Jump to content
Rpg²S Forum
  • 0

modifica ad un piccolo script


MagoMoon
 Share

Question

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

Link to comment
Share on other sites

4 answers to this question

Recommended Posts

  • 0
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

  • 0
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 by Valentino
Link to comment
Share on other sites

  • 0
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

  • 0
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

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...