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Kingdom Hearts - The Twin Keyblade


Roxas94
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Ops scusa avevo visto solo la prima parte del messaggio XD

2. mmmh (Mo che mi fallisce in basi di dati! XD) non so il comando preciso, ma potresti risolvere sapendo appunto come invece del nome richiamare l'associazione tramite l'ID del database.

^ ^

(Per quale strano motivo non lo mette sotto spoil?)

Se lo script in code è troppo lungo lo spoiler non funziona ;____ ;

3. ^ ^

(\_/)
(^ ^) <----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) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"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:3
Ricorda...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.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: 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 interne
Levaitan

Spada a due mani elsa lunga

Guanti 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)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

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Ovviamente è il primo! ^^

Nel database ha ID 1 infatti per richiamare il nome nel gioco uso \N[1] ma come vi ho detto nel menù c'è il face ...

 

Mi serviva saperlo perché praticamente dovrebbe bastare una piccola modifica nello script per risolvere il problema. Dovrei riuscire a farcela stasera stessa.

 

EDIT:

 

Sostituisci con il codice qui sotto e per l'eroe sarà sufficiente che crei un file chiamato "Hero_fc". Il problema dovrebbe sparire.

 

 

 

## ATTENZIONE IL SEGUENTE SCRIPT NON È L'ORIGINALE MA È UNA VERSIONE LIEVEMENTE# MODIFICATA. NON USARE SE NON SIETE SICURI DI COME FUNZIONA!# ## WARNING! THIS AIN'T THE ORIGINAL SCRIPT, BUT A MODIFIED VERSION. IF YOU AIN'T# SURE 'BOUT HOW IT WORKS DON'T USE IT!# #_________________________________________________# MOG_SceneMenu Itigo V1.0			#_________________________________________________# By Moghunter			  #_________________________________________________# Menu com movimento e layout de pictures.# Para nomear as imagens das faces dos personagens# nomeie com o nome do personagem + o sufixo _FC# Exemplo ->	 Ashe_Fc.png#_________________________________________________module MOG#Tempo de transição ao ativar o menu.  MNTT = 30#Tipo de transição ao ativar o menu.MNTP = "006-Stripe02"#Tempo de transição ao desativar o menu.  MNTT2 = 20#Tipo de transição ao desativar o menu.MNTP2 =  "005-Stripe01"end  ############### Game_Actor ###############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 ################class Window_Base < Window   def drw_face(actor,x,y,ID)	if ID == 0 then	  face = RPG::Cache.picture("Hero_fc")	else	  face = RPG::Cache.picture(actor.name + "_fc")	end	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end   def draw_maphp3(actor, x, y)	back = RPG::Cache.picture("BAR0")		cw = back.width  	ch = back.height	src_rect = Rect.new(0, 0, cw, ch)		self.contents.blt(x + 65, y - ch + 30, back, src_rect)	meter = RPG::Cache.picture("HP_Bar")		cw = meter.width  * actor.hp / actor.maxhp	ch = meter.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 65, y - ch + 30, meter, src_rect)	text = RPG::Cache.picture("HP_Tx")		cw = text.width  	ch = text.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 35, y - ch + 30, text, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)	  end   def draw_mapsp3(actor, x, y)	back = RPG::Cache.picture("BAR0")		cw = back.width  	ch = back.height	src_rect = Rect.new(0, 0, cw, ch)		self.contents.blt(x + 65, y - ch + 30, back, src_rect)	meter = RPG::Cache.picture("SP_Bar")		cw = meter.width  * actor.sp / actor.maxsp	ch = meter.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 65, y - ch + 30, meter, src_rect)	text = RPG::Cache.picture("SP_Tx")		cw = text.width  	ch = text.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 35, y - ch + 30, text, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)	  end   def draw_mexp2(actor, x, y)	bitmap2 = RPG::Cache.picture("Exp_Back")	cw = bitmap2.width	ch = bitmap2.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)	rate = actor.now_exp.to_f / actor.next_exp	bitmap = RPG::Cache.picture("Exp_Meter")	if actor.level < 99	  cw = bitmap.width * rate	else	  cw = bitmap.width	end  	ch = bitmap.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)	exp_tx = RPG::Cache.picture("Exp_tx")	cw = exp_tx.width	ch = exp_tx.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)	lv_tx = RPG::Cache.picture("LV_tx")	cw = lv_tx.width	ch = lv_tx.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)  end   def draw_actor_state2(actor, x, y, width = 120)	text = make_battler_state_text(actor, width, true)	self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color	self.contents.draw_text(x, y, width, 32, text,1)  end  end  ####################### Window_MenuStatus2 #######################class Window_MenuStatus2 < Window_Selectable   def initialize	super(0, 0, 415, 280)	self.contents = Bitmap.new(width - 32, height - 32)	refresh	self.active = false	self.opacity = 0	self.index = -1  end   def refresh	self.contents.clear	@item_max = $game_party.actors.size	for i in 0...$game_party.actors.size	  x = 20	  y = i * 62	  actor = $game_party.actors[i]	  self.contents.font.name = "Kristen ITC"	  drw_face(actor,x,y + 50,i)	  draw_maphp3(actor,x + 40, y - 5)	  draw_mapsp3(actor,x + 40, y + 20 )	  draw_mexp2(actor,x + 140, y + 15 )	  draw_actor_state2(actor ,x + 220, y - 5)	end  end   def update_cursor_rect	if @index < 0	  self.cursor_rect.empty	else	  self.cursor_rect.set(5, @index * 62, self.width - 32, 50)	end  end end  ################# Window_Gold2 #################class Window_Gold2 < Window_Base   def initialize	super(0, 0, 160, 64)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	cx = contents.text_size($data_system.words.gold).width	self.contents.font.color = normal_color	self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)	self.contents.font.color = system_color	self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)  endend  ##################### Window_PlayTime2 #####################class Window_PlayTime2 < Window_Base   def initialize	super(0, 0, 160, 96)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	@total_sec = Graphics.frame_count / Graphics.frame_rate	hour = @total_sec / 60 / 60	min = @total_sec / 60 % 60	sec = @total_sec % 60	text = sprintf("%02d:%02d:%02d", hour, min, sec)	self.contents.font.color = normal_color	self.contents.draw_text(4, 32, 120, 32, text, 2)  end   def update	super	if Graphics.frame_count / Graphics.frame_rate != @total_sec	  refresh	end  end end  ################## Window_Steps2 ##################class Window_Steps2 < Window_Base   def initialize	super(0, 0, 160, 96)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	self.contents.font.color = normal_color	self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)  end end  ############### Scene_Menu ###############class Scene_Menu   def initialize(menu_index = 0)	@menu_index = menu_index  end   def main	s1 = ""	s2 = ""	s3 = ""	s4 = ""	s5 = ""	s6 = ""	@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])	@command_window.index = @menu_index	if $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)	end	@command_window.visible = false	@command_window.x = -640	@mnlay = Sprite.new	@mnlay.bitmap = RPG::Cache.picture("Mn_lay")	@mnlay.z = 10	@mnback = Plane.new	@mnback.bitmap = RPG::Cache.picture("Mn_back")	@mnback.blend_type = 0	@mnback.z = 5	@mnback2 = Plane.new	@mnback2.bitmap = RPG::Cache.picture("Mn_back")	@mnback2.blend_type = 0	@mnback2.z = 5	@mnback2.opacity = 60	@mnsel = Sprite.new	@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")	@mnsel.z = 20	@mnsel.x = 0	@mnsel.y = 110	@mnop = 150	if $game_system.save_disabled	  @command_window.disable_item(4)	end	@playtime_window = Window_PlayTime2.new	@playtime_window.x = -45	@playtime_window.y = 405	@playtime_window.opacity = 0	@playtime_window.z = 15	@steps_window = Window_Steps2.new	@steps_window.x = 1500	@steps_window.y = 1500	@steps_window.opacity = 0	@steps_window.z = 15	@gold_window = Window_Gold2.new	@gold_window.x = -45	@gold_window.y = 384	@gold_window.opacity = 0	@gold_window.z = 15	@status_window = Window_MenuStatus2.new	@status_window.x = 195	@status_window.y = 110	@status_window.opacity = 0	@status_window.z = 15	Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	Graphics.freeze	@command_window.dispose	@playtime_window.dispose	@steps_window.dispose	@gold_window.dispose		@status_window.dispose	@mnlay.dispose	@mnback.dispose	@mnback2.dispose	@mnsel.dispose	Graphics.transition(MOG::MNTT2, "Graphics/Transitions/" + MOG::MNTP2)	Graphics.update  end   def update	@command_window.update	@playtime_window.update	@steps_window.update	@gold_window.update	@status_window.update	@mnback.oy += 1	@mnback.ox += 1	@mnback2.oy += 1	@mnback2.ox -= 1	@mnop += 5	if @command_window.active == true	  @mnsel.bitmap = RPG::Cache.picture("Mn_Sel")		else	  @mnsel.bitmap = RPG::Cache.picture("Mn_Sel_off")	  @mnsel.zoom_x = 1	  @mnsel.opacity = 255	end	if @mnop >= 255	  @mnop = 120	end  	if @command_window.active	  update_command	  return	end	if @status_window.active	  update_status	  return	end  end   def update_command	if @mnsel.zoom_x <= 1.6	  @mnsel.zoom_x += 0.03	  @mnsel.opacity -= 10	elsif @mnsel.zoom_x > 1.6	  @mnsel.zoom_x = 1.0	  @mnsel.opacity = 255	end  	case @command_window.index	when 0  	  @mnsel.x = 0	  @mnsel.y = 110	when 1	  @mnsel.x = 0	  @mnsel.y = 155	when 2	  @mnsel.x = 0	  @mnsel.y = 197	when 3	  @mnsel.x = 0	  @mnsel.y = 242	when 4	  @mnsel.x = 0	  @mnsel.y = 285	when 5	  @mnsel.x = 0	  @mnsel.y = 325	end		if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  $scene = Scene_Map.new	  return	end	if Input.trigger?(Input::C)	  if $game_party.actors.size == 0 and @command_window.index < 4		$game_system.se_play($data_system.buzzer_se)		return	  end	  case @command_window.index	  when 0		$game_system.se_play($data_system.decision_se)		$scene = Scene_Item.new	  when 1		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 2		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 3		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 4		if $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.new	  when 5		$game_system.se_play($data_system.decision_se)		$scene = Scene_End.new	  end	  return	end  end   def update_status	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @command_window.active = true	  @status_window.active = false	  @status_window.index = -1	  return	end	if Input.trigger?(Input::C)	  case @command_window.index	  when 1		if $game_party.actors[@status_window.index].restriction >= 2		  $game_system.se_play($data_system.buzzer_se)		  return		end		$game_system.se_play($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)	  end	  return	end  end end

 

 

 

Perché il tag spoiler non funziona più?

Edited by gino
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Grazie mille gino, quindi mi basta chiamare l'immagine Hero e non importa il nome che si sceglie pe ril pg. Se funziona sei un mito! Provo subito! Nel caso funzionasse (non ne dubito) si può usare la stessa modifica nello script per il salvataggio perchè in quello (come in stile KH) cambia il face del pg in base a chi sei?

 

EDIT: uff, purtroppo dice syntax error alla riga 52, credo sia per via dell'aggiunta di "ID"

Edited by Roxas94
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Grazie mille gino, quindi mi basta chiamare l'immagine Hero e non importa il nome che si sceglie pe ril pg. Se funziona sei un mito! Provo subito! Nel caso funzionasse (non ne dubito) si può usare la stessa modifica nello script per il salvataggio perchè in quello (come in stile KH) cambia il face del pg in base a chi sei?

 

EDIT: uff, purtroppo dice syntax error alla riga 52, credo sia per via dell'aggiunta di "ID"

 

Nel mio codice la riga 52 è:

class Window_Base < Window

 

Non vedo come possa esserci errore visto che questa riga non l'ho toccata per niente! :P

 

EDIT: Uff, piccolo errore. Ho scritto ID maiuscolo e ruby non ha apprezzato. Dovrei riuscire ad applicare una modifica simile anche allo script per il salvataggio, basta che mi fai avere il codice.

 

 

 

## ATTENZIONE IL SEGUENTE SCRIPT NON È L'ORIGINALE MA È UNA VERSIONE LIEVEMENTE# MODIFICATA. NON USARE SE NON SIETE SICURI DI COME FUNZIONA!# ## WARNING! THIS AIN'T THE ORIGINAL SCRIPT, BUT A MODIFIED VERSION. IF YOU AIN'T# SURE 'BOUT HOW IT WORKS DON'T USE IT!# #_________________________________________________# MOG_SceneMenu Itigo V1.0			#_________________________________________________# By Moghunter			  #_________________________________________________# Menu com movimento e layout de pictures.# Para nomear as imagens das faces dos personagens# nomeie com o nome do personagem + o sufixo _FC# Exemplo ->	 Ashe_Fc.png#_________________________________________________module MOG#Tempo de transição ao ativar o menu.  MNTT = 30#Tipo de transição ao ativar o menu.MNTP = "006-Stripe02"#Tempo de transição ao desativar o menu.  MNTT2 = 20#Tipo de transição ao desativar o menu.MNTP2 =  "005-Stripe01"end  ############### Game_Actor ###############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 ################class Window_Base < Window   def drw_face(actor,x,y,id)	if id == 0 then	  face = RPG::Cache.picture("Hero_fc")	else	  face = RPG::Cache.picture(actor.name + "_fc")	end	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end   def draw_maphp3(actor, x, y)	back = RPG::Cache.picture("BAR0")		cw = back.width  	ch = back.height	src_rect = Rect.new(0, 0, cw, ch)		self.contents.blt(x + 65, y - ch + 30, back, src_rect)	meter = RPG::Cache.picture("HP_Bar")		cw = meter.width  * actor.hp / actor.maxhp	ch = meter.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 65, y - ch + 30, meter, src_rect)	text = RPG::Cache.picture("HP_Tx")		cw = text.width  	ch = text.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 35, y - ch + 30, text, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)	  end   def draw_mapsp3(actor, x, y)	back = RPG::Cache.picture("BAR0")		cw = back.width  	ch = back.height	src_rect = Rect.new(0, 0, cw, ch)		self.contents.blt(x + 65, y - ch + 30, back, src_rect)	meter = RPG::Cache.picture("SP_Bar")		cw = meter.width  * actor.sp / actor.maxsp	ch = meter.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 65, y - ch + 30, meter, src_rect)	text = RPG::Cache.picture("SP_Tx")		cw = text.width  	ch = text.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 35, y - ch + 30, text, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)	  end   def draw_mexp2(actor, x, y)	bitmap2 = RPG::Cache.picture("Exp_Back")	cw = bitmap2.width	ch = bitmap2.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)	rate = actor.now_exp.to_f / actor.next_exp	bitmap = RPG::Cache.picture("Exp_Meter")	if actor.level < 99	  cw = bitmap.width * rate	else	  cw = bitmap.width	end  	ch = bitmap.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)	exp_tx = RPG::Cache.picture("Exp_tx")	cw = exp_tx.width	ch = exp_tx.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)	lv_tx = RPG::Cache.picture("LV_tx")	cw = lv_tx.width	ch = lv_tx.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)  end   def draw_actor_state2(actor, x, y, width = 120)	text = make_battler_state_text(actor, width, true)	self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color	self.contents.draw_text(x, y, width, 32, text,1)  end  end  ####################### Window_MenuStatus2 #######################class Window_MenuStatus2 < Window_Selectable   def initialize	super(0, 0, 415, 280)	self.contents = Bitmap.new(width - 32, height - 32)	refresh	self.active = false	self.opacity = 0	self.index = -1  end   def refresh	self.contents.clear	@item_max = $game_party.actors.size	for i in 0...$game_party.actors.size	  x = 20	  y = i * 62	  actor = $game_party.actors[i]	  self.contents.font.name = "Kristen ITC"	  drw_face(actor,x,y + 50,i)	  draw_maphp3(actor,x + 40, y - 5)	  draw_mapsp3(actor,x + 40, y + 20 )	  draw_mexp2(actor,x + 140, y + 15 )	  draw_actor_state2(actor ,x + 220, y - 5)	end  end   def update_cursor_rect	if @index < 0	  self.cursor_rect.empty	else	  self.cursor_rect.set(5, @index * 62, self.width - 32, 50)	end  end end  ################# Window_Gold2 #################class Window_Gold2 < Window_Base   def initialize	super(0, 0, 160, 64)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	cx = contents.text_size($data_system.words.gold).width	self.contents.font.color = normal_color	self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)	self.contents.font.color = system_color	self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)  endend  ##################### Window_PlayTime2 #####################class Window_PlayTime2 < Window_Base   def initialize	super(0, 0, 160, 96)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	@total_sec = Graphics.frame_count / Graphics.frame_rate	hour = @total_sec / 60 / 60	min = @total_sec / 60 % 60	sec = @total_sec % 60	text = sprintf("%02d:%02d:%02d", hour, min, sec)	self.contents.font.color = normal_color	self.contents.draw_text(4, 32, 120, 32, text, 2)  end   def update	super	if Graphics.frame_count / Graphics.frame_rate != @total_sec	  refresh	end  end end  ################## Window_Steps2 ##################class Window_Steps2 < Window_Base   def initialize	super(0, 0, 160, 96)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	self.contents.font.color = normal_color	self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)  end end  ############### Scene_Menu ###############class Scene_Menu   def initialize(menu_index = 0)	@menu_index = menu_index  end   def main	s1 = ""	s2 = ""	s3 = ""	s4 = ""	s5 = ""	s6 = ""	@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])	@command_window.index = @menu_index	if $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)	end	@command_window.visible = false	@command_window.x = -640	@mnlay = Sprite.new	@mnlay.bitmap = RPG::Cache.picture("Mn_lay")	@mnlay.z = 10	@mnback = Plane.new	@mnback.bitmap = RPG::Cache.picture("Mn_back")	@mnback.blend_type = 0	@mnback.z = 5	@mnback2 = Plane.new	@mnback2.bitmap = RPG::Cache.picture("Mn_back")	@mnback2.blend_type = 0	@mnback2.z = 5	@mnback2.opacity = 60	@mnsel = Sprite.new	@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")	@mnsel.z = 20	@mnsel.x = 0	@mnsel.y = 110	@mnop = 150	if $game_system.save_disabled	  @command_window.disable_item(4)	end	@playtime_window = Window_PlayTime2.new	@playtime_window.x = -45	@playtime_window.y = 405	@playtime_window.opacity = 0	@playtime_window.z = 15	@steps_window = Window_Steps2.new	@steps_window.x = 1500	@steps_window.y = 1500	@steps_window.opacity = 0	@steps_window.z = 15	@gold_window = Window_Gold2.new	@gold_window.x = -45	@gold_window.y = 384	@gold_window.opacity = 0	@gold_window.z = 15	@status_window = Window_MenuStatus2.new	@status_window.x = 195	@status_window.y = 110	@status_window.opacity = 0	@status_window.z = 15	Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	Graphics.freeze	@command_window.dispose	@playtime_window.dispose	@steps_window.dispose	@gold_window.dispose		@status_window.dispose	@mnlay.dispose	@mnback.dispose	@mnback2.dispose	@mnsel.dispose	Graphics.transition(MOG::MNTT2, "Graphics/Transitions/" + MOG::MNTP2)	Graphics.update  end   def update	@command_window.update	@playtime_window.update	@steps_window.update	@gold_window.update	@status_window.update	@mnback.oy += 1	@mnback.ox += 1	@mnback2.oy += 1	@mnback2.ox -= 1	@mnop += 5	if @command_window.active == true	  @mnsel.bitmap = RPG::Cache.picture("Mn_Sel")		else	  @mnsel.bitmap = RPG::Cache.picture("Mn_Sel_off")	  @mnsel.zoom_x = 1	  @mnsel.opacity = 255	end	if @mnop >= 255	  @mnop = 120	end  	if @command_window.active	  update_command	  return	end	if @status_window.active	  update_status	  return	end  end   def update_command	if @mnsel.zoom_x <= 1.6	  @mnsel.zoom_x += 0.03	  @mnsel.opacity -= 10	elsif @mnsel.zoom_x > 1.6	  @mnsel.zoom_x = 1.0	  @mnsel.opacity = 255	end  	case @command_window.index	when 0  	  @mnsel.x = 0	  @mnsel.y = 110	when 1	  @mnsel.x = 0	  @mnsel.y = 155	when 2	  @mnsel.x = 0	  @mnsel.y = 197	when 3	  @mnsel.x = 0	  @mnsel.y = 242	when 4	  @mnsel.x = 0	  @mnsel.y = 285	when 5	  @mnsel.x = 0	  @mnsel.y = 325	end		if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  $scene = Scene_Map.new	  return	end	if Input.trigger?(Input::C)	  if $game_party.actors.size == 0 and @command_window.index < 4		$game_system.se_play($data_system.buzzer_se)		return	  end	  case @command_window.index	  when 0		$game_system.se_play($data_system.decision_se)		$scene = Scene_Item.new	  when 1		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 2		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 3		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 4		if $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.new	  when 5		$game_system.se_play($data_system.decision_se)		$scene = Scene_End.new	  end	  return	end  end   def update_status	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @command_window.active = true	  @status_window.active = false	  @status_window.index = -1	  return	end	if Input.trigger?(Input::C)	  case @command_window.index	  when 1		if $game_party.actors[@status_window.index].restriction >= 2		  $game_system.se_play($data_system.buzzer_se)		  return		end		$game_system.se_play($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)	  end	  return	end  end end

 

 

Edited by gino
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Ok, grazie, adesso funziona tutto alla perfezione!

Beh, se vuoi essere così gentile da fare lo stesso questo è lo script del salvataggio (qui l'immagine del face si chiama Nome_Fl):

#==============================================================================# ORIGINAL# ** MOG Scene File Ayumi V1.2#	 By Moghunter  #------------------------------------------------------------------------------# NEW# *KH SAVE by Zexion/Linkyboy15#==============================================================================  module MOG   # BASIC MENU CONFIGURATION	# File Graphics Used  	  FILE_LAYOUT	 = "Layout-File"	 # File Menu Graphics	  FILE_BACKGROUND = "Back-Other"	  # Animated background graphic  	  FILE_STATUS	 = "Status-File"	 # File Window Graphic	  FACE_LARGE	  = "_Fl"			 # Suffix for large face graphics	  Map_end	  = "_mgfx"			 # Suffix for map graphics	# File Effects	  FILE_MOVE_FX	= false			 # If savefile moves side-to-side	  FILE_OPACITY_FX = false			 # If savefile changes opacity	# Menu 	  FILE_FX		 = 0				 # Back FX (0=Moving/ 1=Still/ 2=Map)	  FILE_TRAN_TIME  = 10				# Transition Time	  FILE_TRAN_TYPE  = "013-Square01"	 # Transition Type (Name)	# Font Used	  FILE_FONT	   = "Kristen ITC"		 # Font used in file menu   end # Mogscript global$mogscript = {} if $mogscript == nil$mogscript["menu_ayumi"] = true   #==============================================================================# ** Game_Map#------------------------------------------------------------------------------#  This class handles the map. It includes scrolling and passable determining#  functions. Refer to "$game_map" for the instance of this class.#============================================================================== class Game_Map  #--------------------------------------------------------------------------  # * Get Map Name  #--------------------------------------------------------------------------    def map_name	@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil	return @mapinfo[@map_id].name  endend   #==============================================================================# ** Window_Base#------------------------------------------------------------------------------#  This class is for all in-game windows.#============================================================================== class Window_Base < Window  #--------------------------------------------------------------------------  # * Draw File Window  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate    #--------------------------------------------------------------------------	  def drw_win_file(x, y)	dwf = RPG::Cache.picture(MOG::FILE_STATUS)	cw = dwf.width 	ch = dwf.height 	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, dwf, src_rect)	  end     #--------------------------------------------------------------------------  # * Draw Empty Face  #--------------------------------------------------------------------------    def nada	face = RPG::Cache.picture("")  end	  #--------------------------------------------------------------------------  # * Draw Face #3 (Larger face)  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_heroface3(actor, x, y)	face = RPG::Cache.picture(actor.name + MOG::FACE_LARGE) rescue nada	cw = face.width 	ch = face.height 	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end	def draw_map3(actor, x, y)	face = RPG::Cache.picture(actor.map_name + MOG::Map_end) rescue nada	cw = face.width 	ch = face.height 	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end     #--------------------------------------------------------------------------  # * Draw Actor Level #6  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------     def draw_actor_level6(actor, x, y)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")  	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)  end  #--------------------------------------------------------------------------  # * Draw Actor Name #6  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_actor_name6(actor, x, y)	self.contents.font.color = Color.new(0, 0, 0, 255)	self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name, 1)  	self.contents.font.color = normal_color	self.contents.draw_text(x, y, 100, 32, actor.name, 1)end    #--------------------------------------------------------------------------  # * Draw Actor Gold  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_gold(x, y)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 1, y + 1, 80, 32, $data_system.words.gold)  	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 70, y + 1, 80, 32, @game_party.gold.to_s)  endend #==============================================================================# ** Window_SaveFile#------------------------------------------------------------------------------#  This window displays save files on the save and load screens.#============================================================================== class Window_SaveFile < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #	 file_index : save file index (0-3)  #	 filename   : file name  #--------------------------------------------------------------------------    def initialize(file_index, filename)	super(0, 64 + file_index * 138, 640, 240)		self.contents = Bitmap.new(width - 32, height - 32)  	self.opacity = 0	@file_index = file_index	@filename = "Save#{@file_index + 1}.rxdata"	@time_stamp = Time.at(0)	@file_exist = FileTest.exist?(@filename)	if @file_exist	  file = File.open(@filename, "r")	  @time_stamp	 = file.mtime	  @characters	 = Marshal.load(file)	  @frame_count	= Marshal.load(file)	  @game_system	= Marshal.load(file)	  @game_switches  = Marshal.load(file)	  @game_variables = Marshal.load(file)	  @game_self_switches = Marshal.load(file)	  @game_screen	= Marshal.load(file)	  @game_actors	= Marshal.load(file)	  @game_party	 = Marshal.load(file)	  @game_troop	 = Marshal.load(file)	  @game_map	   = Marshal.load(file)	  @total_sec	  = @frame_count / Graphics.frame_rate	  file.close 	end	@wiref = 0	refresh	@selected = false  end    #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------    def refresh	self.contents.clear	self.contents.font.name = MOG::FILE_FONT	drw_win_file(0,190)	name = "#{@file_index + 1}"	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(44, 61, 600, 72, name)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(43, 60, 600, 72, name)		@name_width = contents.text_size(name).width 	if @file_exist	  for i in 0...@characters.size		x = 116		actors = @game_party.actors		for i in 0...[actors.size, 4].min		x	 = i * 60		actor = actors[i]				self.contents.font.size = 20		draw_actor_level6(actor, 250, 60)		draw_gold(310,60)		actor = actors[0]	 		map = @game_map		draw_heroface3(actor,404,142)   		draw_map3(map,100,130) 		self.contents.font.size = 22		end		  	  end 	  hour = @total_sec / 60 / 60	  min = @total_sec / 60 % 60	  sec = @total_sec % 60	  time_string = sprintf("%02d:%02d:%02d", hour, min, sec)	  self.contents.font.color = Color.new(255,138,0,255)	  self.contents.draw_text(5, 55, 550, 32, time_string, 2)	  self.contents.draw_text(5 , 35, 368 , 167, @game_map.map_name.to_s, 2)	end  end   #--------------------------------------------------------------------------  # * Set Selected  #	 selected : new selected (true = selected, false = unselected)  #--------------------------------------------------------------------------   def selected=(selected)	@selected = selected  endend   #==============================================================================# ** Scene_Save#------------------------------------------------------------------------------#  This class performs save screen processing.#============================================================================== class Scene_Save < Scene_File  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  alias mog_init initialize  def initialize	mog_init	$mog_scene_filesave_flag = 1  endend   #==============================================================================# ** Scene_File#------------------------------------------------------------------------------#  This is a superclass for the save screen and load screen.#============================================================================== class Scene_File  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------    def main	if $mog_scene_filesave_flag != 1	  @mnback = Plane.new	  @mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)	  @mnback.z = 1	  	else	  if MOG::FILE_FX == 0		@mnback = Plane.new		@mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)		@mnback.z = 1	  elsif MOG::FILE_FX == 1		@mnback = Plane.new		@mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)		@mnback.z = 1	  else		@spriteset = Spriteset_Map.new	  end	end	@mnlay = Sprite.new	@mnlay.bitmap = RPG::Cache.picture(MOG::FILE_LAYOUT)	@mnlay.z = 2	@help_window = Window_Help.new	@help_window.set_text(@help_text)	@help_window.opacity = 0	@savefile_windows = []	@cursor_displace = 0	for i in 0..2	  @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))	end 	@savefile_windows[0]	@file_index = $game_temp.last_file_index	@savefile_windows[@file_index].selected = true 	@savefile_windows[0].y = 40		@savefile_windows[1].y = 140	@savefile_windows[2].y = 240	 	@win_move_time = 0	@win_move = 0	@win_dire = 0	@win_opac = 255	@win1_y = 0	@win2_y = 0	@win3_y = 0	unless MOG::FILE_FX == 2	  Graphics.transition(MOG::FILE_TRAN_TIME, "Graphics/Transitions/" + 		MOG::FILE_TRAN_TYPE)	else	  Graphics.transition	end	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	for i in 0..50	  @mnback.ox += 1 if MOG::FILE_FX == 0	  @savefile_windows[0].x += 10		  @savefile_windows[1].x -= 10	  @savefile_windows[2].x += 10	  for i in @savefile_windows		i.contents_opacity -= 5	  end  	  Graphics.update  	end	  	Graphics.freeze	@help_window.dispose	@mnback.dispose if MOG::FILE_FX == 0	@mnback.dispose if MOG::FILE_FX == 1	@mnback.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag != 1	@spriteset.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag == 1	$mog_scene_filesave_flag = 0	@mnlay.dispose	for i in @savefile_windows ; i.dispose ; end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------	  def update	@mnback.ox += 1 if MOG::FILE_FX == 0	if MOG::FILE_OPACITY_FX	  @win_opac += 3	  @win_opac = 150 if @win_opac > 254	else	  @win_opac = 255	end	@win_move_time += 1		if @win_move_time > 60	  @win_dire += 1	  @win_move_time = 0		end	@win_dire = 0 if @win_dire > 1	if @win_dire == 0	   @win_move += 1	else   	   @win_move -= 1	end		 	# Update File Windows	update_window_z	update_moving_window if MOG::FILE_MOVE_FX 	update_window_opacity	@help_window.update		for i in @savefile_windows ; i.update ; end	if Input.trigger?(Input::C)	  on_decision(make_filename(@file_index))	  $game_temp.last_file_index = @file_index	  return	end	if Input.trigger?(Input::B)	  on_cancel	  return	end	if Input.repeat?(Input::DOWN)	  if Input.trigger?(Input::DOWN) or @file_index < 3		$game_system.se_play($data_system.cursor_se)		@savefile_windows[@file_index].selected = false		@file_index = (@file_index + 1) % 3		@savefile_windows[@file_index].selected = true		return	  end	end	if Input.repeat?(Input::UP)	  if Input.trigger?(Input::UP) or @file_index > 0		$game_system.se_play($data_system.cursor_se)		@savefile_windows[@file_index].selected = false		@file_index = (@file_index - 1) % 3		@savefile_windows[@file_index].selected = true		return	  end	end  end  #--------------------------------------------------------------------------  # * Frame Update (Reposition File Window)  #--------------------------------------------------------------------------   def update_window_z	if @file_index == 0	  @savefile_windows[0].z = 2  	  @savefile_windows[1].z = 1 	  @savefile_windows[2].z = 0			elsif @file_index == 1	  @savefile_windows[0].z = 1  	  @savefile_windows[1].z = 2 	  @savefile_windows[2].z = 1			else	  @savefile_windows[0].z = 0  	  @savefile_windows[1].z = 1 	  @savefile_windows[2].z = 2			end	    end    #--------------------------------------------------------------------------  # * Frame Update (Moving File Window)  #--------------------------------------------------------------------------   def update_moving_window	if @file_index == 0	  @savefile_windows[0].x = @win_move 	  @savefile_windows[1].x = 0 	  @savefile_windows[1].x = 0	  @savefile_windows[2].x = 0		elsif @file_index == 1	  @savefile_windows[0].x = 0 	  @savefile_windows[1].x = @win_move 	  @savefile_windows[2].x = 0	 	else	  @savefile_windows[0].x = 0 	  @savefile_windows[1].x = 0 	  @savefile_windows[2].x = @win_move  	end	    end  #--------------------------------------------------------------------------  # * Frame Update (File Window Opacity)  #--------------------------------------------------------------------------     def update_window_opacity	if @file_index == 0	  @savefile_windows[0].contents_opacity =   @win_opac	  @savefile_windows[1].contents_opacity =   130	  @savefile_windows[2].contents_opacity =   130		elsif @file_index == 1	  @savefile_windows[0].contents_opacity =   130	  @savefile_windows[1].contents_opacity =   @win_opac	  @savefile_windows[2].contents_opacity =   130	else	  @savefile_windows[0].contents_opacity =   130	  @savefile_windows[1].contents_opacity =   130	  @savefile_windows[2].contents_opacity =   @win_opac		end	  endend

Edited by Roxas94
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Ma no che non ti ammazzo! Semmai dovresti ammazzarmi tu perché le cose non tornano! In effetti quello che ho fatto è molto stupido perché il file hero_fc lo usa non per il primo personaggio del database ma per il primo personaggio del party! urge correzione!
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Ma no che non ti ammazzo! Semmai dovresti ammazzarmi tu perché le cose non tornano! In effetti quello che ho fatto è molto stupido perché il file hero_fc lo usa non per il primo personaggio del database ma per il primo personaggio del party! urge correzione!

No no, invece hai fatto giusto, funziona tutto alla perfezione, il problema è che c'era id =0, basta mettere id=1 e tutto torna (infatti come puoi vedere ho modificato il messaggio); quindi ancora grazie mille, spero riuscirai a farel a stessa cosa anche con lo script del save ma non avere fretta tanto non è urgente.

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No no, invece hai fatto giusto, funziona tutto alla perfezione, il problema è che c'era id =0, basta mettere id=1 e tutto torna (infatti come puoi vedere ho modificato il messaggio); quindi ancora grazie mille, spero riuscirai a farel a stessa cosa anche con lo script del save ma non avere fretta tanto non è urgente.

 

Se mi dici che funziona, meglio così!

Dopo averci rimesso mano oggi non sono del tutto sicuro che lo script sia perfettamente funzionante, ma se più avanti dovessi riscontrare errori fammelo sapere, ho già creato una seconda versione.

 

Allora lo script per il salvataggio dovrebbe risolversi allo stesso modo.

NOTA BENE: Riga 99 ho messo come prima "id ==0", ma se mi dici che a te torna con "id == 1" cambialo.

 

 

 

## ATTENZIONE IL SEGUENTE SCRIPT NON È L'ORIGINALE MA È UNA VERSIONE LIEVEMENTE# MODIFICATA. NON USARE SE NON SIETE SICURI DI COME FUNZIONA!# ## WARNING! THIS AIN'T THE ORIGINAL SCRIPT, BUT A MODIFIED VERSION. IF YOU AIN'T# SURE 'BOUT HOW IT WORKS DON'T USE IT!# #==============================================================================# ORIGINAL# ** MOG Scene File Ayumi V1.2#	 By Moghunter  #------------------------------------------------------------------------------# NEW# *KH SAVE by Zexion/Linkyboy15#==============================================================================  module MOG   # BASIC MENU CONFIGURATION	# File Graphics Used  	  FILE_LAYOUT	 = "Layout-File"	 # File Menu Graphics	  FILE_BACKGROUND = "Back-Other"	  # Animated background graphic  	  FILE_STATUS	 = "Status-File"	 # File Window Graphic	  FACE_LARGE	  = "_Fl"			 # Suffix for large face graphics	  Map_end	  = "_mgfx"			 # Suffix for map graphics	# File Effects	  FILE_MOVE_FX	= false			 # If savefile moves side-to-side	  FILE_OPACITY_FX = false			 # If savefile changes opacity	# Menu	  FILE_FX		 = 0				 # Back FX (0=Moving/ 1=Still/ 2=Map)	  FILE_TRAN_TIME  = 10				# Transition Time	  FILE_TRAN_TYPE  = "013-Square01"	 # Transition Type (Name)	# Font Used	  FILE_FONT	   = "Kristen ITC"		 # Font used in file menu   end # Mogscript global$mogscript = {} if $mogscript == nil$mogscript["menu_ayumi"] = true   #==============================================================================# ** Game_Map#------------------------------------------------------------------------------#  This class handles the map. It includes scrolling and passable determining#  functions. Refer to "$game_map" for the instance of this class.#============================================================================== class Game_Map  #--------------------------------------------------------------------------  # * Get Map Name  #--------------------------------------------------------------------------    def map_name	@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil	return @mapinfo[@map_id].name  endend   #==============================================================================# ** Window_Base#------------------------------------------------------------------------------#  This class is for all in-game windows.#============================================================================== class Window_Base < Window  #--------------------------------------------------------------------------  # * Draw File Window  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate    #--------------------------------------------------------------------------	  def drw_win_file(x, y)	dwf = RPG::Cache.picture(MOG::FILE_STATUS)	cw = dwf.width	ch = dwf.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, dwf, src_rect)	  end    #--------------------------------------------------------------------------  # * Draw Empty Face  #--------------------------------------------------------------------------    def nada	face = RPG::Cache.picture("")  end	  #--------------------------------------------------------------------------  # * Draw Face #3 (Larger face)  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_heroface3(actor, x, y, id)	if id == 0 then	  face = RPG::Cache.picture("Hero" + MOG::FACE_LARGE) rescue nada	else	  face = RPG::Cache.picture(actor.name + MOG::FACE_LARGE) rescue nada	end	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end	def draw_map3(actor, x, y)	face = RPG::Cache.picture(actor.map_name + MOG::Map_end) rescue nada	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end    #--------------------------------------------------------------------------  # * Draw Actor Level #6  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_actor_level6(actor, x, y)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")  	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)  end  #--------------------------------------------------------------------------  # * Draw Actor Name #6  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_actor_name6(actor, x, y)	self.contents.font.color = Color.new(0, 0, 0, 255)	self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name, 1)  	self.contents.font.color = normal_color	self.contents.draw_text(x, y, 100, 32, actor.name, 1)end    #--------------------------------------------------------------------------  # * Draw Actor Gold  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_gold(x, y)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 1, y + 1, 80, 32, $data_system.words.gold)  	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 70, y + 1, 80, 32, @game_party.gold.to_s)  endend #==============================================================================# ** Window_SaveFile#------------------------------------------------------------------------------#  This window displays save files on the save and load screens.#============================================================================== class Window_SaveFile < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #	 file_index : save file index (0-3)  #	 filename   : file name  #--------------------------------------------------------------------------    def initialize(file_index, filename)	super(0, 64 + file_index * 138, 640, 240)		self.contents = Bitmap.new(width - 32, height - 32)  	self.opacity = 0	@file_index = file_index	@filename = "Save#{@file_index + 1}.rxdata"	@time_stamp = Time.at(0)	@file_exist = FileTest.exist?(@filename)	if @file_exist	  file = File.open(@filename, "r")	  @time_stamp	 = file.mtime	  @characters	 = Marshal.load(file)	  @frame_count	= Marshal.load(file)	  @game_system	= Marshal.load(file)	  @game_switches  = Marshal.load(file)	  @game_variables = Marshal.load(file)	  @game_self_switches = Marshal.load(file)	  @game_screen	= Marshal.load(file)	  @game_actors	= Marshal.load(file)	  @game_party	 = Marshal.load(file)	  @game_troop	 = Marshal.load(file)	  @game_map	   = Marshal.load(file)	  @total_sec	  = @frame_count / Graphics.frame_rate	  file.close	end	@wiref = 0	refresh	@selected = false  end    #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------    def refresh	self.contents.clear	self.contents.font.name = MOG::FILE_FONT	drw_win_file(0,190)	name = "#{@file_index + 1}"	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(44, 61, 600, 72, name)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(43, 60, 600, 72, name)		@name_width = contents.text_size(name).width 	if @file_exist	  for i in 0...@characters.size		x = 116		actors = @game_party.actors		for i in 0...[actors.size, 4].min		x	 = i * 60		actor = actors[i]				self.contents.font.size = 20		draw_actor_level6(actor, 250, 60)		draw_gold(310,60)		actor = actors[0]			map = @game_map		draw_heroface3(actor,404,142,i)		draw_map3(map,100,130)		self.contents.font.size = 22		end		  	  end	  hour = @total_sec / 60 / 60	  min = @total_sec / 60 % 60	  sec = @total_sec % 60	  time_string = sprintf("%02d:%02d:%02d", hour, min, sec)	  self.contents.font.color = Color.new(255,138,0,255)	  self.contents.draw_text(5, 55, 550, 32, time_string, 2)	  self.contents.draw_text(5 , 35, 368 , 167, @game_map.map_name.to_s, 2)	end  end   #--------------------------------------------------------------------------  # * Set Selected  #	 selected : new selected (true = selected, false = unselected)  #--------------------------------------------------------------------------  def selected=(selected)	@selected = selected  endend   #==============================================================================# ** Scene_Save#------------------------------------------------------------------------------#  This class performs save screen processing.#============================================================================== class Scene_Save < Scene_File  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  alias mog_init initialize  def initialize	mog_init	$mog_scene_filesave_flag = 1  endend   #==============================================================================# ** Scene_File#------------------------------------------------------------------------------#  This is a superclass for the save screen and load screen.#============================================================================== class Scene_File  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------    def main	if $mog_scene_filesave_flag != 1	  @mnback = Plane.new	  @mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)	  @mnback.z = 1	  	else	  if MOG::FILE_FX == 0		@mnback = Plane.new		@mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)		@mnback.z = 1	  elsif MOG::FILE_FX == 1		@mnback = Plane.new		@mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)		@mnback.z = 1	  else		@spriteset = Spriteset_Map.new	  end	end	@mnlay = Sprite.new	@mnlay.bitmap = RPG::Cache.picture(MOG::FILE_LAYOUT)	@mnlay.z = 2	@help_window = Window_Help.new	@help_window.set_text(@help_text)	@help_window.opacity = 0	@savefile_windows = []	@cursor_displace = 0	for i in 0..2	  @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))	end 	@savefile_windows[0]	@file_index = $game_temp.last_file_index	@savefile_windows[@file_index].selected = true 	@savefile_windows[0].y = 40		@savefile_windows[1].y = 140	@savefile_windows[2].y = 240	 	@win_move_time = 0	@win_move = 0	@win_dire = 0	@win_opac = 255	@win1_y = 0	@win2_y = 0	@win3_y = 0	unless MOG::FILE_FX == 2	  Graphics.transition(MOG::FILE_TRAN_TIME, "Graphics/Transitions/" +		MOG::FILE_TRAN_TYPE)	else	  Graphics.transition	end	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	for i in 0..50	  @mnback.ox += 1 if MOG::FILE_FX == 0	  @savefile_windows[0].x += 10		  @savefile_windows[1].x -= 10	  @savefile_windows[2].x += 10	  for i in @savefile_windows		i.contents_opacity -= 5	  end  	  Graphics.update  	end	  	Graphics.freeze	@help_window.dispose	@mnback.dispose if MOG::FILE_FX == 0	@mnback.dispose if MOG::FILE_FX == 1	@mnback.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag != 1	@spriteset.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag == 1	$mog_scene_filesave_flag = 0	@mnlay.dispose	for i in @savefile_windows ; i.dispose ; end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------	  def update	@mnback.ox += 1 if MOG::FILE_FX == 0	if MOG::FILE_OPACITY_FX	  @win_opac += 3	  @win_opac = 150 if @win_opac > 254	else	  @win_opac = 255	end	@win_move_time += 1		if @win_move_time > 60	  @win_dire += 1	  @win_move_time = 0		end	@win_dire = 0 if @win_dire > 1	if @win_dire == 0	   @win_move += 1	else  	   @win_move -= 1	end			# Update File Windows	update_window_z	update_moving_window if MOG::FILE_MOVE_FX	update_window_opacity	@help_window.update		for i in @savefile_windows ; i.update ; end	if Input.trigger?(Input::C)	  on_decision(make_filename(@file_index))	  $game_temp.last_file_index = @file_index	  return	end	if Input.trigger?(Input::B)	  on_cancel	  return	end	if Input.repeat?(Input::DOWN)	  if Input.trigger?(Input::DOWN) or @file_index < 3		$game_system.se_play($data_system.cursor_se)		@savefile_windows[@file_index].selected = false		@file_index = (@file_index + 1) % 3		@savefile_windows[@file_index].selected = true		return	  end	end	if Input.repeat?(Input::UP)	  if Input.trigger?(Input::UP) or @file_index > 0		$game_system.se_play($data_system.cursor_se)		@savefile_windows[@file_index].selected = false		@file_index = (@file_index - 1) % 3		@savefile_windows[@file_index].selected = true		return	  end	end  end  #--------------------------------------------------------------------------  # * Frame Update (Reposition File Window)  #--------------------------------------------------------------------------  def update_window_z	if @file_index == 0	  @savefile_windows[0].z = 2  	  @savefile_windows[1].z = 1	  @savefile_windows[2].z = 0			elsif @file_index == 1	  @savefile_windows[0].z = 1  	  @savefile_windows[1].z = 2	  @savefile_windows[2].z = 1			else	  @savefile_windows[0].z = 0  	  @savefile_windows[1].z = 1	  @savefile_windows[2].z = 2			end	    end    #--------------------------------------------------------------------------  # * Frame Update (Moving File Window)  #--------------------------------------------------------------------------  def update_moving_window	if @file_index == 0	  @savefile_windows[0].x = @win_move	  @savefile_windows[1].x = 0	  @savefile_windows[1].x = 0	  @savefile_windows[2].x = 0		elsif @file_index == 1	  @savefile_windows[0].x = 0	  @savefile_windows[1].x = @win_move	  @savefile_windows[2].x = 0		else	  @savefile_windows[0].x = 0	  @savefile_windows[1].x = 0	  @savefile_windows[2].x = @win_move  	end	    end  #--------------------------------------------------------------------------  # * Frame Update (File Window Opacity)  #--------------------------------------------------------------------------    def update_window_opacity	if @file_index == 0	  @savefile_windows[0].contents_opacity =   @win_opac	  @savefile_windows[1].contents_opacity =   130	  @savefile_windows[2].contents_opacity =   130		elsif @file_index == 1	  @savefile_windows[0].contents_opacity =   130	  @savefile_windows[1].contents_opacity =   @win_opac	  @savefile_windows[2].contents_opacity =   130	else	  @savefile_windows[0].contents_opacity =   130	  @savefile_windows[1].contents_opacity =   130	  @savefile_windows[2].contents_opacity =   @win_opac		end	  endend

 

 

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Mi spiace dirtelo ma come ti aspettavi entrambi gli script hanno qualcosa che non va:

Il primo, quello del menu,funziona come quello originale cioè quando lo apro mi dice che nel menù non è presente l'immagine "nome_Fc" e quindi crasha mentre nel secondo non crasha ma non mostra il face del personaggio anche se ha id=1 e l'immagine si chiama Hero (nel caso il personaggio ha un altro id funziona normalmente come l'originale).

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Mi spiace dirtelo ma come ti aspettavi entrambi gli script hanno qualcosa che non va:

Il primo, quello del menu,funziona come quello originale cioè quando lo apro mi dice che nel menù non è presente l'immagine "nome_Fc" e quindi crasha mentre nel secondo non crasha ma non mostra il face del personaggio anche se ha id=1 e l'immagine si chiama Hero (nel caso il personaggio ha un altro id funziona normalmente come l'originale).

 

Quella cosa di mettere id==1 a me non torna. Considerando lo script come l'ho fatto io, e cioè con id==0, per come ho strutturato lo script l'immagine hero_fc è associata solo al personaggio che ha id == 0, cioè il primo nel database, mentre per tutti gli altri devi comunque avere un file nome_fc. Se per esempio nel database hai:

Aluxes

Basil

Giada

Hilda

 

Dovrai avere tutti i rispettivi file, che saranno:

Aluxes Hero_fc

Basil Basil_fc

Giada Giada_fc

Hilda Hilda_fc

 

Per quanto riguarda lo script per il salvataggio:

Aluxes Hero_FL

Basil Basil_FL

Giada Giada_FL

Hilda Hilda_FL

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Hai ragione tu, è giusto mettere come id 0 e non 1 ma comunque mettendo id==0 nello script del salvataggio mette sempre il face "Hero_Fl" qualunque sia l'id del pg e nello script del menu è uguale, il face è sempre "Hero_Fc" anche se sto usando Sora (che ha id 4).

Comunque abbiamo fatto un passo avanti perchè a me interessava poter usare i face anche cambiando nome al pg ma per i primi 5 minuti di gioco (nei quali interpreti Sora) dovrebbero cambiare i due face se possibile.

Edited by Roxas94
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Appena torno a casa ti invio la nuova versione dello script, però si tratta di attendere fino a lunedì sera. Nel frattempo buon lavoro!
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Anche se in ritardo di un giorno ecco la seconda versione della modifica allo script Mog Menu:

 

## ATTENZIONE IL SEGUENTE SCRIPT NON È L'ORIGINALE MA È UNA VERSIONE LIEVEMENTE# MODIFICATA. NON USARE SE NON SIETE SICURI DI COME FUNZIONA!# ## WARNING! THIS AIN'T THE ORIGINAL SCRIPT, BUT A MODIFIED VERSION. IF YOU AIN'T# SURE 'BOUT HOW IT WORKS DON'T USE IT!# #_________________________________________________# MOG_SceneMenu Itigo V1.0			#_________________________________________________# By Moghunter			  #_________________________________________________# Menu com movimento e layout de pictures.# Para nomear as imagens das faces dos personagens# nomeie com o nome do personagem + o sufixo _FC# Exemplo ->	 Ashe_Fc.png#_________________________________________________module MOG#Tempo de transição ao ativar o menu.  MNTT = 30#Tipo de transição ao ativar o menu.MNTP = "006-Stripe02"#Tempo de transição ao desativar o menu.  MNTT2 = 20#Tipo de transição ao desativar o menu.MNTP2 =  "005-Stripe01"end  ############### Game_Actor ###############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 ################class Window_Base < Window   def drw_face(actor,x,y)	if actor.name == $game_actors[1].name then	  face = RPG::Cache.picture("Hero_fc")	else	  face = RPG::Cache.picture(actor.name + "_fc")	end	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end   def draw_maphp3(actor, x, y)	back = RPG::Cache.picture("BAR0")		cw = back.width  	ch = back.height	src_rect = Rect.new(0, 0, cw, ch)		self.contents.blt(x + 65, y - ch + 30, back, src_rect)	meter = RPG::Cache.picture("HP_Bar")		cw = meter.width  * actor.hp / actor.maxhp	ch = meter.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 65, y - ch + 30, meter, src_rect)	text = RPG::Cache.picture("HP_Tx")		cw = text.width  	ch = text.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 35, y - ch + 30, text, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)	  end   def draw_mapsp3(actor, x, y)	back = RPG::Cache.picture("BAR0")		cw = back.width  	ch = back.height	src_rect = Rect.new(0, 0, cw, ch)		self.contents.blt(x + 65, y - ch + 30, back, src_rect)	meter = RPG::Cache.picture("SP_Bar")		cw = meter.width  * actor.sp / actor.maxsp	ch = meter.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 65, y - ch + 30, meter, src_rect)	text = RPG::Cache.picture("SP_Tx")		cw = text.width  	ch = text.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 35, y - ch + 30, text, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)	  end   def draw_mexp2(actor, x, y)	bitmap2 = RPG::Cache.picture("Exp_Back")	cw = bitmap2.width	ch = bitmap2.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)	rate = actor.now_exp.to_f / actor.next_exp	bitmap = RPG::Cache.picture("Exp_Meter")	if actor.level < 99	  cw = bitmap.width * rate	else	  cw = bitmap.width	end  	ch = bitmap.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)	exp_tx = RPG::Cache.picture("Exp_tx")	cw = exp_tx.width	ch = exp_tx.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect)	lv_tx = RPG::Cache.picture("LV_tx")	cw = lv_tx.width	ch = lv_tx.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect)	self.contents.font.color = Color.new(0,0,0,255)	self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1)	self.contents.font.color = Color.new(255,255,255,255)	self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1)  end   def draw_actor_state2(actor, x, y, width = 120)	text = make_battler_state_text(actor, width, true)	self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color	self.contents.draw_text(x, y, width, 32, text,1)  end  end  ####################### Window_MenuStatus2 #######################class Window_MenuStatus2 < Window_Selectable   def initialize	super(0, 0, 415, 280)	self.contents = Bitmap.new(width - 32, height - 32)	refresh	self.active = false	self.opacity = 0	self.index = -1  end   def refresh	self.contents.clear	@item_max = $game_party.actors.size	for i in 0...$game_party.actors.size	  x = 20	  y = i * 62	  actor = $game_party.actors[i]	  self.contents.font.name = "Kristen ITC"	  drw_face(actor,x,y + 50)	  draw_maphp3(actor,x + 40, y - 5)	  draw_mapsp3(actor,x + 40, y + 20 )	  draw_mexp2(actor,x + 140, y + 15 )	  draw_actor_state2(actor ,x + 220, y - 5)	end  end   def update_cursor_rect	if @index < 0	  self.cursor_rect.empty	else	  self.cursor_rect.set(5, @index * 62, self.width - 32, 50)	end  end end  ################# Window_Gold2 #################class Window_Gold2 < Window_Base   def initialize	super(0, 0, 160, 64)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	cx = contents.text_size($data_system.words.gold).width	self.contents.font.color = normal_color	self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)	self.contents.font.color = system_color	self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)  endend  ##################### Window_PlayTime2 #####################class Window_PlayTime2 < Window_Base   def initialize	super(0, 0, 160, 96)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	@total_sec = Graphics.frame_count / Graphics.frame_rate	hour = @total_sec / 60 / 60	min = @total_sec / 60 % 60	sec = @total_sec % 60	text = sprintf("%02d:%02d:%02d", hour, min, sec)	self.contents.font.color = normal_color	self.contents.draw_text(4, 32, 120, 32, text, 2)  end   def update	super	if Graphics.frame_count / Graphics.frame_rate != @total_sec	  refresh	end  end end  ################## Window_Steps2 ##################class Window_Steps2 < Window_Base   def initialize	super(0, 0, 160, 96)	self.contents = Bitmap.new(width - 32, height - 32)	refresh  end   def refresh	self.contents.clear	self.contents.font.color = normal_color	self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)  end end  ############### Scene_Menu ###############class Scene_Menu   def initialize(menu_index = 0)	@menu_index = menu_index  end   def main	s1 = ""	s2 = ""	s3 = ""	s4 = ""	s5 = ""	s6 = ""	@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])	@command_window.index = @menu_index	if $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)	end	@command_window.visible = false	@command_window.x = -640	@mnlay = Sprite.new	@mnlay.bitmap = RPG::Cache.picture("Mn_lay")	@mnlay.z = 10	@mnback = Plane.new	@mnback.bitmap = RPG::Cache.picture("Mn_back")	@mnback.blend_type = 0	@mnback.z = 5	@mnback2 = Plane.new	@mnback2.bitmap = RPG::Cache.picture("Mn_back")	@mnback2.blend_type = 0	@mnback2.z = 5	@mnback2.opacity = 60	@mnsel = Sprite.new	@mnsel.bitmap = RPG::Cache.picture("Mn_Sel")	@mnsel.z = 20	@mnsel.x = 0	@mnsel.y = 110	@mnop = 150	if $game_system.save_disabled	  @command_window.disable_item(4)	end	@playtime_window = Window_PlayTime2.new	@playtime_window.x = -45	@playtime_window.y = 405	@playtime_window.opacity = 0	@playtime_window.z = 15	@steps_window = Window_Steps2.new	@steps_window.x = 1500	@steps_window.y = 1500	@steps_window.opacity = 0	@steps_window.z = 15	@gold_window = Window_Gold2.new	@gold_window.x = -45	@gold_window.y = 384	@gold_window.opacity = 0	@gold_window.z = 15	@status_window = Window_MenuStatus2.new	@status_window.x = 195	@status_window.y = 110	@status_window.opacity = 0	@status_window.z = 15	Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP)	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	Graphics.freeze	@command_window.dispose	@playtime_window.dispose	@steps_window.dispose	@gold_window.dispose		@status_window.dispose	@mnlay.dispose	@mnback.dispose	@mnback2.dispose	@mnsel.dispose	Graphics.transition(MOG::MNTT2, "Graphics/Transitions/" + MOG::MNTP2)	Graphics.update  end   def update	@command_window.update	@playtime_window.update	@steps_window.update	@gold_window.update	@status_window.update	@mnback.oy += 1	@mnback.ox += 1	@mnback2.oy += 1	@mnback2.ox -= 1	@mnop += 5	if @command_window.active == true	  @mnsel.bitmap = RPG::Cache.picture("Mn_Sel")		else	  @mnsel.bitmap = RPG::Cache.picture("Mn_Sel_off")	  @mnsel.zoom_x = 1	  @mnsel.opacity = 255	end	if @mnop >= 255	  @mnop = 120	end  	if @command_window.active	  update_command	  return	end	if @status_window.active	  update_status	  return	end  end   def update_command	if @mnsel.zoom_x <= 1.6	  @mnsel.zoom_x += 0.03	  @mnsel.opacity -= 10	elsif @mnsel.zoom_x > 1.6	  @mnsel.zoom_x = 1.0	  @mnsel.opacity = 255	end  	case @command_window.index	when 0  	  @mnsel.x = 0	  @mnsel.y = 110	when 1	  @mnsel.x = 0	  @mnsel.y = 155	when 2	  @mnsel.x = 0	  @mnsel.y = 197	when 3	  @mnsel.x = 0	  @mnsel.y = 242	when 4	  @mnsel.x = 0	  @mnsel.y = 285	when 5	  @mnsel.x = 0	  @mnsel.y = 325	end		if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  $scene = Scene_Map.new	  return	end	if Input.trigger?(Input::C)	  if $game_party.actors.size == 0 and @command_window.index < 4		$game_system.se_play($data_system.buzzer_se)		return	  end	  case @command_window.index	  when 0		$game_system.se_play($data_system.decision_se)		$scene = Scene_Item.new	  when 1		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 2		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 3		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@status_window.active = true		@status_window.index = 0	  when 4		if $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.new	  when 5		$game_system.se_play($data_system.decision_se)		$scene = Scene_End.new	  end	  return	end  end   def update_status	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @command_window.active = true	  @status_window.active = false	  @status_window.index = -1	  return	end	if Input.trigger?(Input::C)	  case @command_window.index	  when 1		if $game_party.actors[@status_window.index].restriction >= 2		  $game_system.se_play($data_system.buzzer_se)		  return		end		$game_system.se_play($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)	  end	  return	end  end end

Edited by gino
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Perdono per il doppio post ma scrivendo tutto in uno solo mi scriveva un messaggio vuoto.

 

Ed ecco quello per il salvataggio:

 

 

 

## ATTENZIONE IL SEGUENTE SCRIPT NON È L'ORIGINALE MA È UNA VERSIONE LIEVEMENTE# MODIFICATA. NON USARE SE NON SIETE SICURI DI COME FUNZIONA!# ## WARNING! THIS AIN'T THE ORIGINAL SCRIPT, BUT A MODIFIED VERSION. IF YOU AIN'T# SURE 'BOUT HOW IT WORKS DON'T USE IT!# #==============================================================================# ORIGINAL# ** MOG Scene File Ayumi V1.2#	 By Moghunter  #------------------------------------------------------------------------------# NEW# *KH SAVE by Zexion/Linkyboy15#==============================================================================  module MOG   # BASIC MENU CONFIGURATION	# File Graphics Used  	  FILE_LAYOUT	 = "Layout-File"	 # File Menu Graphics	  FILE_BACKGROUND = "Back-Other"	  # Animated background graphic  	  FILE_STATUS	 = "Status-File"	 # File Window Graphic	  FACE_LARGE	  = "_Fl"			 # Suffix for large face graphics	  Map_end	  = "_mgfx"			 # Suffix for map graphics	# File Effects	  FILE_MOVE_FX	= false			 # If savefile moves side-to-side	  FILE_OPACITY_FX = false			 # If savefile changes opacity	# Menu	  FILE_FX		 = 0				 # Back FX (0=Moving/ 1=Still/ 2=Map)	  FILE_TRAN_TIME  = 10				# Transition Time	  FILE_TRAN_TYPE  = "013-Square01"	 # Transition Type (Name)	# Font Used	  FILE_FONT	   = "Kristen ITC"		 # Font used in file menu   end # Mogscript global$mogscript = {} if $mogscript == nil$mogscript["menu_ayumi"] = true   #==============================================================================# ** Game_Map#------------------------------------------------------------------------------#  This class handles the map. It includes scrolling and passable determining#  functions. Refer to "$game_map" for the instance of this class.#============================================================================== class Game_Map  #--------------------------------------------------------------------------  # * Get Map Name  #--------------------------------------------------------------------------    def map_name	@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil	return @mapinfo[@map_id].name  endend   #==============================================================================# ** Window_Base#------------------------------------------------------------------------------#  This class is for all in-game windows.#============================================================================== class Window_Base < Window  #--------------------------------------------------------------------------  # * Draw File Window  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate    #--------------------------------------------------------------------------	  def drw_win_file(x, y)	dwf = RPG::Cache.picture(MOG::FILE_STATUS)	cw = dwf.width	ch = dwf.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, dwf, src_rect)	  end    #--------------------------------------------------------------------------  # * Draw Empty Face  #--------------------------------------------------------------------------    def nada	face = RPG::Cache.picture("")  end	  #--------------------------------------------------------------------------  # * Draw Face #3 (Larger face)  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_heroface3(actor, x, y, id)	if actor.name == $game_actors[1].name then	  face = RPG::Cache.picture("Hero" + MOG::FACE_LARGE) rescue nada	else	  face = RPG::Cache.picture(actor.name + MOG::FACE_LARGE) rescue nada	end	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end	def draw_map3(actor, x, y)	face = RPG::Cache.picture(actor.map_name + MOG::Map_end) rescue nada	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end    #--------------------------------------------------------------------------  # * Draw Actor Level #6  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_actor_level6(actor, x, y)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")  	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)  end  #--------------------------------------------------------------------------  # * Draw Actor Name #6  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_actor_name6(actor, x, y)	self.contents.font.color = Color.new(0, 0, 0, 255)	self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name, 1)  	self.contents.font.color = normal_color	self.contents.draw_text(x, y, 100, 32, actor.name, 1)end    #--------------------------------------------------------------------------  # * Draw Actor Gold  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_gold(x, y)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 1, y + 1, 80, 32, $data_system.words.gold)  	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 70, y + 1, 80, 32, @game_party.gold.to_s)  endend #==============================================================================# ** Window_SaveFile#------------------------------------------------------------------------------#  This window displays save files on the save and load screens.#============================================================================== class Window_SaveFile < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #	 file_index : save file index (0-3)  #	 filename   : file name  #--------------------------------------------------------------------------    def initialize(file_index, filename)	super(0, 64 + file_index * 138, 640, 240)		self.contents = Bitmap.new(width - 32, height - 32)  	self.opacity = 0	@file_index = file_index	@filename = "Save#{@file_index + 1}.rxdata"	@time_stamp = Time.at(0)	@file_exist = FileTest.exist?(@filename)	if @file_exist	  file = File.open(@filename, "r")	  @time_stamp	 = file.mtime	  @characters	 = Marshal.load(file)	  @frame_count	= Marshal.load(file)	  @game_system	= Marshal.load(file)	  @game_switches  = Marshal.load(file)	  @game_variables = Marshal.load(file)	  @game_self_switches = Marshal.load(file)	  @game_screen	= Marshal.load(file)	  @game_actors	= Marshal.load(file)	  @game_party	 = Marshal.load(file)	  @game_troop	 = Marshal.load(file)	  @game_map	   = Marshal.load(file)	  @total_sec	  = @frame_count / Graphics.frame_rate	  file.close	end	@wiref = 0	refresh	@selected = false  end    #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------    def refresh	self.contents.clear	self.contents.font.name = MOG::FILE_FONT	drw_win_file(0,190)	name = "#{@file_index + 1}"	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(44, 61, 600, 72, name)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(43, 60, 600, 72, name)		@name_width = contents.text_size(name).width 	if @file_exist	  for i in 0...@characters.size		x = 116		actors = @game_party.actors		for i in 0...[actors.size, 4].min		x	 = i * 60		actor = actors[i]				self.contents.font.size = 20		draw_actor_level6(actor, 250, 60)		draw_gold(310,60)		actor = actors[0]			map = @game_map		draw_heroface3(actor,404,142,i)		draw_map3(map,100,130)		self.contents.font.size = 22		end		  	  end	  hour = @total_sec / 60 / 60	  min = @total_sec / 60 % 60	  sec = @total_sec % 60	  time_string = sprintf("%02d:%02d:%02d", hour, min, sec)	  self.contents.font.color = Color.new(255,138,0,255)	  self.contents.draw_text(5, 55, 550, 32, time_string, 2)	  self.contents.draw_text(5 , 35, 368 , 167, @game_map.map_name.to_s, 2)	end  end   #--------------------------------------------------------------------------  # * Set Selected  #	 selected : new selected (true = selected, false = unselected)  #--------------------------------------------------------------------------  def selected=(selected)	@selected = selected  endend   #==============================================================================# ** Scene_Save#------------------------------------------------------------------------------#  This class performs save screen processing.#============================================================================== class Scene_Save < Scene_File  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  alias mog_init initialize  def initialize	mog_init	$mog_scene_filesave_flag = 1  endend   #==============================================================================# ** Scene_File#------------------------------------------------------------------------------#  This is a superclass for the save screen and load screen.#============================================================================== class Scene_File  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------    def main	if $mog_scene_filesave_flag != 1	  @mnback = Plane.new	  @mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)	  @mnback.z = 1	  	else	  if MOG::FILE_FX == 0		@mnback = Plane.new		@mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)		@mnback.z = 1	  elsif MOG::FILE_FX == 1		@mnback = Plane.new		@mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)		@mnback.z = 1	  else		@spriteset = Spriteset_Map.new	  end	end	@mnlay = Sprite.new	@mnlay.bitmap = RPG::Cache.picture(MOG::FILE_LAYOUT)	@mnlay.z = 2	@help_window = Window_Help.new	@help_window.set_text(@help_text)	@help_window.opacity = 0	@savefile_windows = []	@cursor_displace = 0	for i in 0..2	  @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))	end 	@savefile_windows[0]	@file_index = $game_temp.last_file_index	@savefile_windows[@file_index].selected = true 	@savefile_windows[0].y = 40		@savefile_windows[1].y = 140	@savefile_windows[2].y = 240	 	@win_move_time = 0	@win_move = 0	@win_dire = 0	@win_opac = 255	@win1_y = 0	@win2_y = 0	@win3_y = 0	unless MOG::FILE_FX == 2	  Graphics.transition(MOG::FILE_TRAN_TIME, "Graphics/Transitions/" +		MOG::FILE_TRAN_TYPE)	else	  Graphics.transition	end	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	for i in 0..50	  @mnback.ox += 1 if MOG::FILE_FX == 0	  @savefile_windows[0].x += 10		  @savefile_windows[1].x -= 10	  @savefile_windows[2].x += 10	  for i in @savefile_windows		i.contents_opacity -= 5	  end  	  Graphics.update  	end	  	Graphics.freeze	@help_window.dispose	@mnback.dispose if MOG::FILE_FX == 0	@mnback.dispose if MOG::FILE_FX == 1	@mnback.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag != 1	@spriteset.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag == 1	$mog_scene_filesave_flag = 0	@mnlay.dispose	for i in @savefile_windows ; i.dispose ; end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------	  def update	@mnback.ox += 1 if MOG::FILE_FX == 0	if MOG::FILE_OPACITY_FX	  @win_opac += 3	  @win_opac = 150 if @win_opac > 254	else	  @win_opac = 255	end	@win_move_time += 1		if @win_move_time > 60	  @win_dire += 1	  @win_move_time = 0		end	@win_dire = 0 if @win_dire > 1	if @win_dire == 0	   @win_move += 1	else  	   @win_move -= 1	end			# Update File Windows	update_window_z	update_moving_window if MOG::FILE_MOVE_FX	update_window_opacity	@help_window.update		for i in @savefile_windows ; i.update ; end	if Input.trigger?(Input::C)	  on_decision(make_filename(@file_index))	  $game_temp.last_file_index = @file_index	  return	end	if Input.trigger?(Input::B)	  on_cancel	  return	end	if Input.repeat?(Input::DOWN)	  if Input.trigger?(Input::DOWN) or @file_index < 3		$game_system.se_play($data_system.cursor_se)		@savefile_windows[@file_index].selected = false		@file_index = (@file_index + 1) % 3		@savefile_windows[@file_index].selected = true		return	  end	end	if Input.repeat?(Input::UP)	  if Input.trigger?(Input::UP) or @file_index > 0		$game_system.se_play($data_system.cursor_se)		@savefile_windows[@file_index].selected = false		@file_index = (@file_index - 1) % 3		@savefile_windows[@file_index].selected = true		return	  end	end  end  #--------------------------------------------------------------------------  # * Frame Update (Reposition File Window)  #--------------------------------------------------------------------------  def update_window_z	if @file_index == 0	  @savefile_windows[0].z = 2  	  @savefile_windows[1].z = 1	  @savefile_windows[2].z = 0			elsif @file_index == 1	  @savefile_windows[0].z = 1  	  @savefile_windows[1].z = 2	  @savefile_windows[2].z = 1			else	  @savefile_windows[0].z = 0  	  @savefile_windows[1].z = 1	  @savefile_windows[2].z = 2			end	    end    #--------------------------------------------------------------------------  # * Frame Update (Moving File Window)  #--------------------------------------------------------------------------  def update_moving_window	if @file_index == 0	  @savefile_windows[0].x = @win_move	  @savefile_windows[1].x = 0	  @savefile_windows[1].x = 0	  @savefile_windows[2].x = 0		elsif @file_index == 1	  @savefile_windows[0].x = 0	  @savefile_windows[1].x = @win_move	  @savefile_windows[2].x = 0		else	  @savefile_windows[0].x = 0	  @savefile_windows[1].x = 0	  @savefile_windows[2].x = @win_move  	end	    end  #--------------------------------------------------------------------------  # * Frame Update (File Window Opacity)  #--------------------------------------------------------------------------    def update_window_opacity	if @file_index == 0	  @savefile_windows[0].contents_opacity =   @win_opac	  @savefile_windows[1].contents_opacity =   130	  @savefile_windows[2].contents_opacity =   130		elsif @file_index == 1	  @savefile_windows[0].contents_opacity =   130	  @savefile_windows[1].contents_opacity =   @win_opac	  @savefile_windows[2].contents_opacity =   130	else	  @savefile_windows[0].contents_opacity =   130	  @savefile_windows[1].contents_opacity =   130	  @savefile_windows[2].contents_opacity =   @win_opac		end	  endend

 

 

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Scusa se continuo a rompere ^^ ma per lo script del salvataggio, non so per quale strano motivo, appena di accende il gioco e si preme "Continua" dice "errore alla riga 98", però durante il gioco permette di salvare e se esco da gioco tramite il il menu con "Torna Ai Titoli" premendo "Continua" il menu di salvataggio si apre normalmente ... boh.

Comunque funziona e anche il menu normale, ma non so perchè si presenti questo problema alla normale accensione del gioco.

 

EDIT: com'è che mi sono dimenticato di ringraziarti? Scusa ...

Edited by Roxas94
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Scusa se continuo a rompere ^^ ma per lo script del salvataggio, non so per quale strano motivo, appena di accende il gioco e si preme "Continua" dice "errore alla riga 98", però durante il gioco permette di salvare e se esco da gioco tramite il il menu con "Torna Ai Titoli" premendo "Continua" il menu di salvataggio si apre normalmente ... boh.

Comunque funziona e anche il menu normale, ma non so perchè si presenti questo problema alla normale accensione del gioco.

 

EDIT: com'è che mi sono dimenticato di ringraziarti? Scusa ...

 

Ho peccato di superbia. E non ho minimamente pensato che quando inizi il gioco per la prima volta non ha idea di cosa sia $game_actors! Dai che questa dovrebbe essere l'ultima volta che riposto il codice! E lo spoiler ancora non funziona...

 

 

 

## ATTENZIONE IL SEGUENTE SCRIPT NON È L'ORIGINALE MA È UNA VERSIONE LIEVEMENTE# MODIFICATA. NON USARE SE NON SIETE SICURI DI COME FUNZIONA!# ## WARNING! THIS AIN'T THE ORIGINAL SCRIPT, BUT A MODIFIED VERSION. IF YOU AIN'T# SURE 'BOUT HOW IT WORKS DON'T USE IT!# #==============================================================================# ORIGINAL# ** MOG Scene File Ayumi V1.2#	 By Moghunter  #------------------------------------------------------------------------------# NEW# *KH SAVE by Zexion/Linkyboy15#==============================================================================  module MOG   # BASIC MENU CONFIGURATION	# File Graphics Used  	  FILE_LAYOUT	 = "Layout-File"	 # File Menu Graphics	  FILE_BACKGROUND = "Back-Other"	  # Animated background graphic  	  FILE_STATUS	 = "Status-File"	 # File Window Graphic	  FACE_LARGE	  = "_Fl"			 # Suffix for large face graphics	  Map_end	  = "_mgfx"			 # Suffix for map graphics	# File Effects	  FILE_MOVE_FX	= false			 # If savefile moves side-to-side	  FILE_OPACITY_FX = false			 # If savefile changes opacity	# Menu	  FILE_FX		 = 0				 # Back FX (0=Moving/ 1=Still/ 2=Map)	  FILE_TRAN_TIME  = 10				# Transition Time	  FILE_TRAN_TYPE  = "013-Square01"	 # Transition Type (Name)	# Font Used	  FILE_FONT	   = "Kristen ITC"		 # Font used in file menu   end # Mogscript global$mogscript = {} if $mogscript == nil$mogscript["menu_ayumi"] = true   #==============================================================================# ** Game_Map#------------------------------------------------------------------------------#  This class handles the map. It includes scrolling and passable determining#  functions. Refer to "$game_map" for the instance of this class.#============================================================================== class Game_Map  #--------------------------------------------------------------------------  # * Get Map Name  #--------------------------------------------------------------------------    def map_name	@mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil	return @mapinfo[@map_id].name  endend   #==============================================================================# ** Window_Base#------------------------------------------------------------------------------#  This class is for all in-game windows.#============================================================================== class Window_Base < Window  #--------------------------------------------------------------------------  # * Draw File Window  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate    #--------------------------------------------------------------------------	  def drw_win_file(x, y)	dwf = RPG::Cache.picture(MOG::FILE_STATUS)	cw = dwf.width	ch = dwf.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, dwf, src_rect)	  end    #--------------------------------------------------------------------------  # * Draw Empty Face  #--------------------------------------------------------------------------    def nada	face = RPG::Cache.picture("")  end	  #--------------------------------------------------------------------------  # * Draw Face #3 (Larger face)  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_heroface3(actor, x, y, id)	begin	  if actor.name == $game_actors[1].name then		face = RPG::Cache.picture("Hero" + MOG::FACE_LARGE) rescue nada	  else		face = RPG::Cache.picture(actor.name + MOG::FACE_LARGE) rescue nada	  end	rescue	  face = RPG::Cache.picture(actor.name + MOG::FACE_LARGE) rescue nada 	end	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end 	def draw_map3(actor, x, y)	face = RPG::Cache.picture(actor.map_name + MOG::Map_end) rescue nada	cw = face.width	ch = face.height	src_rect = Rect.new(0, 0, cw, ch)	self.contents.blt(x , y - ch, face, src_rect)	  end    #--------------------------------------------------------------------------  # * Draw Actor Level #6  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_actor_level6(actor, x, y)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")  	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)  end  #--------------------------------------------------------------------------  # * Draw Actor Name #6  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_actor_name6(actor, x, y)	self.contents.font.color = Color.new(0, 0, 0, 255)	self.contents.draw_text(x + 1, y + 1, 100, 32, actor.name, 1)  	self.contents.font.color = normal_color	self.contents.draw_text(x, y, 100, 32, actor.name, 1)end    #--------------------------------------------------------------------------  # * Draw Actor Gold  #	 actor : actor  #	 x	 : draw spot x-coordinate  #	 y	 : draw spot y-coordinate  #--------------------------------------------------------------------------    def draw_gold(x, y)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 1, y + 1, 80, 32, $data_system.words.gold)  	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(x + 70, y + 1, 80, 32, @game_party.gold.to_s)  endend #==============================================================================# ** Window_SaveFile#------------------------------------------------------------------------------#  This window displays save files on the save and load screens.#============================================================================== class Window_SaveFile < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #	 file_index : save file index (0-3)  #	 filename   : file name  #--------------------------------------------------------------------------    def initialize(file_index, filename)	super(0, 64 + file_index * 138, 640, 240)		self.contents = Bitmap.new(width - 32, height - 32)  	self.opacity = 0	@file_index = file_index	@filename = "Save#{@file_index + 1}.rxdata"	@time_stamp = Time.at(0)	@file_exist = FileTest.exist?(@filename)	if @file_exist	  file = File.open(@filename, "r")	  @time_stamp	 = file.mtime	  @characters	 = Marshal.load(file)	  @frame_count	= Marshal.load(file)	  @game_system	= Marshal.load(file)	  @game_switches  = Marshal.load(file)	  @game_variables = Marshal.load(file)	  @game_self_switches = Marshal.load(file)	  @game_screen	= Marshal.load(file)	  @game_actors	= Marshal.load(file)	  @game_party	 = Marshal.load(file)	  @game_troop	 = Marshal.load(file)	  @game_map	   = Marshal.load(file)	  @total_sec	  = @frame_count / Graphics.frame_rate	  file.close	end	@wiref = 0	refresh	@selected = false  end    #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------    def refresh	self.contents.clear	self.contents.font.name = MOG::FILE_FONT	drw_win_file(0,190)	name = "#{@file_index + 1}"	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(44, 61, 600, 72, name)	self.contents.font.color = Color.new(255,138,0,255)	self.contents.draw_text(43, 60, 600, 72, name)		@name_width = contents.text_size(name).width 	if @file_exist	  for i in 0...@characters.size		x = 116		actors = @game_party.actors		for i in 0...[actors.size, 4].min		x	 = i * 60		actor = actors[i]				self.contents.font.size = 20		draw_actor_level6(actor, 250, 60)		draw_gold(310,60)		actor = actors[0]			map = @game_map		draw_heroface3(actor,404,142,i)		draw_map3(map,100,130)		self.contents.font.size = 22		end		  	  end	  hour = @total_sec / 60 / 60	  min = @total_sec / 60 % 60	  sec = @total_sec % 60	  time_string = sprintf("%02d:%02d:%02d", hour, min, sec)	  self.contents.font.color = Color.new(255,138,0,255)	  self.contents.draw_text(5, 55, 550, 32, time_string, 2)	  self.contents.draw_text(5 , 35, 368 , 167, @game_map.map_name.to_s, 2)	end  end   #--------------------------------------------------------------------------  # * Set Selected  #	 selected : new selected (true = selected, false = unselected)  #--------------------------------------------------------------------------  def selected=(selected)	@selected = selected  endend   #==============================================================================# ** Scene_Save#------------------------------------------------------------------------------#  This class performs save screen processing.#============================================================================== class Scene_Save < Scene_File  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  alias mog_init initialize  def initialize	mog_init	$mog_scene_filesave_flag = 1  endend   #==============================================================================# ** Scene_File#------------------------------------------------------------------------------#  This is a superclass for the save screen and load screen.#============================================================================== class Scene_File  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------    def main	if $mog_scene_filesave_flag != 1	  @mnback = Plane.new	  @mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)	  @mnback.z = 1	  	else	  if MOG::FILE_FX == 0		@mnback = Plane.new		@mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)		@mnback.z = 1	  elsif MOG::FILE_FX == 1		@mnback = Plane.new		@mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)		@mnback.z = 1	  else		@spriteset = Spriteset_Map.new	  end	end	@mnlay = Sprite.new	@mnlay.bitmap = RPG::Cache.picture(MOG::FILE_LAYOUT)	@mnlay.z = 2	@help_window = Window_Help.new	@help_window.set_text(@help_text)	@help_window.opacity = 0	@savefile_windows = []	@cursor_displace = 0	for i in 0..2	  @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))	end 	@savefile_windows[0]	@file_index = $game_temp.last_file_index	@savefile_windows[@file_index].selected = true 	@savefile_windows[0].y = 40		@savefile_windows[1].y = 140	@savefile_windows[2].y = 240	 	@win_move_time = 0	@win_move = 0	@win_dire = 0	@win_opac = 255	@win1_y = 0	@win2_y = 0	@win3_y = 0	unless MOG::FILE_FX == 2	  Graphics.transition(MOG::FILE_TRAN_TIME, "Graphics/Transitions/" +		MOG::FILE_TRAN_TYPE)	else	  Graphics.transition	end	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	for i in 0..50	  @mnback.ox += 1 if MOG::FILE_FX == 0	  @savefile_windows[0].x += 10		  @savefile_windows[1].x -= 10	  @savefile_windows[2].x += 10	  for i in @savefile_windows		i.contents_opacity -= 5	  end  	  Graphics.update  	end	  	Graphics.freeze	@help_window.dispose	@mnback.dispose if MOG::FILE_FX == 0	@mnback.dispose if MOG::FILE_FX == 1	@mnback.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag != 1	@spriteset.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag == 1	$mog_scene_filesave_flag = 0	@mnlay.dispose	for i in @savefile_windows ; i.dispose ; end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------	  def update	@mnback.ox += 1 if MOG::FILE_FX == 0	if MOG::FILE_OPACITY_FX	  @win_opac += 3	  @win_opac = 150 if @win_opac > 254	else	  @win_opac = 255	end	@win_move_time += 1		if @win_move_time > 60	  @win_dire += 1	  @win_move_time = 0		end	@win_dire = 0 if @win_dire > 1	if @win_dire == 0	   @win_move += 1	else  	   @win_move -= 1	end			# Update File Windows	update_window_z	update_moving_window if MOG::FILE_MOVE_FX	update_window_opacity	@help_window.update		for i in @savefile_windows ; i.update ; end	if Input.trigger?(Input::C)	  on_decision(make_filename(@file_index))	  $game_temp.last_file_index = @file_index	  return	end	if Input.trigger?(Input::B)	  on_cancel	  return	end	if Input.repeat?(Input::DOWN)	  if Input.trigger?(Input::DOWN) or @file_index < 3		$game_system.se_play($data_system.cursor_se)		@savefile_windows[@file_index].selected = false		@file_index = (@file_index + 1) % 3		@savefile_windows[@file_index].selected = true		return	  end	end	if Input.repeat?(Input::UP)	  if Input.trigger?(Input::UP) or @file_index > 0		$game_system.se_play($data_system.cursor_se)		@savefile_windows[@file_index].selected = false		@file_index = (@file_index - 1) % 3		@savefile_windows[@file_index].selected = true		return	  end	end  end  #--------------------------------------------------------------------------  # * Frame Update (Reposition File Window)  #--------------------------------------------------------------------------  def update_window_z	if @file_index == 0	  @savefile_windows[0].z = 2  	  @savefile_windows[1].z = 1	  @savefile_windows[2].z = 0			elsif @file_index == 1	  @savefile_windows[0].z = 1  	  @savefile_windows[1].z = 2	  @savefile_windows[2].z = 1			else	  @savefile_windows[0].z = 0  	  @savefile_windows[1].z = 1	  @savefile_windows[2].z = 2			end	    end    #--------------------------------------------------------------------------  # * Frame Update (Moving File Window)  #--------------------------------------------------------------------------  def update_moving_window	if @file_index == 0	  @savefile_windows[0].x = @win_move	  @savefile_windows[1].x = 0	  @savefile_windows[1].x = 0	  @savefile_windows[2].x = 0		elsif @file_index == 1	  @savefile_windows[0].x = 0	  @savefile_windows[1].x = @win_move	  @savefile_windows[2].x = 0		else	  @savefile_windows[0].x = 0	  @savefile_windows[1].x = 0	  @savefile_windows[2].x = @win_move  	end	    end  #--------------------------------------------------------------------------  # * Frame Update (File Window Opacity)  #--------------------------------------------------------------------------    def update_window_opacity	if @file_index == 0	  @savefile_windows[0].contents_opacity =   @win_opac	  @savefile_windows[1].contents_opacity =   130	  @savefile_windows[2].contents_opacity =   130		elsif @file_index == 1	  @savefile_windows[0].contents_opacity =   130	  @savefile_windows[1].contents_opacity =   @win_opac	  @savefile_windows[2].contents_opacity =   130	else	  @savefile_windows[0].contents_opacity =   130	  @savefile_windows[1].contents_opacity =   130	  @savefile_windows[2].contents_opacity =   @win_opac		end	  endend

 

 

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Si funziona tutto alla perfezione grazie mille gino, ti devo un favore (anzi, un po' di più ^^)

 

EDIT: credo che lo spoiler non funzioni per il semplice fatto che il codice è troppo lungo e non per un malfunzionamento.

Edited by Roxas94
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Si funziona tutto alla perfezione grazie mille gino, ti devo un favore (anzi, un po' di più ^^)

 

EDIT: credo che lo spoiler non funzioni per il semplice fatto che il codice è troppo lungo e non per un malfunzionamento.

 

Funziona tutto alla perfezione? Che cul... ehm certo che funziona tutto a dovere! Ci mancherebbe!!

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Wow, un altro progetto di KH, il mio RPG preferito !!! ^ ^

Bhe, non c'è molto da dire: la storia perdonami ma non è per niente innovativa nel senso che è identica a KH , penso che la cosa migliore sia creare uno spin-off. Potresti inventare di sicuro qualcosa di meglio per quanto riguarda la storia. Per il BS ti consiglio o un ABS o un BS Frontale Alternativo (come sto facendo io ^ ^).

Mi piace molto il fatto che farai tu tutti i tileset (eccetto Destiny Island come hai detto)

Continua a makerare Roxas! E continua ad informarci sul progetto!

^ ^

http://img821.imageshack.us/img821/962/bannerfirmaprogrammazio.jpg

 

Link del progetto di Kingdom Hearts: http://www.rpg2s.net...showtopic=13529

 

Partecipante al Rpg2s.net Game Contest #3

http://www.rpg2s.net/images/gc3/gc3_firma.png

Gioco in Sviluppo: Detective Trap

 

 

 

http://img97.imageshack.us/img97/5674/idriu.png

 

 

XDXD

^ ^

 

^ ^

SUPERBIA SUDORE FORTUNA

Grandi sogni supportati da una grande passione!!

 

 

 

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Rieccomi qui al lavoro dopo tre fantastici giorni passati a Londra.

Non ti preoccupare Matty ogni critica è ben accetta, per il BS per ora non mi sento pronto per farne uno in tempo reale o comunque uno troppo complicato sia perchè sono ancora un principiante e sia perchè i personaggi buoni sono gia 4 poi se ci aggiungi anche i nemici si crea un casino ^^.

Ma andando avanti col tempo chissà che non si potrà fare, per ora preferisco tenere questo BS Laterale.

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Bentornato ^ ^

(\_/)
(^ ^) <----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) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"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:3
Ricorda...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.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: 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 interne
Levaitan

Spada a due mani elsa lunga

Guanti 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)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

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Non dico che l'ABS è obbligatorio.

Anzi un BS laterale va più che bene come battle system! :tongue:

Non vedo l'ora di vedere qualche nuova screenshot! :3

Continua a makerare!

http://img821.imageshack.us/img821/962/bannerfirmaprogrammazio.jpg

 

Link del progetto di Kingdom Hearts: http://www.rpg2s.net...showtopic=13529

 

Partecipante al Rpg2s.net Game Contest #3

http://www.rpg2s.net/images/gc3/gc3_firma.png

Gioco in Sviluppo: Detective Trap

 

 

 

http://img97.imageshack.us/img97/5674/idriu.png

 

 

XDXD

^ ^

 

^ ^

SUPERBIA SUDORE FORTUNA

Grandi sogni supportati da una grande passione!!

 

 

 

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