco#e andare su Keyboard dove si trovano i corrispondenti tasti che riceve il gioco.#Esempio S: Y è uguale a dire che premere sulla tastiera il tasto S equivale#a dare un input Y al sistema.#Se si vuole creare una magia che cambia solamente lo status del target, e che #possa cambiare tra uno e tutti i target inserirlo in STATUS_MULTISCOPE#La magia colpirà tutti i bersagli ma comporterà un consumo doppo di SP.###---------------------------------SPIEGAZIONE--------------------------------###----------------------------------CREDITI-----------------------------------# Se usate questo script per favore creditatemi ;)## Script creato da Valentino Avon.##----------------------------------CREDITI----------------------------------- #--------------------------------CONFIGURAZIONE------------------------------ SKILL_MULTISCOPE = [1,2,7]# abilità che hanno la possibilità di cambio target. STATUS_MULTISCOPE = [33,54]#Abilità che cambiano solamente lo stato del target.#In questo caso, lo selezionare tutti i nemici/alleati comporta un consumo#doppio di Punti Magia. (SP) ICONA_MULTISCOPE = "M_S"#icona che verrà visualizzata su una magia se sarà possibile il multiscope.#da inserire in Graphics/Icons#Se non si vuole avere icona semplicemente inserire:#ICONA_MULTISCOPE = nil SWITCH = (Input::Y) #Tasto per cambiare da tutti a un nemico. #--------------------------------CONFIGURAZIONE------------------------------ class Game_Battler attr_accessor :multiscope def initialize @battler_name = "" @battler_hue = 0 @hp = 0 @sp = 0 @states = [] @states_turn = {} @maxhp_plus = 0 @maxsp_plus = 0 @str_plus = 0 @dex_plus = 0 @agi_plus = 0 @int_plus = 0 @hidden = false @immortal = false @damage_pop = false @damage = nil @critical = false @animation_id = 0 @animation_hit = false @white_flash = false @blink = false @current_action = Game_BattleAction.new @multiscope = false end def skill_effect(user, skill) # Clear critical flag self.critical = false # If skill scope is for ally with 1 or more HP, and your own HP = 0, # or skill scope is for ally with 0, and your own HP = 1 or more if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1) # End Method return false end # Clear effective flag effective = false # Set effective flag if common ID is effective effective |= skill.common_event_id > 0 # First hit detection hit = skill.hit if skill.atk_f > 0 hit *= user.hit / 100 end hit_result = (rand(100) < hit) # Set effective flag if skill is uncertain effective |= hit < 100 # If hit occurs if hit_result == true # Calculate power power = skill.power + user.atk * skill.atk_f / 100 if power > 0 power -= self.pdef * skill.pdef_f / 200 power -= self.mdef * skill.mdef_f / 200 power = [power, 0].max end # Calculate rate rate = 20 rate += (user.str * skill.str_f / 100) rate += (user.dex * skill.dex_f / 100) rate += (user.agi * skill.agi_f / 100) rate += (user.int * skill.int_f / 100) # Calculate basic damage self.damage = power * rate / 20 # Element correction self.damage *= elements_correct(skill.element_set) self.damage /= 100 # If damage value is strictly positive if self.damage > 0 # Guard correction if self.guarding? self.damage /= 2 end end # Dispersion if skill.variance > 0 and self.damage.abs > 0 amp = [self.damage.abs * skill.variance / 100, 1].max self.damage += rand(amp+1) + rand(amp+1) - amp end # Second hit detection eva = 8 * self.agi / user.dex + self.eva hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100 hit = self.cant_evade? ? 100 : hit hit_result = (rand(100) < hit) # Set effective flag if skill is uncertain effective |= hit < 100 end # If hit occurs if hit_result == true # If physical attack has power other than 0 if skill.power != 0 and skill.atk_f > 0 # State Removed by Shock remove_states_shock # Set to effective flag effective = true end # Substract damage from HP last_hp = self.hp self.hp -= self.damage effective |= self.hp != last_hp # State change @state_changed = false effective |= states_plus(skill.plus_state_set) effective |= states_minus(skill.minus_state_set) # If power is 0 if user.multiscope unless @state_changed self.damage /= 2 end end if skill.power == 0 # Set damage to an empty string self.damage = "" # If state is unchanged unless @state_changed # Set damage to "Miss" self.damage = "Mancato!" end end # If miss occurs else # Set damage to "Miss" self.damage = "Mancato!" end # If not in battle unless $game_temp.in_battle # Set damage to nil self.damage = nil end # End Method return effective endend class Scene_Battle def main $premuto = false # Initialize each kind of temporary battle data $game_temp.in_battle = true $game_temp.battle_turn = 0 $game_temp.battle_event_flags.clear $game_temp.battle_abort = false $game_temp.battle_main_phase = false $game_temp.battleback_name = $game_map.battleback_name $game_temp.forcing_battler = nil # Initialize battle event interpreter $game_system.battle_interpreter.setup(nil, 0) # Prepare troop @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) # Make actor command window s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.guard s4 = $data_system.words.item @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false # Make other windows @party_command_window = Window_PartyCommand.new @help_window = Window_Help.new @help_window.back_opacity = 160 @help_window.visible = false @scope_window = Window_Help.new @scope_window.back_opacity = 160 @scope_window.y = 0 @scope_window.visible = false @status_window = Window_BattleStatus.new @message_window = Window_Message.new # Make sprite set @spriteset = Spriteset_Battle.new # Initialize wait count @wait_count = 0 # Execute transition if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) end # Start pre-battle phase start_phase1 # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Refresh map $game_map.refresh # Prepare for transition Graphics.freeze # Dispose of windows @actor_command_window.dispose @party_command_window.dispose @help_window.dispose @scope_window.dispose @status_window.dispose @message_window.dispose if @skill_window != nil @skill_window.dispose end if @item_window != nil @item_window.dispose end if @result_window != nil @result_window.dispose end # Dispose of sprite set @spriteset.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end # If switching from battle test to any screen other than game over screen if $BTEST and not $scene.is_a?(Scene_Gameover) $scene = nil end end def phase3_prior_actor # Loop begin # Actor blink effect OFF if @active_battler != nil @active_battler.blink = false end # If first actor if @actor_index == 0 # Start party command phase start_phase2 return end # Return to actor index @actor_index -= 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # Once more if actor refuses command input end until @active_battler.inputable? @active_battler.multiscope = false if @active_battler.is_a?(Game_Actor) # Branch by effect scope if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) if @skill.scope == 2 # all enemies if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2 @skill.scope = 1 end endendif SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) if @skill.scope == 4 if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2 @skill.scope = 3 end end end end # Set up actor command window phase3_setup_command_window end #------------------------------------ def phase3_next_actor # Loop begin # Actor blink effect OFF if @active_battler != nil @active_battler.blink = false end # If last actor if @actor_index == $game_party.actors.size-1 # Start main phase start_phase4 return end # Advance actor index @actor_index += 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # Once more if actor refuses command input end until @active_battler.inputable? @active_battler.multiscope = false $premuto = false # Set up actor command window phase3_setup_command_window end #-------------------------------- def update # If battle event is running if $game_system.battle_interpreter.running? # Update interpreter $game_system.battle_interpreter.update # If a battler which is forcing actions doesn't exist if $game_temp.forcing_battler == nil # If battle event has finished running unless $game_system.battle_interpreter.running? # Rerun battle event set up if battle continues unless judge setup_battle_event end end # If not after battle phase if @phase != 5 # Refresh status window @status_window.refresh end end end # Update system (timer) and screen $game_system.update $game_screen.update # If timer has reached 0 if $game_system.timer_working and $game_system.timer == 0 # Abort battle $game_temp.battle_abort = true end # Update windows @help_window.update @party_command_window.update @actor_command_window.update @scope_window.update @status_window.update @message_window.update # Update sprite set @spriteset.update # If transition is processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If message window is showing if $game_temp.message_window_showing return end # If effect is showing if @spriteset.effect? return end # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Switch to title screen $scene = Scene_Title.new return end # If battle is aborted if $game_temp.battle_abort # Return to BGM used before battle started $game_system.bgm_play($game_temp.map_bgm) # Battle ends battle_end(1) return end # If waiting if @wait_count > 0 # Decrease wait count @wait_count -= 1 return end # If battler forcing an action doesn't exist, # and battle event is running if $game_temp.forcing_battler == nil and $game_system.battle_interpreter.running? return end # Branch according to phase case @phase when 1 # pre-battle phase update_phase1 when 2 # party command phase update_phase2 when 3 # actor command phase update_phase3 when 4 # main phase update_phase4 when 5 # after battle phase update_phase5 end end #-------------------------------- def update_phase3 # If enemy arrow is enabled if @enemy_arrow != nil update_phase3_enemy_select_plus if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) update_phase3_enemy_select unless SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) # If actor arrow is enabled elsif @actor_arrow != nil update_phase3_actor_select_plus if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) update_phase3_actor_select unless SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) # If skill window is enabled elsif @skill_window != nil update_phase3_skill_select # If item window is enabled elsif @item_window != nil update_phase3_item_select # If actor command window is enabled elsif @actor_command_window.active update_phase3_basic_command end end #--------------------------------------- def update_phase3_enemy_select_plus # Update enemy arrow @enemy_arrow.update # If B button was pressed if Input.trigger?(Input::B) $premuto = false @active_battler.multiscope = false @scope_window.visible = false @scope_window.set_text("",1) if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2 if @skill.scope == 2 @skill.scope = 1 end end end @scope_window.visible = false @help_window.visible = false # Play cancel SE $game_system.se_play($data_system.cancel_se) # End enemy selection end_enemy_select return end if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id)if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2if Input.trigger?(SWITCH)if $premuto == false #if @skill.scope == 1 @active_battler.multiscope = true $premuto = true @enemy_arrow.visible = false$game_system.se_play($data_system.decision_se)#@skill.scope = 2 @help_window.visible = false@scope_window.set_text("Tutti i nemici. (Danno Dimezzato).", 1) if SKILL_MULTISCOPE.include?(@skill.id)@scope_window.set_text("Tutti i nemici. (Consumo MP raddoppiato).", 1) if STATUS_MULTISCOPE.include?(@skill.id)else#elsif #@skill.scope == 2 $premuto = false @active_battler.multiscope = false @enemy_arrow.visible = true @help_window.visible = true #@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)$game_system.se_play($data_system.decision_se)#@skill.scope = 1@scope_window.set_text("", 1)@scope_window.visible = falseendendendend # If C button was pressed if Input.trigger?(Input::C) # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.target_index = @enemy_arrow.index $premuto = false # End enemy selection @scope_window.visible = false end_enemy_select # If skill window is showing if @skill_window != nil # End skill selection end_skill_select end # If item window is showing if @item_window != nil # End item selection end_item_select end # Go to command input for next actor phase3_next_actor end end #--------------------------------------- def update_phase3_actor_select_plus # Update actor arrow @actor_arrow.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $premuto = false @active_battler.multiscope = false @scope_window.set_text("",1) @scope_window.visible = false $game_system.se_play($data_system.cancel_se) if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2 if @skill.scope == 4 @skill.scope = 3 end end end @scope_window.visible = false # End actor selection end_actor_select return end if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2if Input.trigger?(SWITCH)if $premuto == false#if @skill.scope == 3 @active_battler.multiscope = true $premuto = true @actor_arrow.visible = false @help_window.visible = false$game_system.se_play($data_system.decision_se)#@skill.scope = 4@scope_window.set_text("Tutti gli alleati. (Effetto Dimezzato).", 1) if SKILL_MULTISCOPE.include?(@skill.id)@scope_window.set_text("Tutti gli alleati. (Consumo MP raddoppiato).", 1) if STATUS_MULTISCOPE.include?(@skill.id)else # elsif @skill.scope == 4 $premuto = false @active_battler.multiscope = false @actor_arrow.visible = true @help_window.visible = true #@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)$game_system.se_play($data_system.decision_se)#@skill.scope = 3@scope_window.set_text("", 1)@scope_window.visible = falseendendendend # If C button was pressed if Input.trigger?(Input::C) # Play decision SE $premuto = false $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.target_index = @actor_arrow.index # End actor selection @scope_window.visible = false end_actor_select # If skill window is showing if @skill_window != nil # End skill selection end_skill_select end # If item window is showing if @item_window != nil # End item selection end_item_select end # Go to command input for next actor phase3_next_actor end end #------------------------------------ def set_target_battlers(scope) # If battler performing action is enemy if @active_battler.is_a?(Game_Enemy) # Branch by effect scope case scope when 1 # single enemy index = @active_battler.current_action.target_index @target_battlers.push($game_party.smooth_target_actor(index)) when 2 # all enemies for actor in $game_party.actors if actor.exist? @target_battlers.push(actor) end end when 3 # single ally index = @active_battler.current_action.target_index @target_battlers.push($game_troop.smooth_target_enemy(index)) when 4 # all allies for enemy in $game_troop.enemies if enemy.exist? @target_battlers.push(enemy) end end when 5 # single ally (HP 0) index = @active_battler.current_action.target_index enemy = $game_troop.enemies[index] if enemy != nil and enemy.hp0? @target_battlers.push(enemy) end when 6 # all allies (HP 0) for enemy in $game_troop.enemies if enemy != nil and enemy.hp0? @target_battlers.push(enemy) end end when 7 # user @target_battlers.push(@active_battler) end end # If battler performing action is actor if @active_battler.is_a?(Game_Actor) # Branch by effect scope case scope when 1 # single enemy index = @active_battler.current_action.target_index @target_battlers.push($game_troop.smooth_target_enemy(index)) when 2 # all enemies if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2 @skill.scope = 1 end end for enemy in $game_troop.enemies if enemy.exist? @target_battlers.push(enemy) end end when 3 # single ally index = @active_battler.current_action.target_index @target_battlers.push($game_party.smooth_target_actor(index)) when 4 # all allies if SKILL_MULTISCOPE.include?(@skill.id) or STATUS_MULTISCOPE.include?(@skill.id) if @active_battler.current_action.kind != 0 and @active_battler.current_action.kind != 2 @skill.scope = 3 end end for actor in $game_party.actors if actor.exist? @target_battlers.push(actor) end end when 5 # single ally (HP 0) index = @active_battler.current_action.target_index actor = $game_party.actors[index] if actor != nil and actor.hp0? @target_battlers.push(actor) end when 6 # all allies (HP 0) for actor in $game_party.actors if actor != nil and actor.hp0? @target_battlers.push(actor) end end when 7 # user @target_battlers.push(@active_battler) end end end def make_skill_action_result # Get skill @skill = $data_skills[@active_battler.current_action.skill_id] # If not a forcing action unless @active_battler.current_action.forcing # If unable to use due to SP running out unless @active_battler.skill_can_use?(@skill.id) # Clear battler being forced into action $game_temp.forcing_battler = nil # Shift to step 1 @phase4_step = 1 return end end # Use up SP if STATUS_MULTISCOPE.include?(@skill.id) or SKILL_MULTISCOPE.include?(@skill.id) if @active_battler.multiscope @skill.scope = 2 if @skill.scope == 1 @skill.scope = 4 if @skill.scope == 3 else @skill.scope = 1 if @skill.scope == 2 @skill.scope = 3 if @skill.scope == 4 end end if STATUS_MULTISCOPE.include?(@skill.id) if @skill.scope == 2 or @skill.scope == 4 @active_battler.sp -= @skill.sp_cost*2 else @active_battler.sp -= @skill.sp_cost end end # Refresh status window @status_window.refresh # Show skill name on help window @help_window.set_text(@skill.name, 1) # Set animation ID @animation1_id = @skill.animation1_id @animation2_id = @skill.animation2_id # Set command event ID @common_event_id = @skill.common_event_id # Set target battlers set_target_battlers(@skill.scope) # Apply skill effect for target in @target_battlers target.skill_effect(@active_battler, @skill) end endend #==============================================================================# ** Arrow_Actor#------------------------------------------------------------------------------# This arrow cursor is used to choose an actor. This class inherits from the# Arrow_Base class.#============================================================================== class Arrow_Actor < Arrow_Base #-------------------------------------------------------------------------- # * Get Actor Indicated by Cursor #-------------------------------------------------------------------------- def actor return $game_party.actors[@index] end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super unless $premuto # Cursor right if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) @index += 1 @index %= $game_party.actors.size end # Cursor left if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) @index += $game_party.actors.size - 1 @index %= $game_party.actors.size end # Set sprite coordinates if self.actor != nil self.x = self.actor.screen_x self.y = self.actor.screen_y end end end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help # Display actor status in help window @help_window.set_actor(self.actor) unless $premuto endend #==============================================================================# ** Arrow_Enemy#------------------------------------------------------------------------------# This arrow cursor is used to choose enemies. This class inherits from the # Arrow_Base class.#============================================================================== class Arrow_Enemy < Arrow_Base #-------------------------------------------------------------------------- # * Get Enemy Indicated by Cursor #-------------------------------------------------------------------------- def enemy return $game_troop.enemies[@index] end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super unless $premuto # Skip if indicating a nonexistant enemy $game_troop.enemies.size.times do break if self.enemy.exist? @index += 1 @index %= $game_troop.enemies.size end # Cursor right if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) $game_troop.enemies.size.times do @index += 1 @index %= $game_troop.enemies.size break if self.enemy.exist? end end # Cursor left if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) $game_troop.enemies.size.times do @index += $game_troop.enemies.size - 1 @index %= $game_troop.enemies.size break if self.enemy.exist? end end # Set sprite coordinates if self.enemy != nil self.x = self.enemy.screen_x self.y = self.enemy.screen_y end end end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help # Display enemy name and state in the help window @help_window.set_enemy(self.enemy) unless $premuto endend #==============================================================================# ** Window_Skill#------------------------------------------------------------------------------# This window displays usable skills on the skill and battle screens.#============================================================================== class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 128, 640, 352) @actor = actor @column_max = 2 refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # * Acquiring Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill != nil @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 190, y, 48, 32, skill.sp_cost.to_s, 2) unless ICONA_MULTISCOPE == nil self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) if ICONA_MULTISCOPE == nil if SKILL_MULTISCOPE.include?(skill.id) or STATUS_MULTISCOPE.include?(skill.id) bitmap = Bitmap.new("Graphics/Icons/"+ICONA_MULTISCOPE) unless ICONA_MULTISCOPE == nil bmp_rect = Rect.new(0, 0, bitmap.width, bitmap.height) unless ICONA_MULTISCOPE == nil self.contents.blt(x + 240, y, bitmap, bmp_rect) unless ICONA_MULTISCOPE == nil end end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) endend Istruzioni per l'uso Le istruzioni sono all'interno dello script. Per configurarlo è presente la configurazione nello script. Se usate questo script, per favore creditatemi! Bugs e Conflitti Noti N\A Altri Dettagli Se volete modificare qualcosa o adattare il systema a un battle system chiedetemi pure, cercherò di aiutarvi! Edited September 6, 2010 by Valentino Targhette Rpg2s:http://img14.imageshack.us/img14/5421/contestsecondo.png Partecipante al Rpg2s.net Game Contest #3http://www.rpg2s.net/images/gc3/gc3_firma.pngGioco in Sviluppo: DREAMS http://img16.imageshack.us/img16/2121/dreamstitle2.png SKY's CRY!http://www.rpg2s.net...showtopic=12557 Lista di script creati da me: Support System FF9 Multiscope System Advanced Armor System Protection System Trance System FF2 Development System Scene Vittoria Animato Aperion System Elemosina System Valentino's Scene Shop Item Plus System Panorama Acceleration System Conversione da VX a XP, Vehicle System Sentinel System Scene Zoolab Valentino's Random System Oggetti Riutilizzabili Break Pictures Limit Gameover Animato Valentino's Gun Mode Valentino's Ally System Link to comment Share on other sites More sharing options...
Guardian of Irael Posted August 3, 2010 Share Posted August 3, 2010 Bel lavoro! ^ ^ Soprattutto per questo...Se volete modificare qualcosa o adattare il systema a un battle system chiedetemi pure, cercherò di aiutarvi! biggrin.gif:D (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
Valentino Posted August 3, 2010 Author Share Posted August 3, 2010 Ei grazie! Ti serve lo script modificato? Targhette Rpg2s:http://img14.imageshack.us/img14/5421/contestsecondo.png Partecipante al Rpg2s.net Game Contest #3http://www.rpg2s.net/images/gc3/gc3_firma.pngGioco in Sviluppo: DREAMS http://img16.imageshack.us/img16/2121/dreamstitle2.png SKY's CRY!http://www.rpg2s.net...showtopic=12557 Lista di script creati da me: Support System FF9 Multiscope System Advanced Armor System Protection System Trance System FF2 Development System Scene Vittoria Animato Aperion System Elemosina System Valentino's Scene Shop Item Plus System Panorama Acceleration System Conversione da VX a XP, Vehicle System Sentinel System Scene Zoolab Valentino's Random System Oggetti Riutilizzabili Break Pictures Limit Gameover Animato Valentino's Gun Mode Valentino's Ally System Link to comment Share on other sites More sharing options...
Guardian of Irael Posted August 3, 2010 Share Posted August 3, 2010 No, no era solo per sottolineare quel bel dettaglio! XD ^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
Valentino Posted August 3, 2010 Author Share Posted August 3, 2010 ah ok XD grazie comunque! è praticamente il mio primo script intero! Targhette Rpg2s:http://img14.imageshack.us/img14/5421/contestsecondo.png Partecipante al Rpg2s.net Game Contest #3http://www.rpg2s.net/images/gc3/gc3_firma.pngGioco in Sviluppo: DREAMS http://img16.imageshack.us/img16/2121/dreamstitle2.png SKY's CRY!http://www.rpg2s.net...showtopic=12557 Lista di script creati da me: Support System FF9 Multiscope System Advanced Armor System Protection System Trance System FF2 Development System Scene Vittoria Animato Aperion System Elemosina System Valentino's Scene Shop Item Plus System Panorama Acceleration System Conversione da VX a XP, Vehicle System Sentinel System Scene Zoolab Valentino's Random System Oggetti Riutilizzabili Break Pictures Limit Gameover Animato Valentino's Gun Mode Valentino's Ally System Link to comment Share on other sites More sharing options...
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