marigno Posted February 20, 2007 Share Posted February 20, 2007 FFT Shop MenùVersione 0.85DescrizioneQuesto 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.AutoreScript di Mac;Con la collaborazione di Bluescope e l'aiuto di SephirothSpawn.AllegatiScreen:http://i9.tinypic.com/2ujtb38.pngIstruzioni per l'usoPer 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.pngShop Command:http://img251.imageshack.us/img251/355/shopcommandzr0.pnghttp://img251.imageshack.us/img251/5070/shopcommand2tl6.pnghttp://img251.imageshack.us/img251/3821/shopcommand3bb3.pngShop Window:http://img251.imageshack.us/img251/7725/shopwindowkb0.pnghttp://img368.imageshack.us/img368/7277/shopwindow2vh7.pnghttp://img251.imageshack.us/img251/320/shopwindow3wd8.pngFatto 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 conosciutiErrore 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 Link to comment Share on other sites More sharing options...
Kudas Posted February 20, 2007 Share Posted February 20, 2007 Carinissimo XDD Link to comment Share on other sites More sharing options...
havana24 Posted February 20, 2007 Share Posted February 20, 2007 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 http://www.rpg2s.net/gif/GC_bestof1.gif http://www.rpg2s.net/gif/GC_bestoftool1.gif http://www.rpg2s.net/gif/GC_musica3.gif http://www.rpg2s.net/gif/GC_effettispeciali1.gif http://www.rpg2s.net/gif/GC_effettispeciali1.gif http://www.rpg2s.net/gif/GC_gameplay2.gif http://www.rpg2s.net/gif/GC_mapping1.gif http://www.rpg2s.net/gif/GC_programmazione1.gif http://www.rpg2s.net/gif/GC_programmazione1.gif http://www.rpg2s.net/gif/GC_trama1.gif http://www.rpg2s.net/gif/GC_grafica1.gif http://www.rpg2s.net/gif/GC_grafica1.gif http://www.rpg2s.net/gif/GC_premio3.gif http://www.rpg2s.net/gif/GC_premio3.gif http://www.rpg2s.net/gif/GC_premio1.gif http://www.rpg2s.net/gif/GC_premio1.gif http://www.rpg2s.net/gif/GC_premio1.gif http://www.rpg2s.net/gif/GC_premio1.gif http://www.rpg2s.net/awards/bestgraphic1.jpg http://www.rpg2s.net/awards/bestmaker1.jpg http://www.rpg2s.net/awards/bestmapper1.jpg http://www.rpg2s.net/awards/bestprogrammer3.jpg http://rpg2s.net/gif/SCContest1Oct.gif http://i54.tinypic.com/15cikht.gif http://img42.imageshack.us/img42/3015/terzoposto.png Link to comment Share on other sites More sharing options...
Timisci Posted February 20, 2007 Share Posted February 20, 2007 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* 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 Link to comment Share on other sites More sharing options...
marigno Posted February 20, 2007 Author Share Posted February 20, 2007 Grazie a tutti ^^Ho migliorato il Topic con nuove Picture e con la lista dei BUG. @TimisciUhm, 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 ;) Link to comment Share on other sites More sharing options...
Timisci Posted February 20, 2007 Share Posted February 20, 2007 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. 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 Link to comment Share on other sites More sharing options...
marigno Posted February 20, 2007 Author Share Posted February 20, 2007 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. Link to comment Share on other sites More sharing options...
PinnaWarner Posted February 27, 2007 Share Posted February 27, 2007 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'oggettoCome 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- ---> 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 Link to comment Share on other sites More sharing options...
marigno Posted February 27, 2007 Author Share Posted February 27, 2007 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... Link to comment Share on other sites More sharing options...
ProGM Posted February 27, 2007 Share Posted February 27, 2007 @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"? Progetti: http://i.imgur.com/jmLkIqi.pnghttp://i54.tinypic.com/2rh4ojq.pnghttps://github.com/ProGM Crea anche tu il tuo gioco per Game Boy! http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png http://i.imgur.com/BEu6G.gifhttp://i.imgur.com/H1ARhq7.gifhttp://i.imgur.com/Af6ijZN.gifAOT: Associazione Odiamo la Telecom:http://i.imgur.com/aYJs89E.png"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"Flame http://i30.tinypic.com/i27ypj.png Link to comment Share on other sites More sharing options...
marigno Posted February 27, 2007 Author Share Posted February 27, 2007 Spiegate meglio con degli screen... così capiamo... Link to comment Share on other sites More sharing options...
PinnaWarner Posted February 28, 2007 Share Posted February 28, 2007 1°) ho la versione 1,022°) 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 Link to comment Share on other sites More sharing options...
marigno Posted February 28, 2007 Author Share Posted February 28, 2007 Posta uno screen del problema. Link to comment Share on other sites More sharing options...
DarkSchneider Posted February 28, 2007 Share Posted February 28, 2007 pinnawarner hai provato lo script in un progetto nuovo? quell errore probabilmente è causato da una modifica fatta a window_selectable puo darsi che qualche altro script che hai inserito abbia modificato il movimento del cursore The Lotus Eater Link to comment Share on other sites More sharing options...
Morpheus Posted May 16, 2007 Share Posted May 16, 2007 (edited) 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 Edited May 16, 2007 by Morpheus http://www.webalice.it/genkco/images/titl.jpgThe End is only the Beginning...Progetto in corso: Le Cronache di Kheos: Nove MesiNuovo Sito Gioco: Kheos TowerPartecipante al Rpg2s.net Game Contest #3http://www.rpg2s.net/images/gc3/gc3_firma.pngGioco in Sviluppo: Le Cronache di Kheos: Nove Mesi Link to comment Share on other sites More sharing options...
Magimario Posted May 28, 2007 Share Posted May 28, 2007 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. Link to comment Share on other sites More sharing options...
Roxas92 Posted June 19, 2008 Share Posted June 19, 2008 Scusate ma nn sò cm fare l'utima cs per far andare lo script, dove kiede di mettere la stringa...Xfavore spiegatemi.Scusate l'ignoranza :P Link to comment Share on other sites More sharing options...
Timisci Posted June 19, 2008 Share Posted June 19, 2008 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 Link to comment Share on other sites More sharing options...
Roxas92 Posted June 19, 2008 Share Posted June 19, 2008 Si lò trovato ma nn mi funziona...Io apro un evento, metto una persona, schiaccio Call Script metto il codice e faccio partire...ma nn mi succ nnt... Link to comment Share on other sites More sharing options...
marigno Posted June 19, 2008 Author Share Posted June 19, 2008 Ovviamente devi impostarlo tramite condizione SE: SE tasto 'X' è premuto:Chiama Script: codice - codice - codiceELSE... E ricordati di fare il tutto tramite eventi comuni, o è una rottura di scatole ogni volta. Link to comment Share on other sites More sharing options...
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