DaD Posted January 13, 2007 Share Posted January 13, 2007 Animation System + RTAB.DescrizioneQuesto è il famigerato BS laterale creato da Mnkoff, in pratica avremo un BS alla FFVI all'interno del nostro progetto!.AutoreMinkoff.AllegatiA presto una demo..Istruzioni per l'usoBene per prima cosa dovete creare la classe Animation System ed incollarci questo al suo interno. #============================================================================== # ** Sprite_Battler #------------------------------------------------------------------------------ # Animated Battlers by Minkoff, Updated by DerVVulfman #============================================================================== class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize(viewport, battler = nil) # Configuration @speed = 7 # Framerate speed of the battlers @frames = 4 # Number of frames in each pose @poses = 11 # Number of poses (stances) in the template @mirror_enemies = true # Enemy battlers use reversed image @stationary_enemies = false # If the enemies don't move while attacking @stationary_actors = false # If the actors don't move while attacking @calculate_speed = true # System calculates a mean/average speed @phasing = true # Characters fade in/out while attacking @default_collapse = false # Restores the old 'red fade' effect to enemies # Array that holds the id # of weapons that forces the hero to be stationary @stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns) # DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING @frame, @pose = 0, 0 @last_time = 0 @last_move_time = 0 cbs_initialize(viewport, battler) self.mirror = !!battler and @mirror_enemies viewport.z = 99 end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- alias cbs_update update def update return unless @battler # Regular Update cbs_update # Start Routine unless @started @pose = state @width = @width / @frames @height = @height / @poses @display_x = @battler.screen_x @display_y = @battler.screen_y @destination_x = @display_x @destination_y = @display_y @started = true end # Cut Out Frame self.src_rect.set(@width * @frame, @height * @pose, @width, @height) # Position Sprite self.x = @display_x self.y = @display_y self.z = @display_y self.ox = @width / 2 self.oy = @height # Setup Animation time = Graphics.frame_count / (Graphics.frame_rate / @speed) if @last_time < time @frame = (@frame + 1) % @frames if @frame == 0 if @freeze @frame = @frames - 1 return end @pose = state end end @last_time = time # Move It move if moving end #-------------------------------------------------------------------------- # * Current State #-------------------------------------------------------------------------- def state # Damage State if [nil,{}].include?(@battler.damage) # Battler Fine @state = 0 # Battler Wounded @state = 2 if @battler.hp < @battler.maxhp / 4 if @default_collapse # Battler Dead (Red-Out Collapse) if @battler.dead? and @battler.is_a?(Game_Actor) @state = 10 # Fix Opacity self.opacity = 255 end else # Battler Dead (Pose-Type Collapse) if @battler.dead? @state = 10 # Fix Opacity self.opacity = 255 end end end # Guarding State @state = 3 if @battler.guarding? # Moving State if moving # If enemy battler moving if @battler.is_a?(Game_Enemy) # Battler Moving Left @state = 5 if moving.eql?(0) # Battler Moving Right @state = 4 if moving.eql?(1) # Else actor battler moving else # Battler Moving Left @state = 4 if moving.eql?(0) # Battler Moving Right @state = 5 if moving.eql?(1) end end # Return State return @state end #-------------------------------------------------------------------------- # * Move #-------------------------------------------------------------------------- def move time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5)) if @last_move_time < time # Pause for Animation return if @pose != state # Phasing if @phasing d1 = (@display_x - @original_x).abs d2 = (@display_y - @original_y).abs d3 = (@display_x - @destination_x).abs d4 = (@display_y - @destination_y).abs self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max end # Calculate Difference difference_x = (@display_x - @destination_x).abs difference_y = (@display_y - @destination_y).abs # Done? Reset, Stop if [difference_x, difference_y].max.between?(0, 8) @display_x = @destination_x @display_y = @destination_y @pose = state return end # Calculate Movement Increments increment_x = increment_y = 1 if difference_x < difference_y increment_x = 1.0 / (difference_y.to_f / difference_x) elsif difference_y < difference_x increment_y = 1.0 / (difference_x.to_f / difference_y) end # Calculate Movement Speed if @calculate_speed total = 0; $game_party.actors.each{ |actor| total += actor.agi } speed = @battler.agi.to_f / (total / $game_party.actors.size) increment_x *= speed increment_y *= speed end # Multiply and Move multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8) multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8) @display_x += (increment_x * multiplier_x).to_i @display_y += (increment_y * multiplier_y).to_i end @last_move_time = time end #-------------------------------------------------------------------------- # * Set Movement #-------------------------------------------------------------------------- def setmove(destination_x, destination_y) unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or (@battler.is_a?(Game_Actor) and @stationary_actors) unless @stationary_weapons.include?(@battler.weapon_id) @original_x = @display_x @original_y = @display_y @destination_x = destination_x @destination_y = destination_y end end end #-------------------------------------------------------------------------- # * Movement Check #-------------------------------------------------------------------------- def moving if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?) return (@display_x > @destination_x ? 0 : 1) end end #-------------------------------------------------------------------------- # * Set Pose #-------------------------------------------------------------------------- def pose=(pose) @pose = pose @frame = 0 end #-------------------------------------------------------------------------- # * Freeze #-------------------------------------------------------------------------- def freeze @freeze = true end #-------------------------------------------------------------------------- # * Fallen Pose #-------------------------------------------------------------------------- alias cbs_collapse collapse def collapse if @default_collapse cbs_collapse if @battler.is_a?(Game_Enemy) end end end #============================================================================== # ** Game_Actor #============================================================================== class Game_Actor #-------------------------------------------------------------------------- # * Actor X Coordinate #-------------------------------------------------------------------------- def screen_x if self.index != nil return self.index * 45 + 450 else return 0 end end #-------------------------------------------------------------------------- # * Actor Y Coordinate #-------------------------------------------------------------------------- def screen_y return self.index * 35 + 200 end #-------------------------------------------------------------------------- # * Actor Z Coordinate #-------------------------------------------------------------------------- def screen_z return screen_y end end #============================================================================== # ** Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Action Animation, Movement #-------------------------------------------------------------------------- alias cbs_update_phase4_step3 update_phase4_step3 def update_phase4_step3(battler = @active_battler) @rtab = !@target_battlers target = (@rtab ? battler.target : @target_battlers)[0] @moved = {} unless @moved return if @spriteset.battler(battler).moving case battler.current_action.kind when 0 # Attack if not (@moved[battler] or battler.guarding?) offset = (battler.is_a?(Game_Actor) ? 40 : -40) @spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y) @moved[battler] = true return elsif not battler.guarding? @spriteset.battler(battler).pose = 6 + rand(2) @spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y) end when 1 # Skill @spriteset.battler(battler).pose = 8 when 2 # Item @spriteset.battler(battler).pose = 8 end @moved[battler] = false @rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3 end #-------------------------------------------------------------------------- # * Hit Animation #-------------------------------------------------------------------------- alias cbs_update_phase4_step4 update_phase4_step4 def update_phase4_step4(battler = @active_battler) for target in (@rtab ? battler.target : @target_battlers) damage = (@rtab ? target.damage[battler] : target.damage) if damage.is_a?(Numeric) and damage > 0 @spriteset.battler(target).pose = 1 end end @rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4 end #-------------------------------------------------------------------------- # * Victory Animation #-------------------------------------------------------------------------- alias cbs_start_phase5 start_phase5 def start_phase5 for actor in $game_party.actors return if @spriteset.battler(actor).moving end for actor in $game_party.actors unless actor.dead? @spriteset.battler(actor).pose = 9 @spriteset.battler(actor).freeze end end cbs_start_phase5 end #-------------------------------------------------------------------------- # * Change Arrow Viewport #-------------------------------------------------------------------------- alias cbs_start_enemy_select start_enemy_select def start_enemy_select cbs_start_enemy_select @enemy_arrow.dispose @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2) @enemy_arrow.help_window = @help_window end end #============================================================================== # ** Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Change Enemy Viewport #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize cbs_initialize @enemy_sprites = [] for enemy in $game_troop.enemies.reverse @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy)) end end #-------------------------------------------------------------------------- # * Find Sprite From Battler Handle #-------------------------------------------------------------------------- def battler(handle) for sprite in @actor_sprites + @enemy_sprites return sprite if sprite.battler == handle end end end #============================================================================== # ** Arrow_Base #============================================================================== class Arrow_Base < Sprite #-------------------------------------------------------------------------- # * Reposition Arrows #-------------------------------------------------------------------------- alias cbs_initialize initialize def initialize(viewport) cbs_initialize(viewport) self.ox = 14 self.oy = 10 end end[/codebox] Dopodichè create la classe [b]RTAB[/b] ed incollate questo al suo interno. [attachment=532:RTAB.txt] Fatto questo inserite anche questo in una nuova classe di nome [b]RTAB/CTB Changes[/b]. [codebox]#=========================================================================== === # ** Spriteset_Battle #------------------------------------------------------------------------------ # Stretched Background, Removed Camera #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Stretch Background #-------------------------------------------------------------------------- def make_battleback @battleback_name = $game_temp.battleback_name if @battleback_sprite.bitmap != nil @battleback_sprite.bitmap.dispose end @battleback_sprite.bitmap = RPG::Cache.battleback(@battleback_name) @battleback_sprite.zoom_x = 640.0 / @battleback_sprite.bitmap.width @battleback_sprite.zoom_y = 480.0 / @battleback_sprite.bitmap.height end #-------------------------------------------------------------------------- # * Remove Camera #-------------------------------------------------------------------------- def screen_target(x, y, zoom) return end end #============================================================================== # ** Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Remove Zoom #-------------------------------------------------------------------------- alias cbs_atb_setup atb_setup def atb_setup cbs_atb_setup @zoom_rate = [1, 1] end end[/codebox] Infine create quest'ultima classe con il nome di [b]HP/SP/EXP Bars[/b]. [codebox]# HP/SP/EXPゲージ表示スクリプト Ver 1.00 # 配布元・サポートURL # [url=http://members.jcom.home.ne.jp/cogwheel/]http://members.jcom.home.ne.jp/cogwheel/[/url] #============================================================================== # ■ Game_Actor #------------------------------------------------------------------------------ # アクターを扱うクラスです。このクラスは Game_Actors クラス ($game_actors) # の内部で使用され、Game_Party クラス ($game_party) からも参照されます。 #============================================================================== class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ # ゲーム中のすべてのウィンドウのスーパークラスです。 #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● HP ゲージの描画 #-------------------------------------------------------------------------- # オリジナルのHP描画を draw_actor_hp_hpsp と名前変更 alias :draw_actor_hp_hpsp :draw_actor_hp def draw_actor_hp(actor, x, y, width = 144) # 変数rateに 現在のHP/MHPを代入 if actor.maxhp != 0 rate = actor.hp.to_f / actor.maxhp else rate = 0 end # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正 # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅 # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め # align3:ゲージタイプ 0:左詰め 1:右詰め plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # グラデーション設定 grade1:空ゲージ grade2:実ゲージ # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重)) grade1 = 1 grade2 = 0 # 色設定。color1:外枠,color2:中枠 # color3:空ゲージダークカラー,color4:空ゲージライトカラー # color5:実ゲージダークカラー,color6:実ゲージライトカラー color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192) color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192) # 変数spに描画するゲージの幅を代入 if actor.maxhp != 0 hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp else hp = 0 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, hp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのHP描画処理を呼び出し draw_actor_hp_hpsp(actor, x, y, width) end #-------------------------------------------------------------------------- # ● SP ゲージの描画 #-------------------------------------------------------------------------- # オリジナルのSP描画を draw_actor_sp_hpsp と名前変更 alias :draw_actor_sp_hpsp :draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) # 変数rateに 現在のSP/MSPを代入 if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 1 end # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正 # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅 # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め # align3:ゲージタイプ 0:左詰め 1:右詰め plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # グラデーション設定 grade1:空ゲージ grade2:実ゲージ # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重)) grade1 = 1 grade2 = 0 # 色設定。color1:外枠,color2:中枠 # color3:空ゲージダークカラー,color4:空ゲージライトカラー # color5:実ゲージダークカラー,color6:実ゲージライトカラー color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(0, 64, 0, 192) color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192) color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) # 変数spに描画するゲージの幅を代入 if actor.maxsp != 0 sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp else sp = (width + plus_width) * rate_width / 100 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, sp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのSP描画処理を呼び出し draw_actor_sp_hpsp(actor, x, y, width) end #-------------------------------------------------------------------------- # ● EXP ゲージの描画 #-------------------------------------------------------------------------- # オリジナルのEXP描画を draw_actor_sp_hpsp と名前変更 alias :draw_actor_exp_hpsp :draw_actor_exp def draw_actor_exp(actor, x, y, width = 204) # 変数rateに 現在のexp/nextexpを代入 if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end # plus_x:X座標の位置補正 rate_x:X座標の位置補正(%) plus_y:Y座標の位置補正 # plus_width:幅の補正 rate_width:幅の補正(%) height:縦幅 # align1:描画タイプ1 0:左詰め 1:中央揃え 2:右詰め # align2:描画タイプ2 0:上詰め 1:中央揃え 2:下詰め # align3:ゲージタイプ 0:左詰め 1:右詰め plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # グラデーション設定 grade1:空ゲージ grade2:実ゲージ # (0:横にグラデーション 1:縦にグラデーション 2:斜めにグラデーション(激重)) grade1 = 1 grade2 = 0 # 色設定。color1:外枠,color2:中枠 # color3:空ゲージダークカラー,color4:空ゲージライトカラー # color5:実ゲージダークカラー,color6:実ゲージライトカラー color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192) color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192) # 変数expに描画するゲージの幅を代入 if actor.next_exp != 0 exp = (width + plus_width) * actor.now_exp * rate_width / 100 / actor.next_exp else exp = (width + plus_width) * rate_width / 100 end # ゲージの描画 gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, exp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # オリジナルのEXP描画処理を呼び出し draw_actor_exp_hpsp(actor, x, y) end #-------------------------------------------------------------------------- # ● ゲージの描画 #-------------------------------------------------------------------------- def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) case align1 when 1 x += (rect_width - width) / 2 when 2 x += rect_width - width end case align2 when 1 y -= height / 2 when 2 y -= height end # 枠描画 self.contents.fill_rect(x, y, width, height, color1) self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2) if align3 == 0 if grade1 == 2 grade1 = 3 end if grade2 == 2 grade2 = 3 end end if (align3 == 1 and grade1 == 0) or grade1 > 0 color = color3 color3 = color4 color4 = color end if (align3 == 1 and grade2 == 0) or grade2 > 0 color = color5 color5 = color6 color6 = color end # 空ゲージの描画 self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4, color3, color4, grade1) if align3 == 1 x += width - gauge end # 実ゲージの描画 self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4, color5, color6, grade2) end end #------------------------------------------------------------------------------ # Bitmapクラスに新たな機能を追加します。 #============================================================================== class Bitmap #-------------------------------------------------------------------------- # ● 矩形をグラデーション表示 # color1 : スタートカラー # color2 : エンドカラー # align : 0:横にグラデーション # 1:縦にグラデーション # 2:斜めにグラデーション(激重につき注意) #-------------------------------------------------------------------------- def gradation_rect(x, y, width, height, color1, color2, align = 0) if align == 0 for i in x...x + width red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1) green = color1.green + (color2.green - color1.green) * (i - x) / (width - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - x) / (width - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - x) / (width - 1) color = Color.new(red, green, blue, alpha) fill_rect(i, y, 1, height, color) end elsif align == 1 for i in y...y + height red = color1.red + (color2.red - color1.red) * (i - y) / (height - 1) green = color1.green + (color2.green - color1.green) * (i - y) / (height - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - y) / (height - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - y) / (height - 1) color = Color.new(red, green, blue, alpha) fill_rect(x, i, width, 1, color) end elsif align == 2 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end elsif align == 3 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end end end end Bene adesso per far funzionare come si deve il BS avrete bisogno dei battler adatti, un esempio di battler per questo BS può essere questo http://img118.imageshack.us/img118/6253/kurea1yn.png Nel forum ci sono parecchie risorse per questo particolare tipo di CBS, ma anche in rete se ne trovano parecchi..Bug FixatiPer adesso riporto gli unici due Bug riscontrati dagli utenti di rmxp.org Remove this: #-------------------------------------------------------------------------- # * Fallen Pose #-------------------------------------------------------------------------- def collapse end And this: # Battler Dead if @battler.dead? @state = 10 # Fix Opacity self.opacity = 255 end RTAB.txt TPC Radio Site | Blog | Big-Bughttp://img102.imageshack.us/img102/4332/slackware2userbarok0.gifhttp://img141.imageshack.us/img141/1571/nokappams1cf8.png http://i29.tinypic.com/2vijdlh.jpg Link to comment Share on other sites More sharing options...
Robertx Posted January 23, 2007 Share Posted January 23, 2007 dad a me da qualke problema potresti postare una Demo ? Link to comment Share on other sites More sharing options...
Alato Posted January 25, 2007 Share Posted January 25, 2007 Dad, è meglio usare le codebox..al max inserisci tutte le istruzioni in uno spoiler, ma all'interno per il codice usa codebox che è più comprensibile ;O; o•°' - '°•oHei, mitä kuuluu? http://imagegen.last.fm/winterheadphones/recenttracks/5/Alato.gif Link to comment Share on other sites More sharing options...
PinnaWarner Posted January 27, 2007 Share Posted January 27, 2007 (edited) Lo provato e a me non funziona.Ho la 1.02a di versionemi da errore in questo: RTAB linea 15 sintax error: 1の状態に加え、コマンド入力時にもウェイトが掛かる # @action : 他人が行動中に自分も行動を起こすことを許すか # 3 : e poi anke negli altri. Come posso fare? non ci ho capito ankora un'H di sti script Edited January 27, 2007 by PinnaWarner Progetti:Cronache del Mondo Emerso RPGVX -in progettazione-Captain Tsubasa RPG 1 (Holly e Benji) RPG2k -ultimato-Captain Tsubasa RPG 2 (Holly e Benji) RPGXP -in lavorazione 10%-One Piece (All'arrembaggio) RPG2k -interrotto-The Leggend Of Dragons RPG2k -demo rilasciata-Arcadia Tactics RPGXP -demo rilasciata- ---> Visita il Mio Sito <--- Contest: http://rpg2s.net/gif/SCContest3Oct.gif - http://www.rpg2s.net/gif/GC_programmazione3.gif - http://www.rpg2s.net/gif/GC_premio2.gif - http://www.rpg2s.net/awards/bestpixel2.jpg Link to comment Share on other sites More sharing options...
DaD Posted January 27, 2007 Author Share Posted January 27, 2007 Lo provato e a me non funziona.Ho la 1.02a di versionemi da errore in questo: RTAB linea 15 sintax error: 1の状態に加え、コマンド入力時にもウェイトが掛かる # @action : 他人が行動中に自分も行動を起こすことを許すか # 3 : e poi anke negli altri. Come posso fare? non ci ho capito ankora un'H di sti scriptPurtroppo lo script viene ridimensionato, quindi alcuni commenti sfasano e potrebbero dare errore una volta applicati.Se ad esempio ti trovi davanti a una cosa del genere:# Commento =========================La parte in rosso va cancellata perchè non è stata commentata adeguatamente dal simbolo "#".Al piu' presto creo una demo e la uppo così da evitare questi spiacevoli inconvenienti :\ TPC Radio Site | Blog | Big-Bughttp://img102.imageshack.us/img102/4332/slackware2userbarok0.gifhttp://img141.imageshack.us/img141/1571/nokappams1cf8.png http://i29.tinypic.com/2vijdlh.jpg Link to comment Share on other sites More sharing options...
Vegetrunks Posted February 20, 2007 Share Posted February 20, 2007 (edited) Non dimenticarti di noi dad, aspettiamo impazientemente una demo ^_^ Edited February 20, 2007 by Vegetrunks Link to comment Share on other sites More sharing options...
Uzumaki92 Posted June 19, 2007 Share Posted June 19, 2007 Ehm...dad potresti postare quella demo promessa secoli fa!?!?!? Quando copio il code normelamente mi salta tutti gli "a capo" e lo script nn funge!!!!! Puoi anche ripostare quella di D&R visto che andava, se provo a scaricarla ora mi da errore!!!!! http://www.narutogen.com/sign/naruto.jpgI will become the best Hogake in the world! Link to comment Share on other sites More sharing options...
Timisci Posted June 19, 2007 Share Posted June 19, 2007 Quando copio il code normalmente mi salta tutti gli "a capo"Incollalo prima su word, in modo che ti venga sistemato per bene, e poi lo porti sul maker Progetto in corso: "Hero Walking: Toward Another Life" Video Old Intro su Youtube Visite: 11.896! http://img212.imageshack.us/img212/1060/logheryb0.jpg *Posizioni raggiunte nei contest* http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI Link to comment Share on other sites More sharing options...
Mike Portnoy Posted June 19, 2007 Share Posted June 19, 2007 Quanto mmmme piace!Questo ci sarà nella prossima release di DT XD (è tutto già pronto a parte qualche grafica) http://img58.imageshack.us/img58/4264/newheavenhd2.jpg Iscrivetevi alla nostra accademia di Rpgmaking, presto sarà piena di contenuti e lezioni su Mapping, Eventing, Pixel Art e Scrittura, a livelli bassi, medi e avanzati!http://img185.imageshack.us/img185/4599/bannerua7.gif Link to comment Share on other sites More sharing options...
Uzumaki92 Posted June 23, 2007 Share Posted June 23, 2007 Incollalo prima su word, in modo che ti venga sistemato per bene, e poi lo porti sul maker :rox: L'ho già provato Timi, ma sarà che il mio computer è vecchio catorcio del ca**o oppure gli ho combinato qualcosa io!!!Cmq grazie lo stesso! http://www.narutogen.com/sign/naruto.jpgI will become the best Hogake in the world! Link to comment Share on other sites More sharing options...
mx92 Posted July 3, 2007 Share Posted July 3, 2007 (edited) a me invece da questo problema:il pg colpisce il mostro mentre lo sprite si trova da un altra parte potete aiutarmi Edited July 3, 2007 by mx92 Link to comment Share on other sites More sharing options...
marigno Posted July 3, 2007 Share Posted July 3, 2007 Ho fatto la demo, è momentanea. bs_di_minkoff_demo.rar Link to comment Share on other sites More sharing options...
mx92 Posted July 3, 2007 Share Posted July 3, 2007 ho copiato gli script xke mi diceva ke la versione nn era combatibile cmq mi da sembre lo stesso problema vedihttp://img526.imageshack.us/img526/6549/immagine1ne5.jpg Link to comment Share on other sites More sharing options...
Satsume Posted July 13, 2007 Share Posted July 13, 2007 il pg si vede,però i mostri no °° Link to comment Share on other sites More sharing options...
Ommy Posted August 9, 2007 Share Posted August 9, 2007 (edited) Quando faccio il test paly mi dice :????? 'RTAB Changes' ? 37 ??? Name Error ????????undefined method 'atb_setup' for class 'scene_battle' EDIT : Problema risolto ^^"xD Edited August 10, 2007 by Ommy Link to comment Share on other sites More sharing options...
Mavors Posted August 27, 2007 Share Posted August 27, 2007 Sapete se è possibile fare in modo ke una posa non lvada in loop?? In ptraica vorrei ke il personaggio rimaga immobile all'ultimo frame di una determinata posa! E' possibile? Link to comment Share on other sites More sharing options...
Fonzi Posted December 23, 2009 Share Posted December 23, 2009 LOL MARIO, MA E' TUTTA BUGGATA ALL'ESTREMO! ! ! Federico Lobello's compositions. Link to comment Share on other sites More sharing options...
giver Posted December 23, 2009 Share Posted December 23, 2009 E' successo qualcosa che ha unito più script assieme. In realtà, infatti, dovrebbero essere almeno due e non uno solo come appare nel post . . . Comunque, se guardi la data, è una versione piuttosto vecchia, risalente al 2007. Ti fornirei un link alla versione più recente, la 12.3, ma non vorrei spammare . . . Ti conviene cercare in rete Animated Battlers Enhanced DerWulfman . . . SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]http://www.rpg2s.net/forum/index.php/topic/21892-vintagevisualsrewrite-enhanced-revised-victory-screen-v-35-da-autori-vari-a-giver/ http://www.rpg2s.net/forum/index.php/topic/21868-eventing-utility-simple-last-battle-events-fix-v-30-by-giver/ http://www.rpg2s.net/forum/index.php/topic/21853-vintagerewrite-constance-menu-per-4-personaggi-da-team-constance-a-giver/ http://www.rpg2s.net/forum/index.php/topic/22126-vintagedoveroso-necroedit-dummy-title-22u-update-per-crearlo-ad-eventi-su-mappa-by-giver/ http://www.rpg2s.net/forum/index.php/topic/22127-vintagevisuals-tale-chapters-save-system-20-by-giver/ Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !! http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gifNon riesco a smettere di essere affascinato da immagini come questa . . .http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpgAlcuni wallpapers che faccio ruotare sul mio vecchio PC . . .http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpghttp://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpghttp://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpghttp://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . . BBCode TestingTypeface & Size Link to comment Share on other sites More sharing options...
Garth Herzog Posted April 11, 2010 Share Posted April 11, 2010 Ho deciso di usare questo script per il mio gioco...E, dannazione, ci ho messo due giorni solo per disegnare il template una sagoma! È davvero snervante, anche se l'effetto è davvero figo. :rovatfl: Il mio profilo EFP - Storie dal Dragomondo! Project... http://i168.photobucket.com/albums/u178/TheDragonof85/LeviathanBanner-2.png Link to comment Share on other sites More sharing options...
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