Holy87 Posted June 27, 2011 Share Posted June 27, 2011 (edited) Ho cercato nel forum, ma non ho trovato quest'utile script creato da wltr3565. In pratica sostituisce i classici gradienti degli HP ed MP con delle immagini da voi create.Screenshot:Spoilerhttp://img40.imageshack.us/img40/4176/imagegauge1.jpghttp://img215.imageshack.us/img215/4297/imagegauge2.jpghttp://img215.imageshack.us/img215/1022/imagegauge3.jpghttp://img35.imageshack.us/img35/7048/imagegauge4.jpghttp://img35.imageshack.us/img35/3526/imagegauge5.jpgScript: =begin ================================================================================ Image-based HP and MP Gauges v1.1 by wltr3565 ================================================================================ Influenced by Runefreak's post. He seems to wanting his battle menu to be like Hanzo Kimura's game. Yeah, I think it's very godly. Well, his battle menu gauges are imaged. Runefreak asked how to make the HUD show like that. I want to make the gauges like that in my game too, and after trying, I get the result. ================================================================================ Script effect: Making HP and MP gauges based on image for more customization of the gauge's looking. Very useful script for drawers. And compatible for any battle systems, and shows almost everywhere! ================================================================================ How to use: I can't say that this script is plug and play. You need the images in Graphics/ System folder in the name that you assigned in the configurations below. ================================================================================ Incompatibility: STR33 ATB battle system. Your drawn HP and MP gauge can be seen normally in the menu screen, but not in the battle. Star seems to use another different method to draw those gauges. Instead, the gauge that shows in battle is the one for that battle system. ================================================================================ Install: Put it above main and below HP-MP gauge related scripts. You can use the gauges that I've posted for your use to be placed in your game's Graphics/System folder, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS YOUR OWN DRAWING! ================================================================================ FAQ: Q: Hey, the gauge seems funny. A: Resizing your gauge will be a good option. Q: Still funny, no matter what. A: First; adjust the gauge's x and y position to your fitting. Second; Seems to be by another content drawing. I'll see what I can help, but show me the screenshot of your problem, okay? Q: Can I use only the gauges that you posted? A: Yes, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS YOUR OWN DRAWING! And for what do you use it? Q: The gauge squished! A: Ah, must be the corresponding window. Resizing it can be good. Q: Can I use the gauge in STR33 ATB's format? A: No. The gauge format is like Enu's ATB gauge. If you want to use STR33 ATB's gauge that hardly, make the gauge to be like mine. ================================================================================ Terms of use: Crediting me, wltr3565, or not, it's up to you. Use this script at your own risk. For the gauges I posted, GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS YOUR OWN DRAWING! ================================================================================ =end #=============================================================================== # IMPORTING SCRIPT FOR EASIER CASE SOLVE #=============================================================================== $imported = {} if $imported == nil $imported["wltr3565's_Image_Gauged_HP_MP"] = true #=============================================================================== # END IMPORT #=============================================================================== module WLTR module IMAGE_GAUGES #=============================================================================== #------------------------------------------------------------------------------- # Configuring HP gauge. The gauges are placed in Graphics/System folder. #------------------------------------------------------------------------------- #=============================================================================== # HP_SKIN is for the name of the gauge skin. #=============================================================================== HP_SKIN = "HP_Skin" #=============================================================================== # HP_OKAY is for the name of the gauge color when the corresponding # enemy/actor's HP is above the percentage of HP_CRISIS_LIMIT #=============================================================================== HP_OKAY = "HP_Okay" #=============================================================================== # HP_CRISIS is for the name of the gauge color when the corresponding # enemy/actor's HP is below the percentage of HP_CRISIS_LIMIT. If you want to # use the same color even when crisis, just write the name as the same as the # ones that you've written in HP_OKAY. #=============================================================================== HP_CRISIS = "HP_Crisis" #=============================================================================== # HP_CRISIS_LIMIT is for defining how much is the percentage for the HP is in # "crisis". It's in percentage. Below the number, the gauge color will use the # one in HP_CRISIS. #=============================================================================== HP_CRISIS_LIMIT = 50 #=============================================================================== # HP gauge x position. Positive numbers will make the gauge to move to the # right, and negative numbers will make the gauge to move to the left. #=============================================================================== HP_X = -4 #=============================================================================== # HP gauge y position. Positive numbers will make the gauge to move to bottom, # and negative numbers will make the gauge to move to top. #=============================================================================== HP_Y = 0 #------------------------------------------------------------------------------- # END HP SETTING #------------------------------------------------------------------------------- #=============================================================================== #=============================================================================== #------------------------------------------------------------------------------- # Configuring MP gauge. The gauges are placed in Graphics/System folder. #------------------------------------------------------------------------------- #=============================================================================== # MP_SKIN is for the name of the gauge skin. #=============================================================================== MP_SKIN = "MP_Skin" #=============================================================================== # MP_OKAY is for the name of the gauge color when the corresponding # enemy/actor's MP is above the percentage of MP_CRISIS_LIMIT #=============================================================================== MP_OKAY = "MP_Okay" #=============================================================================== # MP_CRISIS is for the name of the gauge color when the corresponding # enemy/actor's MP is below the percentage of MP_CRISIS_LIMIT. If you want to # use the same color even when crisis, just write the name as the same as the # ones that you've written in MP_OKAY. #=============================================================================== MP_CRISIS = "MP_Crisis" #=============================================================================== # MP_CRISIS_LIMIT is for defining how much is the percentage for the MP is in # "crisis". It's in percentage. Below the number, the gauge color will use the # one in MP_CRISIS. #=============================================================================== MP_CRISIS_LIMIT = 50 #=============================================================================== # MP gauge x position. Positive numbers will make the gauge to move to the # right, and negative numbers will make the gauge to move to the left. #=============================================================================== MP_X = 0 #=============================================================================== # MP gauge y position. Positive numbers will make the gauge to move to bottom, # and negative numbers will make the gauge to move to top. #=============================================================================== MP_Y = 0 #------------------------------------------------------------------------------- # END MP SETTING #------------------------------------------------------------------------------- #=============================================================================== #=============================================================================== # Do you want the imaged gauges to show in menu too or not? # true = let the gauge shown in the menu is the image. # false = let the gauge shown in the menu is the default and only effect in # battle. #=============================================================================== IMAGE_AT_MENU = true end end #=============================================================================== # Editing below might give you extreme headache without any scripting # experience. I don't want to take responsibility after looking below. #=============================================================================== class Window_Base < Window def draw_actor_hp_gauge(actor, x, y, width = 100) if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU gw = width * actor.hp / actor.maxhp bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::HP_SKIN) if gw >= width * WLTR::IMAGE_GAUGES::HP_CRISIS_LIMIT / 100 bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_OKAY) else bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_CRISIS) end cwn = bitmap1.width cw = bitmap2.width * gw / width ch1 = bitmap1.height ch2 = bitmap2.height src_rect1 = Rect.new(0,0, cwn, ch1) src_rect2 = Rect.new(0,0, cw, ch2) self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap1, src_rect1) self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap2, src_rect2) else gw = width * actor.hp / actor.maxhp gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end def draw_actor_mp_gauge(actor, x, y, width = 100) if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU gw = width * actor.mp / actor.maxmp bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::MP_SKIN) if gw >= width * WLTR::IMAGE_GAUGES::MP_CRISIS_LIMIT / 100 bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_OKAY) else bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_CRISIS) end cwn = bitmap1.width cw = bitmap2.width * gw / width ch1 = bitmap1.height ch2 = bitmap2.height src_rect1 = Rect.new(0,0, cwn, ch1) src_rect2 = Rect.new(0,0, cw, ch2) self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap1, src_rect1) self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap2, src_rect2) else gw = width * actor.mp / [actor.maxmp, 1].max gc1 = mp_gauge_color1 gc2 = mp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end end #=============================================================================== # # END OF SCRIPT # #=============================================================================== Istruzioni:Piazzare lo script sotto Materials e sopra Main, dopodichè inserire le immagini delle barre nella cartella Graphics/System del progetto.Alcuni esempi di barre:http://img34.imageshack.us/img34/5905/hpskin.pngRetro della barra HPhttp://img40.imageshack.us/img40/2816/hpokay.pngBarra HP okhttp://img406.imageshack.us/img406/8418/hpcrisis.pngBarra HP Criticohttp://img406.imageshack.us/img406/8640/mpskin.pngRetro MPhttp://img143.imageshack.us/img143/4797/mpokay.pngBarra MPhttp://img35.imageshack.us/img35/9695/mpcrisis.pngMP bassiNaturalmente se usate queste immagini date crediti all'autore dello script. Edited September 18, 2013 by Flame "Io non volevo solo partecipare alle discussioni. Volevo avere il potere di farle fallire" [cit.]http://holyres.altervista.org/UserBoard/BannerOverdrive35.pnghttp://holyres.altervista.org/UserBoard/Cap3.pnghttp://www.indiexpo.net/signature/578.png Miei script per RPG Maker VX Ace:*NB Tutti i miei script sono protetti da licenza CC - BY http://i.creativecommons.org/l/by/3.0/88x31.png Questa licenza permette a terzi di distribuire, modificare, ottimizzare ed utilizzare la tua opera come base, anche commercialmente, fino a che ti diano il credito per la creazione originale. Questa è la più accomodante delle licenze offerte. É raccomandata per la diffusione e l'uso massimo di materiali coperti da licenza. Modulo di supporto scripters - per utilizzare le API di Windows facilmente!Sistema Popup generaleHOT - per dei popup più divertenti!Sistema di monete - come in WoWDownload e avviso patch di giocoHOT - Sistema d'aggiornamenti!Sistema degli obiettiviHOT - Per dare un valore aggiunto al tuo gioco!Set Equipaggiamenti - perché vestire pan-dan va di moda!Logo inizialeHOT - flessibilissimo, funzionale e personalizzabile!Requisiti Equipaggiamenti - se vuoi dare un tocco di RPG occidentaleLampeggiamento critico - fa vedere al giocatore un alone rosso intorno allo schermo quando sta per morireMenu titolo person. - uno stile originale per il menu iniziale!Movmento fluido - Puoi muovere in modo stickoso sprite, finestre e viewportTransizioni fluide del menu - Animazione di transizione per le finestre dei menuInfo del gioco dal Titolo - fa sempre bene mostrare i crediti del gioco!Barra generica - una barra per fare quello che vuoiScambio truppe di nemici - utile se usi gli incontri casualiParty multipli - se vuoi avere due gruppi paralleliFinestra dettagli oggetti - Per avere le informazioni più dettagliate su oggetti, equip e abilitàConteggio nemici uccisi - per le quest!Titoli di coda - quando finalmente finirai il gioco!Cartella salvataggi - Per raggruppare i salvataggi in una cartella specifica o nella home dell'utente I miei tutorial:Come distribuire il gioco - e anche come creare un'installazione professionale!RGSS in pillole - Guida completa e facile all'RGSS2 e RGSS3 per novizi ed espertiCome mappare con VX (e VX Ace) - guida base all'uso degli strumenti del mappingLoop delle musiche - come tagliarle in modo da far venire musiche continue senza interruzioni finaliCreare backup dei progetti - per evitare di uccidervi dopo un errore che ha fatto perdere tutto! 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giver Posted June 27, 2011 Share Posted June 27, 2011 (edited) Niente di particolarmente innovativo: sono tanti gli script che usano barre blittate, anche per XP . . . Sono utili soprattutto per gli HUD, visto che il blitting è meno impegnativo della grafica disegnata matematicamente . . . EDIT - "Peccato" che non siano anche animate . . . Edited June 27, 2011 by giver SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]http://www.rpg2s.net/forum/index.php/topic/21892-vintagevisualsrewrite-enhanced-revised-victory-screen-v-35-da-autori-vari-a-giver/ http://www.rpg2s.net/forum/index.php/topic/21868-eventing-utility-simple-last-battle-events-fix-v-30-by-giver/ http://www.rpg2s.net/forum/index.php/topic/21853-vintagerewrite-constance-menu-per-4-personaggi-da-team-constance-a-giver/ http://www.rpg2s.net/forum/index.php/topic/22126-vintagedoveroso-necroedit-dummy-title-22u-update-per-crearlo-ad-eventi-su-mappa-by-giver/ http://www.rpg2s.net/forum/index.php/topic/22127-vintagevisuals-tale-chapters-save-system-20-by-giver/ Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !! http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gifNon riesco a smettere di essere affascinato da immagini come questa . . .http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpgAlcuni wallpapers che faccio ruotare sul mio vecchio PC . . .http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpghttp://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpghttp://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpghttp://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . . BBCode TestingTypeface & Size Link to comment Share on other sites More sharing options...
Yoshi91 Posted February 23, 2013 Share Posted February 23, 2013 Segnalo che lo script è mal formattato, ma zio Yoshi ha trovato lo script originale. :laugh: =begin================================================================================ Image-based HP and MP Gauges v1.1 by wltr3565================================================================================Influenced by Runefreak's post. He seems to wanting his battle menu to be likeHanzo Kimura's game. Yeah, I think it's very godly. Well, his battle menugauges are imaged. Runefreak asked how to make the HUD show like that. I wantto make the gauges like that in my game too, and after trying, I get the result.================================================================================Script effect:Making HP and MP gauges based on image for more customization of the gauge'slooking. Very useful script for drawers. And compatible for any battle systems,and shows almost everywhere!================================================================================How to use:I can't say that this script is plug and play. You need the images in Graphics/System folder in the name that you assigned in the configurations below.================================================================================Incompatibility:STR33 ATB battle system. Your drawn HP and MP gauge can be seen normally inthe menu screen, but not in the battle. Star seems to use another differentmethod to draw those gauges. Instead, the gauge that shows in battle is the onefor that battle system.================================================================================Install:Put it above main and below HP-MP gauge related scripts. You can use the gaugesthat I've posted for your use to be placed in your game's Graphics/Systemfolder, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM ASYOUR OWN DRAWING!================================================================================FAQ:Q: Hey, the gauge seems funny.A: Resizing your gauge will be a good option.Q: Still funny, no matter what.A: First; adjust the gauge's x and y position to your fitting. Second; Seems to be by another content drawing. I'll see what I can help, but show me the screenshot of your problem, okay? Q: Can I use only the gauges that you posted?A: Yes, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS YOUR OWN DRAWING! And for what do you use it?Q: The gauge squished!A: Ah, must be the corresponding window. Resizing it can be good.Q: Can I use the gauge in STR33 ATB's format?A: No. The gauge format is like Enu's ATB gauge. If you want to use STR33 ATB's gauge that hardly, make the gauge to be like mine.================================================================================Terms of use:Crediting me, wltr3565, or not, it's up to you. Use this script at your ownrisk. For the gauges I posted, GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEMAND DON'T CLAIM AS YOUR OWN DRAWING!=================================================================================end#===============================================================================# IMPORTING SCRIPT FOR EASIER CASE SOLVE#===============================================================================$imported = {} if $imported == nil$imported["wltr3565's_Image_Gauged_HP_MP"] = true#===============================================================================# END IMPORT#===============================================================================module WLTR module IMAGE_GAUGES#===============================================================================#-------------------------------------------------------------------------------# Configuring HP gauge. The gauges are placed in Graphics/System folder.#-------------------------------------------------------------------------------#===============================================================================# HP_SKIN is for the name of the gauge skin.#=============================================================================== HP_SKIN = "HP_Skin"#===============================================================================# HP_OKAY is for the name of the gauge color when the corresponding# enemy/actor's HP is above the percentage of HP_CRISIS_LIMIT#=============================================================================== HP_OKAY = "HP_Okay" #===============================================================================# HP_CRISIS is for the name of the gauge color when the corresponding# enemy/actor's HP is below the percentage of HP_CRISIS_LIMIT. If you want to# use the same color even when crisis, just write the name as the same as the# ones that you've written in HP_OKAY.#=============================================================================== HP_CRISIS = "HP_Crisis" #===============================================================================# HP_CRISIS_LIMIT is for defining how much is the percentage for the HP is in# "crisis". It's in percentage. Below the number, the gauge color will use the# one in HP_CRISIS.#=============================================================================== HP_CRISIS_LIMIT = 50 #===============================================================================# HP gauge x position. Positive numbers will make the gauge to move to the# right, and negative numbers will make the gauge to move to the left.#=============================================================================== HP_X = -4 #===============================================================================# HP gauge y position. Positive numbers will make the gauge to move to bottom,# and negative numbers will make the gauge to move to top.#=============================================================================== HP_Y = 0 #-------------------------------------------------------------------------------# END HP SETTING#-------------------------------------------------------------------------------#===============================================================================#===============================================================================#-------------------------------------------------------------------------------# Configuring MP gauge. The gauges are placed in Graphics/System folder.#-------------------------------------------------------------------------------#===============================================================================# MP_SKIN is for the name of the gauge skin.#=============================================================================== MP_SKIN = "MP_Skin"#===============================================================================# MP_OKAY is for the name of the gauge color when the corresponding# enemy/actor's MP is above the percentage of MP_CRISIS_LIMIT#=============================================================================== MP_OKAY = "MP_Okay"#===============================================================================# MP_CRISIS is for the name of the gauge color when the corresponding# enemy/actor's MP is below the percentage of MP_CRISIS_LIMIT. If you want to# use the same color even when crisis, just write the name as the same as the# ones that you've written in MP_OKAY.#=============================================================================== MP_CRISIS = "MP_Crisis"#===============================================================================# MP_CRISIS_LIMIT is for defining how much is the percentage for the MP is in# "crisis". It's in percentage. Below the number, the gauge color will use the# one in MP_CRISIS.#=============================================================================== MP_CRISIS_LIMIT = 50#===============================================================================# MP gauge x position. Positive numbers will make the gauge to move to the# right, and negative numbers will make the gauge to move to the left.#=============================================================================== MP_X = 0 #===============================================================================# MP gauge y position. Positive numbers will make the gauge to move to bottom,# and negative numbers will make the gauge to move to top.#=============================================================================== MP_Y = 0 #-------------------------------------------------------------------------------# END MP SETTING#-------------------------------------------------------------------------------#===============================================================================#===============================================================================# Do you want the imaged gauges to show in menu too or not?# true = let the gauge shown in the menu is the image.# false = let the gauge shown in the menu is the default and only effect in# battle.#=============================================================================== IMAGE_AT_MENU = true endend#===============================================================================# Editing below might give you extreme headache without any scripting# experience. I don't want to take responsibility after looking below.#===============================================================================class Window_Base < Window def draw_actor_hp_gauge(actor, x, y, width = 100) if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU gw = width * actor.hp / actor.maxhp bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::HP_SKIN) if gw >= width * WLTR::IMAGE_GAUGES::HP_CRISIS_LIMIT / 100 bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_OKAY) else bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_CRISIS) end cwn = bitmap1.width cw = bitmap2.width * gw / width ch1 = bitmap1.height ch2 = bitmap2.height src_rect1 = Rect.new(0,0, cwn, ch1) src_rect2 = Rect.new(0,0, cw, ch2) self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap1, src_rect1) self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap2, src_rect2) else gw = width * actor.hp / actor.maxhp gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end def draw_actor_mp_gauge(actor, x, y, width = 100) if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU gw = width * actor.mp / actor.maxmp bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::MP_SKIN) if gw >= width * WLTR::IMAGE_GAUGES::MP_CRISIS_LIMIT / 100 bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_OKAY) else bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_CRISIS) end cwn = bitmap1.width cw = bitmap2.width * gw / width ch1 = bitmap1.height ch2 = bitmap2.height src_rect1 = Rect.new(0,0, cwn, ch1) src_rect2 = Rect.new(0,0, cw, ch2) self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap1, src_rect1) self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap2, src_rect2) else gw = width * actor.mp / [actor.maxmp, 1].max gc1 = mp_gauge_color1 gc2 = mp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) endendend#===============================================================================## END OF SCRIPT##=============================================================================== Gioco in costruzione: Yoshi Party #Link al topic# % completamento: 2% (Userò il VX Ace e non più il VX) La mia bottega, dove potreste chiedermi di tradurvi scripts per VX e VX-Ace in italiano o di programmarvi eventi in cambio di rens! BOTTEGA QUI Sei un grafico e vuoi essere reclutato per Yoshi Party? Vai qui! Scripts, Tutorial e Risorse postate qui da me per VX e VX Ace! Risorse postate qui da me per VX e per il VX Ace: [Varie] Materiali dalla Enterbrain per VX [Chara+Face] Personaggi vari fatti con il generatore di VX Ace [icon-Set] Mega-Iconset da 4 MB Scripts Vx e Vx-Ace tradotti in ITA (e anche no XD): Script postati e tradotti in italiano (e anche non tradotti XD) da me per VX: Musica di battaglia casuale Tradotto Mini Box Messaggio sopra gli eventi Tradotto Sistema Movimento Mappa Avanzato Tradotto Menù Game Over Tradotto Game.exe crash fix Non Tradotto Determinare se il giocatore è in battaglia Tradotto Riproduci SE quando accade un colpo critico Tradotto Script postati e tradotti in italiano (e anche non tradotti XD) da me per VX Ace: Menù ad anello Tradotto Chiama Script lunghi senza intoppi Tradotto Cambia Prezzo Tradotto Anti-Lag Events VE Tradotto Suono allo scorrere dei messaggi Tradotto Riproduci BGM alla schermata di caricamento file Tradotto Nomi Personalizzati per i Salvataggi Tradotto Tutorial: [VX Ace] Personalizzare il menù di default al massimo http://www.mariowiki.com/images/6/60/Yoshiii.gif *wahuu!* Link to comment Share on other sites More sharing options...
Holy87 Posted March 23, 2013 Author Share Posted March 23, 2013 Grazie Yoshi, corretto. "Io non volevo solo partecipare alle discussioni. Volevo avere il potere di farle fallire" [cit.]http://holyres.altervista.org/UserBoard/BannerOverdrive35.pnghttp://holyres.altervista.org/UserBoard/Cap3.pnghttp://www.indiexpo.net/signature/578.png Miei script per RPG Maker VX Ace:*NB Tutti i miei script sono protetti da licenza CC - BY http://i.creativecommons.org/l/by/3.0/88x31.png Questa licenza permette a terzi di distribuire, modificare, ottimizzare ed utilizzare la tua opera come base, anche commercialmente, fino a che ti diano il credito per la creazione originale. Questa è la più accomodante delle licenze offerte. É raccomandata per la diffusione e l'uso massimo di materiali coperti da licenza. Modulo di supporto scripters - per utilizzare le API di Windows facilmente!Sistema Popup generaleHOT - per dei popup più divertenti!Sistema di monete - come in WoWDownload e avviso patch di giocoHOT - Sistema d'aggiornamenti!Sistema degli obiettiviHOT - Per dare un valore aggiunto al tuo gioco!Set Equipaggiamenti - perché vestire pan-dan va di moda!Logo inizialeHOT - flessibilissimo, funzionale e personalizzabile!Requisiti Equipaggiamenti - se vuoi dare un tocco di RPG occidentaleLampeggiamento critico - fa vedere al giocatore un alone rosso intorno allo schermo quando sta per morireMenu titolo person. - uno stile originale per il menu iniziale!Movmento fluido - Puoi muovere in modo stickoso sprite, finestre e viewportTransizioni fluide del menu - Animazione di transizione per le finestre dei menuInfo del gioco dal Titolo - fa sempre bene mostrare i crediti del gioco!Barra generica - una barra per fare quello che vuoiScambio truppe di nemici - utile se usi gli incontri casualiParty multipli - se vuoi avere due gruppi paralleliFinestra dettagli oggetti - Per avere le informazioni più dettagliate su oggetti, equip e abilitàConteggio nemici uccisi - per le quest!Titoli di coda - quando finalmente finirai il gioco!Cartella salvataggi - Per raggruppare i salvataggi in una cartella specifica o nella home dell'utente I miei tutorial:Come distribuire il gioco - e anche come creare un'installazione professionale!RGSS in pillole - Guida completa e facile all'RGSS2 e RGSS3 per novizi ed espertiCome mappare con VX (e VX Ace) - guida base all'uso degli strumenti del mappingLoop delle musiche - come tagliarle in modo da far venire musiche continue senza interruzioni finaliCreare backup dei progetti - per evitare di uccidervi dopo un errore che ha fatto perdere tutto! Link to comment Share on other sites More sharing options...
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