MagoMoon Posted October 10, 2010 Share Posted October 10, 2010 qui c'è uno script http://www.rpg2s.net/forum/?showtopic=6180il problema è che non si fa più salva,non è che potete metterlo al posto di oggetto/i poichè nel mio gioco nn servono ?vi prego ! http://img704.imageshack.us/img704/3015/addio.png Membro dell'organizzazione 'Orfani di Makerando' Con affetto per makerando, MagoMoon http://asdinventory.net46.net/adozioni/adottarisucchiameteore.gif Link to comment Share on other sites More sharing options...
0 MagoMoon Posted October 17, 2010 Author Share Posted October 17, 2010 scusate il doppio post,me era per farmi notare,allora nnt ? http://img704.imageshack.us/img704/3015/addio.png Membro dell'organizzazione 'Orfani di Makerando' Con affetto per makerando, MagoMoon http://asdinventory.net46.net/adozioni/adottarisucchiameteore.gif Link to comment Share on other sites More sharing options...
0 Valentino Posted October 17, 2010 Share Posted October 17, 2010 (edited) scusate il doppio post,me era per farmi notare,allora nnt ? Ecco qua la pappa pronta XDXD, sostituiscilo allo script di Ordina che hai gia: class Scene_Menu# --------------------------------def initialize(menu_index = 0)@menu_index = menu_index@changer = 0@where = 0@checker = 0end# --------------------------------def mains1 = "Ordina"s2 = $data_system.words.skills3 = $data_system.words.equips4 = "Status"s5 = "Salva"s6 = "Fine"@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])@command_window.index = @menu_indexif $game_party.actors.size == 0@command_window.disable_item(0)@command_window.disable_item(1)@command_window.disable_item(2)@command_window.disable_item(3)endif $game_party.actors.size == 1@command_window.disable_item(0)end@playtime_window = Window_PlayTime.new@playtime_window.x = 0@playtime_window.y = 224@gold_window = Window_Gold.new@gold_window.x = 0@gold_window.y = 416@steps_window = Window_Steps.new@steps_window.x = 0@steps_window.y = 320@status_window = Window_MenuStatus.new@status_window.x = 160@status_window.y = 0Graphics.transitionloop doGraphics.updateInput.updateupdateif $scene != selfbreakendendGraphics.freeze@command_window.dispose@playtime_window.dispose@steps_window.dispose@gold_window.dispose@status_window.disposeend# --------------------------------def update@command_window.update@playtime_window.update@gold_window.update@steps_window.update@status_window.updateif @command_window.activeupdate_commandreturnendif @status_window.activeupdate_statusreturnendend# --------------------------------def update_commandif Input.trigger?(Input::B)$game_system.se_play($data_system.cancel_se)$scene = Scene_Map.newreturnendif Input.trigger?(Input::C)if $game_party.actors.size == 0 and @command_window.index < 4$game_system.se_play($data_system.buzzer_se)returnendif $game_party.actors.size == 1 and @command_window.index ==0$game_system.se_play($data_system.buzzer_se)returnendcase @command_window.indexwhen 0$game_system.se_play($data_system.decision_se)@checker = 0@command_window.active = false@status_window.active = true@status_window.index = 0when 1$game_system.se_play($data_system.decision_se)@command_window.active = false@status_window.active = true@status_window.index = 0when 2$game_system.se_play($data_system.decision_se)@command_window.active = false@status_window.active = true@status_window.index = 0when 3$game_system.se_play($data_system.decision_se)@command_window.active = false@status_window.active = true@status_window.index = 0when 4if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se)$scene = Scene_Save.newwhen 5$game_system.se_play($data_system.decision_se)$scene = Scene_End.newendreturnendend# --------------------------------def update_statusif Input.trigger?(Input::B)$game_system.se_play($data_system.cancel_se)@command_window.active = true@status_window.active = false@status_window.index = -1returnendif Input.trigger?(Input::C)case @command_window.indexwhen 0$game_system.se_play($data_system.decision_se)if @checker == 0@changer = $game_party.actors[@status_window.index]@where = @status_window.index@checker = 1else$game_party.actors[@where] = $game_party.actors[@status_window.index]$game_party.actors[@status_window.index] = @changer@checker = 0@status_window.refreshendwhen 1if $game_party.actors[@status_window.index].restriction >= 2$game_system.se_play($data_system.buzzer_se)returnend$game_system.se_play($data_system.decision_se)$scene = Scene_Skill.new(@status_window.index)when 2$game_system.se_play($data_system.decision_se)$scene = Scene_Equip.new(@status_window.index)when 3$game_system.se_play($data_system.decision_se)$scene = Scene_Status.new(@status_window.index) endreturnendendend Edited October 17, 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...
0 MagoMoon Posted October 22, 2010 Author Share Posted October 22, 2010 Ecco qua la pappa pronta XDXD, sostituiscilo allo script di Ordina che hai gia: class Scene_Menu# --------------------------------def initialize(menu_index = 0)@menu_index = menu_index@changer = 0@where = 0@checker = 0end# --------------------------------def mains1 = "Ordina"s2 = $data_system.words.skills3 = $data_system.words.equips4 = "Status"s5 = "Salva"s6 = "Fine"@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])@command_window.index = @menu_indexif $game_party.actors.size == 0@command_window.disable_item(0)@command_window.disable_item(1)@command_window.disable_item(2)@command_window.disable_item(3)endif $game_party.actors.size == 1@command_window.disable_item(0)end@playtime_window = Window_PlayTime.new@playtime_window.x = 0@playtime_window.y = 224@gold_window = Window_Gold.new@gold_window.x = 0@gold_window.y = 416@steps_window = Window_Steps.new@steps_window.x = 0@steps_window.y = 320@status_window = Window_MenuStatus.new@status_window.x = 160@status_window.y = 0Graphics.transitionloop doGraphics.updateInput.updateupdateif $scene != selfbreakendendGraphics.freeze@command_window.dispose@playtime_window.dispose@steps_window.dispose@gold_window.dispose@status_window.disposeend# --------------------------------def update@command_window.update@playtime_window.update@gold_window.update@steps_window.update@status_window.updateif @command_window.activeupdate_commandreturnendif @status_window.activeupdate_statusreturnendend# --------------------------------def update_commandif Input.trigger?(Input::B)$game_system.se_play($data_system.cancel_se)$scene = Scene_Map.newreturnendif Input.trigger?(Input::C)if $game_party.actors.size == 0 and @command_window.index < 4$game_system.se_play($data_system.buzzer_se)returnendif $game_party.actors.size == 1 and @command_window.index ==0$game_system.se_play($data_system.buzzer_se)returnendcase @command_window.indexwhen 0$game_system.se_play($data_system.decision_se)@checker = 0@command_window.active = false@status_window.active = true@status_window.index = 0when 1$game_system.se_play($data_system.decision_se)@command_window.active = false@status_window.active = true@status_window.index = 0when 2$game_system.se_play($data_system.decision_se)@command_window.active = false@status_window.active = true@status_window.index = 0when 3$game_system.se_play($data_system.decision_se)@command_window.active = false@status_window.active = true@status_window.index = 0when 4if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se)$scene = Scene_Save.newwhen 5$game_system.se_play($data_system.decision_se)$scene = Scene_End.newendreturnendend# --------------------------------def update_statusif Input.trigger?(Input::B)$game_system.se_play($data_system.cancel_se)@command_window.active = true@status_window.active = false@status_window.index = -1returnendif Input.trigger?(Input::C)case @command_window.indexwhen 0$game_system.se_play($data_system.decision_se)if @checker == 0@changer = $game_party.actors[@status_window.index]@where = @status_window.index@checker = 1else$game_party.actors[@where] = $game_party.actors[@status_window.index]$game_party.actors[@status_window.index] = @changer@checker = 0@status_window.refreshendwhen 1if $game_party.actors[@status_window.index].restriction >= 2$game_system.se_play($data_system.buzzer_se)returnend$game_system.se_play($data_system.decision_se)$scene = Scene_Skill.new(@status_window.index)when 2$game_system.se_play($data_system.decision_se)$scene = Scene_Equip.new(@status_window.index)when 3$game_system.se_play($data_system.decision_se)$scene = Scene_Status.new(@status_window.index) endreturnendendend grazie ma quando cambio l'ordine nn cambia anche la grafica del pg. Ad esempio se metto per prima Hilda nn la posso usare perchè mi resta Arshes ? http://img704.imageshack.us/img704/3015/addio.png Membro dell'organizzazione 'Orfani di Makerando' Con affetto per makerando, MagoMoon http://asdinventory.net46.net/adozioni/adottarisucchiameteore.gif Link to comment Share on other sites More sharing options...
0 Valentino Posted October 22, 2010 Share Posted October 22, 2010 grazie ma quando cambio l'ordine nn cambia anche la grafica del pg. Ad esempio se metto per prima Hilda nn la posso usare perchè mi resta Arshes ? Io ho provato e mi spostava gli eroi O_o 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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MagoMoon
qui c'è uno script http://www.rpg2s.net/forum/?showtopic=6180
il problema è che non si fa più salva,non è che potete metterlo al posto di oggetto/i poichè nel mio gioco nn servono ?
vi prego !
http://img704.imageshack.us/img704/3015/addio.png
Membro dell'organizzazione 'Orfani di Makerando'
Con affetto per makerando, MagoMoon
http://asdinventory.net46.net/adozioni/adottarisucchiameteore.gif
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