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*Final Fantasy Tactics Shop Menù


marigno
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FFT Shop Menù
Versione 0.85

Descrizione

Questo script simula lo Shop_Menù alla Final Fantasy Tactisc, per soddisfare i vostri eventuali dubbi guardate lo screen in basso, inoltre questo script è famoso e ben accetto per la sua leggerezza e per la sua semplicità.

Autore

Script di Mac;
Con la collaborazione di Bluescope e l'aiuto di SephirothSpawn.

Allegati

Screen:
http://i9.tinypic.com/2ujtb38.png

Istruzioni per l'uso

Per prima cosa inserite queste immagini nella cartella Picture, ma non tutte e tre per ogni titolo, esempio: scegliete una tabella Gold Window fra le tre che ci sono, cambia solo il colore, in poche parole dovete scegliere fra le disponibili, quelle che vi piacciono di più.

Gold Window:
http://img368.imageshack.us/img368/5296/goldwindowiq9.png

Shop Command:
http://img251.imageshack.us/img251/355/shopcommandzr0.png
http://img251.imageshack.us/img251/5070/shopcommand2tl6.png
http://img251.imageshack.us/img251/3821/shopcommand3bb3.png

Shop Window:
http://img251.imageshack.us/img251/7725/shopwindowkb0.png
http://img368.imageshack.us/img368/7277/shopwindow2vh7.png
http://img251.imageshack.us/img251/320/shopwindow3wd8.png

Fatto questo, aprite lo script editor e create una nuova classe sopra main:

 

 

#==============================================================================
# ** Game_Temp
#==============================================================================

class Game_Temp
	#--------------------------------------------------------------------------
	# * Public Instance Variables
	#--------------------------------------------------------------------------
	attr_accessor :call_fftshopsystem
	#--------------------------------------------------------------------------
	# * Object Initialization
	#--------------------------------------------------------------------------
	alias_method :mac_fftshop_init, :initialize
	def initialize
		# Original Initialization
		mac_fftshop_init
		# Set Call FFT Shop False
		@call_fftshopsystem = false
	end
end

#==============================================================================
# ** Game_Party
#==============================================================================

class Game_Party
	#--------------------------------------------------------------------------
	# * Total Weapon Number
	#--------------------------------------------------------------------------
	def total_weapon_number(weapon_id)
		n = weapon_number(weapon_id)
		n += equipped_weapon_number(weapon_id)
		return n
	end
	#--------------------------------------------------------------------------
	# * Equipped Weapon Number
	#--------------------------------------------------------------------------
	def equipped_weapon_number(weapon_id)
		n = 0
		@actors.each do |actor|
			n += 1 if actor.weapon_id == weapon_id
		end
		return n
	end
	#--------------------------------------------------------------------------
	# * Total Armor Number
	#--------------------------------------------------------------------------
	def total_armor_number(armor_id)
		n = armor_number(armor_id)
		n += equipped_armor_number(armor_id)
		return n
	end
	#--------------------------------------------------------------------------
	# * Equipped Armor Number
	#--------------------------------------------------------------------------
	def equipped_armor_number(armor_id)
		n = 0
		@actors.each do |actor|
			n += 1 if actor.armor1_id == armor_id
			n += 1 if actor.armor2_id == armor_id
			n += 1 if actor.armor3_id == armor_id
			n += 1 if actor.armor4_id == armor_id
		end
		return n
	end
end

#==============================================================================
# ** Scene_Shop
#==============================================================================

class Scene_Shop
	#--------------------------------------------------------------------------
	# * Main Processing
	#--------------------------------------------------------------------------
	alias_method :mac_fftshop_main, :main
	def main
		# If Call FFT Shop
		if $game_temp.call_fftshopsystem
			# Change to FFT Shop
			$scene = FFT_ShopSystem::Scene_Shop.new
			# Turn call FFT Shop off
			$game_temp.call_fftshopsystem = false
			# End Method
			return
		end
		# Original Method
		mac_fftshop_main
	end
end

#==============================================================================
# ** FFT_ShopSystem
#==============================================================================

module FFT_ShopSystem
	
	#============================================================================
	# ** Window_ShopCommand
	#============================================================================
	
	class Window_ShopCommand < ::Window_Command
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize
			super(180, ['Buy', 'Sell', 'Exit'])
			# Reassign Window Parameters
			self.x, self.y, self.opacity = 16, 336, 0
			# Creates Background Graphic
			@command_graphic = Sprite.new
			@command_graphic.bitmap = RPG::Cache.picture('Shop Command')
			@command_graphic.x = self.x + 1
			@command_graphic.y = self.y + 7
			@command_graphic.z = self.z - 1
			@command_graphic.visible = true
			@gold_graphic = Sprite.new
			@gold_graphic.bitmap = RPG::Cache.picture('Gold Window')
			@gold_graphic.x = self.x + 470
			@gold_graphic.y = self.y + 84
			@gold_graphic.z = self.z - 2
			@gold_graphic.visible = true
		end
		#--------------------------------------------------------------------------
		# * Frame Update
		#--------------------------------------------------------------------------
		def update
			super
			@command_graphic.visible = self.visible
			@gold_graphic.visible = self.visible
		end
		#--------------------------------------------------------------------------
		# * Dispose
		#--------------------------------------------------------------------------
		def dispose
			super
			@command_graphic.dispose
			@gold_graphic.dispose
		end
	end
	
	#============================================================================
	# ** Window_ShopBuy
	#============================================================================
	
	class Window_ShopBuy < ::Window_ShopBuy
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize(shop_goods)
			super(shop_goods)
			# Reassign Window Parameters
			self.x, self.y, self.width, self.height = 16, 20, 600, 228
			self.opacity, self.visible, self.active = 0, false, false
			# Creates Showback Graphic
			@showback_graphic = Sprite.new
			@showback_graphic.bitmap = RPG::Cache.picture('Shop Window')
			@showback_graphic.x = self.x + 1
			@showback_graphic.y = self.y + 1
			@showback_graphic.z = self.z - 1
			@showback_graphic.visible = self.visible
		end
		#--------------------------------------------------------------------------
		# * Draw Item
		#--------------------------------------------------------------------------
		def draw_item(index)
			# Gets item Number
			item = @data[index]
			# Gets Number Owned & Equipped
			case item
			when RPG::Item
				number = $game_party.item_number(item.id)
				equipped_number = 0
			when RPG::Weapon
				number = $game_party.weapon_number(item.id)
				equipped_number = $game_party.equipped_weapon_number(item.id)
			when RPG::Armor
				number = $game_party.armor_number(item.id)
				equipped_number = $game_party.equipped_armor_number(item.id)
			end
			# Adjust Color By Price
			if item.price <= $game_party.gold and number < 99
				self.contents.font.color = normal_color
			else
				self.contents.font.color = disabled_color
			end
			# Clears Area
			rect = Rect.new(0, index * 32, contents.width, 32)
			self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
			# Draws Icon
			bitmap = RPG::Cache.icon(item.icon_name)
			opacity = self.contents.font.color == normal_color ? 255 : 128
			self.contents.blt(4, index * 32 + 4, bitmap, Rect.new(0, 0, 24, 24),
			opacity)
			# Draws Item Name, Total, Equipped and Price
			self.contents.draw_text(32, index * 32, 212, 32, item.name, 0)
			self.contents.draw_text(374, index * 32, 88, 32,
			(number + equipped_number).to_s, 2)
			self.contents.draw_text(294, index * 32, 88, 32, equipped_number.to_s, 2)
			self.contents.draw_text(464, index * 32, 88, 32, item.price.to_s, 2)
		end
		#--------------------------------------------------------------------------
		# * Update
		#--------------------------------------------------------------------------
		def update
			super
			@showback_graphic.visible = self.visible
		end
		#--------------------------------------------------------------------------
		# * Dispose
		#--------------------------------------------------------------------------
		def dispose
			super
			@showback_graphic.dispose
		end
	end
	
	#============================================================================
	# ** Window_ShopSell
	#============================================================================
	
	class Window_ShopSell < ::Window_ShopSell
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize
			super
			# Reassign Window Parameters
			self.x, self.y, self.width, self.height = 16, 20, 600, 228
			self.opacity, self.visible, self.active = 0, false, false
			# Creates Showback Graphic
			@showback_graphic = Sprite.new
			@showback_graphic.bitmap = RPG::Cache.picture('Shop Window')
			@showback_graphic.x = self.x + 1
			@showback_graphic.y = self.y + 1
			@showback_graphic.z = self.z - 1
			@showback_graphic.visible = false
			# Adjust Column Max
			@column_max = 1
		end
		#--------------------------------------------------------------------------
		# * Draw Item
		#--------------------------------------------------------------------------
		def draw_item(index)
			# Gets Item Data
			item = @data[index]
			# Gets Number & Equipped Number
			case item
			when RPG::Item
				number = $game_party.item_number(item.id)
				equipped_number = 0
			when RPG::Weapon
				number = $game_party.weapon_number(item.id)
				equipped_number = $game_party.equipped_weapon_number(item.id)
			when RPG::Armor
				number = $game_party.armor_number(item.id)
				equipped_number = $game_party.equipped_armor_number(item.id)
			end
			# Adjust Font Color By Price
			if item.price > 0
				self.contents.font.color = normal_color
			else
				self.contents.font.color = disabled_color
			end
			# Clears Area
			rect = Rect.new(0, index * 32, contents.width, 32)
			self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
			# Draws Icon
			bitmap = RPG::Cache.icon(item.icon_name)
			opacity = self.contents.font.color == normal_color ? 255 : 128
			self.contents.blt(4, index * 32 + 4, bitmap, Rect.new(0, 0, 24, 24),
			opacity)
			# Draws Item Name, Total Owned, Equipped and Price
			self.contents.draw_text(32, index * 32, 212, 32, item.name, 0)
			self.contents.draw_text(374, index * 32, 88, 32,
			(number + equipped_number).to_s, 2)
			self.contents.draw_text(294, index * 32, 88, 32, equipped_number.to_s, 2)
			self.contents.draw_text(464, index * 32, 88, 32,
			(item.price / 2).to_s, 2)
		end
		#--------------------------------------------------------------------------
		# * Update
		#--------------------------------------------------------------------------
		def update
			super
			@showback_graphic.visible = self.visible
		end
		#--------------------------------------------------------------------------
		# * Dispose
		#--------------------------------------------------------------------------
		def dispose
			super
			@showback_graphic.dispose
		end
	end
	
	#============================================================================
	# ** Window_ShopSell
	#============================================================================
	
	class Window_ShopNumber < ::Window_ShopNumber
		#--------------------------------------------------------------------------
		# * Object Initialization
		#--------------------------------------------------------------------------
		def initialize
			super
			# Reassign Window Parameters
			self.x, self.y, self.width, self.height = 100, 260, 440, 64
			# Recreates Window Contents
			self.contents = Bitmap.new(width - 32, height - 32)
			self.visible, self.active = false, false
		end
		#--------------------------------------------------------------------------
		# * Refresh
		#--------------------------------------------------------------------------
		def refresh
			self.contents.clear
			draw_item_name(@item, 4, 0)
			self.contents.font.color = normal_color
			self.contents.draw_text(240, 0, 16, 32, "×")
			self.contents.draw_text(260, 0, 56, 32, "#{@number}", 2)
			self.cursor_rect.set(256, 0, 64, 32)
			# Draw total price and currency units
			domination = $data_system.words.gold
			cx = contents.text_size(domination).width
			total_price = @price * @number
			self.contents.font.color = normal_color
			self.contents.draw_text(- 4, 0, contents.width - cx - 8, 32,
			total_price.to_s, 2)
			self.contents.font.color = system_color
			self.contents.draw_text(- 4, 0, contents.width, 32, domination, 2)
		end
	end
	
	#==============================================================================
	# ** FFT_ShopSystem
	#==============================================================================
	
	class Scene_Shop
		#--------------------------------------------------------------------------
		# * Main Processing
		#--------------------------------------------------------------------------
		def main
			# Memorize BGM & Play Shop Music
			$game_temp.map_bgm = $game_system.playing_bgm
			# Audio.bgm_play("Audio/BGM/31 - Mysterious Shop", 100, 100)
			# Create Command Window
			@command_window = Window_ShopCommand.new
			# Create Spriteset
			@spriteset = Spriteset_Map.new
			# Create Gold Window
			@gold_window = Window_Gold.new
			@gold_window.opacity = 0
			@gold_window.x = 640 - @gold_window.width - 16
			@gold_window.y = 480 - @gold_window.height - 16
			# Create Buy Window
			@buy_window = FFT_ShopSystem::Window_ShopBuy.new($game_temp.shop_goods)
			@buy_window.help_window = @help_window
			# Create Sell Window
			@sell_window = FFT_ShopSystem::Window_ShopSell.new
			@sell_window.help_window = @help_window
			# Create Number Window
			@number_window = FFT_ShopSystem::Window_ShopNumber.new
			# Transition run
			Graphics.transition
			# Main loop
			loop do
				# Update game screen
				Graphics.update
				# Update input information
				Input.update
				# Frame update
				update
				# Abort loop if screen is changed
				if $scene != self
					break
				end
			end
			# Prepare for transition
			Graphics.freeze
			# Dispose Scene Objects
			@spriteset.dispose
			@command_window.dispose
			@gold_window.dispose
			@buy_window.dispose
			@sell_window.dispose
			@number_window.dispose
		end
		#--------------------------------------------------------------------------
		# * Frame Update
		#--------------------------------------------------------------------------
		def update
			# Update windows
			@command_window.update
			@gold_window.update
			@buy_window.update
			@sell_window.update
			@number_window.update
			# If command window is active: call update_command
			if @command_window.active
				update_command
				return
				# If buy window is active: call update_buy
			elsif @buy_window.active
				update_buy
				return
				# If sell window is active: call update_sell
			elsif @sell_window.active
				update_sell
				return
				# If quantity input window is active: call update_number
			elsif @number_window.active
				update_number
				return
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update (when command window is active)
		#--------------------------------------------------------------------------
		def update_command
			# If B button was pressed
			if Input.trigger?(Input::B)
				# Play cancel SE
				$game_system.se_play($data_system.cancel_se)
				# Switch to map screen
				$scene = Scene_Map.new
				return
			end
			# If C button was pressed
			if Input.trigger?(Input::C)
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Branch by command window cursor position
				case @command_window.index
				when 0 # buy
					# Change windows to buy mode
					@command_window.active = false
					@buy_window.active = true
					@buy_window.visible = true
					@buy_window.refresh
				when 1 # sell
					# Change windows to sell mode
					@command_window.active = false
					@sell_window.active = true
					@sell_window.visible = true
					@sell_window.refresh
				when 2 # quit
					# Switch to map screen
					$scene = Scene_Map.new
				end
				return
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update (when buy window is active)
		#--------------------------------------------------------------------------
		def update_buy
			# If B button was pressed
			if Input.trigger?(Input::B)
				# Play cancel SE
				$game_system.se_play($data_system.cancel_se)
				# Change windows to initial mode
				@command_window.active = true
				@buy_window.active = false
				@buy_window.visible = false
				return
			end
			# If C button was pressed
			if Input.trigger?(Input::C)
				# Get item
				@item = @buy_window.item
				# If item is invalid, or price is higher than money possessed
				if @item == nil or @item.price > $game_party.gold
					# Play buzzer SE
					$game_system.se_play($data_system.buzzer_se)
					return
				end
				# Get items in possession count
				case @item
				when RPG::Item
					number = $game_party.item_number(@item.id)
				when RPG::Weapon
					number = $game_party.weapon_number(@item.id)
				when RPG::Armor
					number = $game_party.armor_number(@item.id)
				end
				# If 99 items are already in possession
				if number == 99
					# Play buzzer SE
					$game_system.se_play($data_system.buzzer_se)
					return
				end
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Calculate maximum amount possible to buy
				max = @item.price == 0 ? 99 : $game_party.gold / @item.price
				max = [max, 99 - number].min
				# Turn Buy Window Off
				@buy_window.active = false
				# Change windows to quantity input mode
				@number_window.set(@item, max, @item.price)
				@number_window.active = true
				@number_window.visible = true
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update (when sell window is active)
		#--------------------------------------------------------------------------
		def update_sell
			# If B button was pressed
			if Input.trigger?(Input::B)
				# Play cancel SE
				$game_system.se_play($data_system.cancel_se)
				# Change windows to initial mode
				@command_window.active = true
				@sell_window.active = false
				@sell_window.visible = false
				return
			end
			# If C button was pressed
			if Input.trigger?(Input::C)
				# Get item
				@item = @sell_window.item
				# If item is invalid, or item price is 0 (unable to sell)
				if @item == nil or @item.price == 0
					# Play buzzer SE
					$game_system.se_play($data_system.buzzer_se)
					return
				end
				# Play decision SE
				$game_system.se_play($data_system.decision_se)
				# Get items in possession count
				case @item
				when RPG::Item
					number = $game_party.item_number(@item.id)
				when RPG::Weapon
					number = $game_party.weapon_number(@item.id)
				when RPG::Armor
					number = $game_party.armor_number(@item.id)
				end
				# Maximum quanitity to sell = number of items in possession
				max = number
				# Turn Sell Window Off
				@sell_window.active = false
				# Change windows to quantity input mode
				@number_window.set(@item, max, @item.price / 2)
				@number_window.active = true
				@number_window.visible = true
			end
		end
		#--------------------------------------------------------------------------
		# * Frame Update (when quantity input window is active)
		#--------------------------------------------------------------------------
		def update_number
			# If B button was pressed
			if Input.trigger?(Input::B)
				# Play cancel SE
				$game_system.se_play($data_system.cancel_se)
				# Set quantity input window to inactive / invisible
				case @command_window.index
				when 0
					@buy_window.active = true
					@number_window.active = false
					@number_window.visible = false
				when 1
					@sell_window.active = true
					@number_window.active = false
					@number_window.visible = false
					return
				end
			end
			# If C button was pressed
			if Input.trigger?(Input::C)
				# Play shop SE
				$game_system.se_play($data_system.shop_se)
				# Set quantity input window to inactive / invisible
				@number_window.active = false
				@number_window.visible = false
				# Branch by command window cursor position
				case @command_window.index
				when 0 # buy
					# Buy process
					$game_party.lose_gold(@number_window.number * @item.price)
					case @item
					when RPG::Item
						$game_party.gain_item(@item.id, @number_window.number)
					when RPG::Weapon
						$game_party.gain_weapon(@item.id, @number_window.number)
					when RPG::Armor
						$game_party.gain_armor(@item.id, @number_window.number)
					end
					# Refresh each window
					@gold_window.refresh
					@buy_window.refresh
					# Change windows to buy mode
					@buy_window.active = true
					@buy_window.visible = true
				when 1 # sell
					# Sell process
					$game_party.gain_gold(@number_window.number * (@item.price / 2))
					case @item
					when RPG::Item
						$game_party.lose_item(@item.id, @number_window.number)
					when RPG::Weapon
						$game_party.lose_weapon(@item.id, @number_window.number)
					when RPG::Armor
						$game_party.lose_armor(@item.id, @number_window.number)
					end
					# Refresh each window
					@gold_window.refresh
					@sell_window.refresh
					# Change windows to sell mode
					@sell_window.active = true
					@sell_window.visible = true
				end
				return
			end
		end
	end
end

 

 

 

 

Per far funzionare lo script, lo dovete richiamare tramite il comando ad evento "Call Script", in italiano "Chiama Script" e inseriteci questa stringa:

$game_temp.call_fftshopsystem = true

 

Bug; Errori conosciuti
Errore nell'aggiornare le icone menù - FIXATO (Eliminato.);
Errore nel numero di vendita - FIXATO (Eliminato.);
Se ne trovate altri siete pregati di segnalarlo.

Fonte: Rmxp.org

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Veramente molto bello, bravo Marigno ^^

http://www.browsergamer.net/banner/190x60/browsergamer.jpg http://www.medioshopping.com/img/medioshopping_logo_mini.png

 

www.havana24.net

Premi vinti

 

 

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Semplice e carino, bravo Marigno ^^

(Peccato che a me non si vedano le scritte nel "menu" principale...

ultimamente mi succede con molti script).

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

http://img212.imageshack.us/img212/1060/logheryb0.jpg

 

 

*Posizioni raggiunte nei contest*

 

 

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SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

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Grazie a tutti ^^

Ho migliorato il Topic con nuove Picture e con la lista dei BUG.

 

@Timisci

Uhm, il tuo errore è dovuto sicuramente al main poco funzionante, lo standard in poche parole.

Per risolvere il problema delle scritte utilizza lo script di DaD, che consiste nel modificare il main, fammi sapere se funziona ;)

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Ho provato ma nulla è cambiato.

Ho provato anche ad inserire lo script di un altro negozio, ma ho sempre lo stesso problema.

Sarà un problema di versione...boh. Grazie per l'interessamento.

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http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg

 

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png

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SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

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No Timi, non mi arrendo, il problema è la mancanza dell' SDK (Standard Development Kit), proviamo almeno, se vieni su msn ti linko questo script, che praticamente fa funzionare il 98% di script in più.
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http://xoomer.virgilio.it/rockhoward/images/menu_shop_err.jpg

 

A me mi da un'altro errore invece. Quando scendo il cursore non centra più l'oggetto

Come si può vedere dall'immagine il cursore dovrebbe essere nel terzo oggetto ma non lo è.

Da cosa può dipendere?

Progetti:

Cronache del Mondo Emerso RPGVX -in progettazione-

Captain Tsubasa RPG 1 (Holly e Benji) RPG2k -ultimato-

Captain Tsubasa RPG 2 (Holly e Benji) RPGXP -in lavorazione 10%-

One Piece (All'arrembaggio) RPG2k -interrotto-

The Leggend Of Dragons RPG2k -demo rilasciata-

Arcadia Tactics RPGXP -demo rilasciata-

 

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Da cosa può dipendere?

 

Dalla versione del tuo rmxp, come dice lo stesso autore. Se possiedi la versione 1.1 devi utilizzare l'SDK, mentre se hai la versione 1.2, e non ti funziona, dev'essere per forza un bug. Se la cosa vi pare tanto difficile faccio una demo e la posto...

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@timisci, prova a installare il supporto per lingua jappo... se no prova a mandarmi per mp un tuo main...

(pannello di controllo -> impostazioni internazionali e della lingua -> lingue -> installa i file delle lingue dell'asia orientale)

 

@pinna cosa intendi con "non centra più"?

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https://github.com/ProGM

 

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1°) ho la versione 1,02

2°) non centra le scritte vuol dire ke il cursore quando vado giu non centra il secondo oggetto ma sta tra il primo e il secondo, e cosi via....dall'immagine si capisce fin troppo bene, non e' problema di font perche ho gia provato a cambiarle.

Progetti:

Cronache del Mondo Emerso RPGVX -in progettazione-

Captain Tsubasa RPG 1 (Holly e Benji) RPG2k -ultimato-

Captain Tsubasa RPG 2 (Holly e Benji) RPGXP -in lavorazione 10%-

One Piece (All'arrembaggio) RPG2k -interrotto-

The Leggend Of Dragons RPG2k -demo rilasciata-

Arcadia Tactics RPGXP -demo rilasciata-

 

---> Visita il Mio Sito <---

 

Contest: http://rpg2s.net/gif/SCContest3Oct.gif - http://www.rpg2s.net/gif/GC_programmazione3.gif - http://www.rpg2s.net/gif/GC_premio2.gif - http://www.rpg2s.net/awards/bestpixel2.jpg

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  • 2 months later...

Anche a me non funziona ma non dà alcun errore semplicemente non fa niente.

ho la versione 1.01 con l'SDK

 

il problema si e risolto senza che facessi niente (ho riavviato il pc) si vede che devo formattare fra un po'.

 

cmq e bellissimo thx

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  • 2 weeks later...
Bello script, mi funzionerebbe alla perfezione se non fosse per le cifre che ogni tanto si sovrappongono... per esempio, quando scelgo la quantità di un oggetto e cambio la quantità a volte capita che il numero nuovo si sovrappone al precedente.
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  • 1 year later...
Per far funzionare lo script, lo dovete richiamare tramite il comando ad evento "Call Script"

E' questo che non capisci?

Pagina 3 dei comandi, 2° colonna ultimo comando "Script" (e qui incolli la riga di codice).

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

http://img212.imageshack.us/img212/1060/logheryb0.jpg

 

 

*Posizioni raggiunte nei contest*

 

 

http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg

http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg

http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg

 

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png

http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif

 

 

SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

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Ovviamente devi impostarlo tramite condizione SE:

 

SE tasto 'X' è premuto:

Chiama Script: codice - codice - codice

ELSE

...

 

E ricordati di fare il tutto tramite eventi comuni, o è una rottura di scatole ogni volta.

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