Jump to content
Rpg²S Forum
  • 0

Problema Incompatibilità


Astro86
 Share

Question

Ciao a tutti.. dopo svariati tentativi ho scoperto quale script va in conflitto con un'altra script e volevo vedere se si può far andare d'accordo le 2 script

 

La Script è la Item Popup

 

 

#==============================================================================

# Chest Item Pop-Up

#------------------------------------------------------------------------------

# Original Author : OriginalWij

# Version : 1.0

#==============================================================================

# Game_Interpreter

#==============================================================================

class Game_Event < Game_Character

alias chest_update update

def update

chest_update

$event = @event

end

end

class Game_Interpreter

#--------------------------------------------------------------------------

# Get X

#--------------------------------------------------------------------------

def get_x

events = $game_map.events

x_coord = events[@event_id]

return x_coord.screen_x

end

#--------------------------------------------------------------------------

# Get Y

#--------------------------------------------------------------------------

def get_y

events = $game_map.events

y_coord = events[@event_id]

return y_coord.screen_y

end

#--------------------------------------------------------------------------

# Change Gold

#--------------------------------------------------------------------------

def command_125

value = operate_value(@params[0], @params[1], @params[2])

$game_party.gain_gold(value)

x_value = get_x

y_value = get_y

for i in 0...@list.size

$scene = Chest_Popup.new(x_value, y_value, 0, value, 1) if @list.code == 108 and @list.parameters == [CHEST_WORD]

end

return true

end

#--------------------------------------------------------------------------

# Change Items

#--------------------------------------------------------------------------

def command_126

value = operate_value(@params[1], @params[2], @params[3])

$game_party.gain_item($data_items[@params[0]], value)

$game_map.need_refresh = true

x_value = get_x

y_value = get_y

for i in 0...@list.size

$scene = Chest_Popup.new(x_value, y_value, 1, value, @params[0]) if @list.code == 108 and @list.parameters == [CHEST_WORD]

end

return true

end

#--------------------------------------------------------------------------

# Change Weapons

#--------------------------------------------------------------------------

def command_127

value = operate_value(@params[1], @params[2], @params[3])

$game_party.gain_item($data_weapons[@params[0]], value, @params[4])

x_value = get_x

y_value = get_y

for i in 0...@list.size

$scene = Chest_Popup.new(x_value, y_value, 2, value, @params[0]) if @list.code == 108 and @list.parameters == [CHEST_WORD]

end

return true

end

#--------------------------------------------------------------------------

# Change Armor

#--------------------------------------------------------------------------

def command_128

value = operate_value(@params[1], @params[2], @params[3])

$game_party.gain_item($data_armors[@params[0]], value, @params[4])

x_value = get_x

y_value = get_y

for i in 0...@list.size

$scene = Chest_Popup.new(x_value, y_value, 3, value, @params[0]) if @list.code == 108 and @list.parameters == [CHEST_WORD]

end

return true

end

#--------------------------------------------------------------------------

# Empty Chest

#--------------------------------------------------------------------------

alias empty_chest_execute_command execute_command

def execute_command

for i in 0...@list.size

chest(-1,0,0,false) if @list.code == 108 and @list.parameters == [EMPTY_CHEST_WORD]

end

empty_chest_execute_command

end

end

#==============================================================================

# Item Popup Window

#==============================================================================

class Item_Popup_Window < Window_Base

#--------------------------------------------------------------------------

# Initialize

#--------------------------------------------------------------------------

def initialize(x, y)

super(0, 0, 544, 416)

self.opacity = 0

@x = x - 26

@y = y - 56

end

#--------------------------------------------------------------------------

# Pop-Up

#--------------------------------------------------------------------------

def pop_up(icon_index, x, y)

self.contents.clear

draw_icon(icon_index, x, y, true)

end

end

#==============================================================================

# Chest_Popup

#==============================================================================

class Chest_Popup < Scene_Base

#--------------------------------------------------------------------------

# Initialize

#--------------------------------------------------------------------------

def initialize(x, y, type, amount, index)

@x = x

@y = y

@amount = amount

$iftype=type;$ifamount=amount;$ifindex=index

case type

when 0 # gold

@amount = 1

@icon_index = GOLD_ICON

when 1 # items

@icon_index = $data_items[index].icon_index

when 2 # weapons

@icon_index = $data_weapons[index].icon_index

when 3 # armors

@icon_index = $data_armors[index].icon_index

end

end

#--------------------------------------------------------------------------

# Start

#--------------------------------------------------------------------------

def start

create_background

@popup_window = Item_Popup_Window.new(@x, @y)

end

#--------------------------------------------------------------------------

# Terminate

#--------------------------------------------------------------------------

def terminate

@popup_window.dispose

@menuback_sprite.dispose

end

#--------------------------------------------------------------------------

# Return Scene

#--------------------------------------------------------------------------

def return_scene(type,index,amount,popup)

$scene = Scene_Map.new

if USE_ITEM_FOUND;chest(type,index,amount,popup);end

end

#--------------------------------------------------------------------------

# Update

#--------------------------------------------------------------------------

def update

super

@popup_window.update

@menuback_sprite.update

if USE_ITEM_POPUP;do_popup;else;return_scene($iftype,$ifindex,$ifamount,false);end

end

#--------------------------------------------------------------------------

# Update Basic

#--------------------------------------------------------------------------

def update_basic

Graphics.update

Input.update

$game_map.update

end

#--------------------------------------------------------------------------

# Wait

#--------------------------------------------------------------------------

def wait(duration)

for i in 0...duration

update_basic

end

end

#--------------------------------------------------------------------------

# Create Background

#--------------------------------------------------------------------------

def create_background

@menuback_sprite = Sprite.new

@menuback_sprite.bitmap = $game_temp.background_bitmap

@menuback_sprite.update

end

#--------------------------------------------------------------------------

# Do Pop-Up

#--------------------------------------------------------------------------

def do_popup

Audio.se_play("Audio/SE/#{POPUP_SOUND}", POPUP_SOUND_VOLUME, POPUP_SOUND_PITCH) if PLAY_POP_UP_SOUND

if MULTIPLE_ITEMS

for i in 1..@amount

for i in 0..4

@popup_window.pop_up(@icon_index, @x - 26, @y - (i * 4) - 48)

@popup_window.update

wait(2)

end

wait(5) if i != @amount

end

else

for i in 0..4

@popup_window.pop_up(@icon_index, @x - 26, @y - (i * 4) - 48)

@popup_window.update

wait(2)

end

wait(5) if i != @amount

end

return_scene($iftype,$ifindex,$ifamount,false)

end

end

#==============================================================================

#------------------------------------------------------------------------------

#==============================================================================

# Item_Found

#------------------------------------------------------------------------------

# Original Author : Khai(http://ktbanh.wordpress.com/)

# Version : 1.3

#==============================================================================

class Chest_Window_Base < Window_Base

def initialize

super(0, 0, CHEST_DATA[0], WLH + 32)

self.windowskin = Cache.system(MSG_WINDOWSKIN)

end

#------------------------------------------------------------------------------

def set_text(text, align = 1)

if text != @text

@text = text

self.contents.clear

self.contents.font.color = text_color(MSG_COLOR)

self.contents.draw_text(0, 0, self.width - 32, WLH, text, align)

end

end

end

#------------------------------------------------------------------------------

class Chest_Window_Addon < Window_Base

def initialize(index,type)

super(0, 0, CHEST_DATA[1], WLH + 32)

self.windowskin = Cache.system(MSG_WINDOWSKIN)

if USE_GOLD_ICON and type==3;type=4;end

self.draw_icon($data_items[index].icon_index, 0, 0, true)if type == 0

self.draw_icon($data_armors[index].icon_index, 0, 0, true)if type == 1

self.draw_icon($data_weapons[index].icon_index, 0, 0, true)if type == 2

self.draw_icon(GOLD_ICON, 0, 0, true) if type == 4

self.contents.font.color = text_color(MSG_COLOR)

self.contents.draw_text(6, 0, CHEST_DATA[1], WLH, $data_system.terms.gold) if type == 3

end

end

#------------------------------------------------------------------------------

def chest(type,index,value,mapcall)

case type;when 0;type=3;when 1;type=0;when 2;type=2;when 3;type=1;end

if mapcall==true;case type;when 0;$game_party.gain_item($data_items[index],value)

when 1;$game_party.gain_item($data_armors[index],value)

when 2;$game_party.gain_item($data_weapons[index],value)

when 3;$game_party.gain_gold(value);end;end

$scene = Scene_Chest.new(type,index,value)

end

#------------------------------------------------------------------------------

class Scene_Chest < Scene_Base

def initialize(type,index,num)

@index = index;@setting = type;@num = num;@spriteset = Spriteset_Map.new

CHEST_DATA[1] = 56

if USE_GOLD_ICON;if type == 3; CHEST_DATA[1] = 56;end

else;if type == 3; CHEST_DATA[1] = width_set($data_system.terms.gold);end;end

@khai_icon_window = Chest_Window_Addon.new(index, type)

case type;when 0;@type=$data_items[@index].name

when 1;@type=$data_armors[@index].name

when 2;@type=$data_weapons[@index].name

when 3;@type=Vocab::gold;else;@text=MSG_EMPTY;@khai_icon_window.width=0;end

#Add Type(0-2) item/armors/weapons

@text = "#{num} #{@type}s #{MSG_ADD}" if type<3&&type>-1&&num>=0

#Add Type(3) gold

@text = "#{num} #{@type} #{MSG_ADD}" if type==3&&num>=0

#Remove Type(0-2) item/armors/weapons

@text = "#{num*-1} #{@type}s #{MSG_REMOVE}" if type<3&&type>-1&&num<0&&num!=-1

#Remove Type(3) Gold

@text = "#{num*-1} #{@type} #{MSG_REMOVE}" if type==3&&num<0

#Remove Single

@text = "#{@type} #{MSG_REMOVE}" if type<3&&type>-1&&num==-1

#Add Single

@text = "#{@type} #{MSG_ADD}" if type<3&&type>-1&&num==1

CHEST_DATA[0] = width_set(@text)

#Window Properties

@khai_icon_window.width=0 if NO_ICON_WINDOW

@khai_info_window=Chest_Window_Base.new

@khai_info_window.width=width_set(@text)

@khai_info_window.set_text(@text)

@khai_info_window.x=(544-(@khai_info_window.width-@khai_icon_window.width))/2

@khai_icon_window.x=(544-(@khai_info_window.width+@khai_icon_window.width))/2

@khai_icon_window.y=(416-@khai_icon_window.height)/2

@khai_info_window.y=(416-@khai_info_window.height)/2

play_se

end

#------------------------------------------------------------------------------

def width_set(n)

self.width_set_bitmap.text_size(n).width + 42

end

#------------------------------------------------------------------------------

def width_set_bitmap

Bitmap.new(32,32)

end

#------------------------------------------------------------------------------

def play_se

#Item Gain SE

Audio.se_play("Audio/SE/#{ITEM_GAIN}", FOUND_SOUND_VOLUME, FOUND_SOUND_PITCH)if@setting<3&&@setting>-1&&@num>0&&ITEM_GAIN != "" if PLAY_FOUND_WINDOW_SOUND

#Gold Gain SE

Audio.se_play("Audio/SE/#{GOLD_GAIN}", FOUND_SOUND_VOLUME, FOUND_SOUND_PITCH)if@setting==3&&@num>=0&&GOLD_GAIN != "" if PLAY_FOUND_WINDOW_SOUND

#Item Remove SE

Audio.se_play("Audio/SE/#{ITEM_REMOVE}", FOUND_SOUND_VOLUME, FOUND_SOUND_PITCH)if@setting<3&&@setting>-1&&@num<0&&ITEM_REMOVE != "" if PLAY_FOUND_WINDOW_SOUND

#Gold Remove SE

Audio.se_play("Audio/SE/#{GOLD_REMOVE}", FOUND_SOUND_VOLUME, FOUND_SOUND_PITCH)if@setting==3&&@num<0&&GOLD_REMOVE != "" if PLAY_FOUND_WINDOW_SOUND

end

#------------------------------------------------------------------------------

def terminate

@spriteset.dispose

@khai_icon_window.dispose

@khai_info_window.dispose

end

#------------------------------------------------------------------------------

def update

@khai_info_window.update

@khai_icon_window.update

@spriteset.update # enables sprite update (weather)

$game_map.update # enables event update (event movement)

$scene = Scene_Map.new if Input.trigger?(Input::B) or Input.trigger?(Input::C)

end

#------------------------------------------------------------------------------

end

#==============================================================================

seconda script sempre del Pop-UP

#==============================================================================

# Script : Item Popup / Item Found

#------------------------------------------------------------------------------

# Authors : OriginalWij - Item Pop-Up

# : Khai - Item Found (http://ktbanh.wordpress.com/)

# : Eccid - Item Popup/Item Found Integration and Modification

#------------------------------------------------------------------------------

# Versions : 1.0 - Item Pop-Up (Inital Release)

# : 1.3 - Item Found (Final Release of Version Used)

# : 1.0 - Item Popup/Item Found Integration and Modification

# (Initial Release)

#==============================================================================

# Description :

# - This script (when both scripts are activated) makes the item icon pop out

# from the chest and calls a box containing the item icon (when activated)

# along with the number recieved and name of an item, when a chest is

# specified by a comment box containing the "CHEST_WORD"

#------------------------------------------------------------------------------

# Features :

# - Easy to use

# - No call scripts needed to add items, uses the program default commands

# - Customizable call word used to specify chests

# - Almost completely customizable

# - Works when adding or subtracting items

#------------------------------------------------------------------------------

# How to Install :

# - Place both parts of the script in the "Materials" section above main

# - If you already have either script, it is reccomended you delete them

# or they could cause compatability issues

#------------------------------------------------------------------------------

# How to Use :

# - Make a comment at the beginning of your chest event containing what is

# set as the CHEST_WORD without the quotations around it ("CHEST" by

# default)

# - Use the add item, weapon, armor or gold commands from the event commands

# menu in the editor

# - When adding multiple items, insert a WAIT(1) between them

# - To make a message stating the chest is empty, make a comment containing

# the EMPTY_CHEST_WORD ("EMPTY" by default)

# NOTE: This is useful to put in the last page of a chest event (after

# the chest has been opened)

#------------------------------------------------------------------------------

# - As well, you may use the item found window on its own by using the

# script command "chest(type, index, amount, true)" (without quotations)

# - type (0-3)

# 0 = Gold

# 1 = Item

# 2 = Weapon

# 3 = Armor

#

# - index (Item Number)

#

# - amount (Number Recieved)

#

# - true (leave it true, it specifies the script called by an event)

#

# - Note: Using the call script also puts the item in your inventory,

# so there is no need to add it manually

#------------------------------------------------------------------------------

# Compatability Issues :

# - Anaryu's Particle Engine VX no longer seems to be affected by nor affects

# either of these script

#------------------------------------------------------------------------------

# Terms and Conditions :

# - Free to use as long as authors are credited

#------------------------------------------------------------------------------

# Credits :

# - OriginalWij (Item Pop-Up)

# - Khai (Item Found)(http://ktbanh.wordpress.com/)

# - Eccid (Item Popup/Item Found Integration and Modification)

#==============================================================================

# - PM me if you can think of more ways to make this customizable

#==============================================================================

#------------------------------------------------------------------------------

#==============================================================================

# ▼ CUSTOMIZATION AREA ▼

#------------------------------------------------------------------------------

# Which scripts to use

USE_ITEM_POPUP = true

USE_ITEM_FOUND = true # You could set them both to false... but why?

#------------------------------------------------------------------------------

#------------------------------------------------------------------------------

#[iTEM POPUP DEFINITIONS]

# "Gold" icon index

GOLD_ICON = 205

# Word used in a comment to specify an event is a chest

CHEST_WORD = "CHEST"

# Word used in a comment to specify an event is an empty chest

EMPTY_CHEST_WORD = "EMPTY"

# Choose if an icon pops-up for each multiple of the same item

MULTIPLE_ITEMS = false

# Choose to play sound on item popup

PLAY_POP_UP_SOUND = false

# Item Popup sound Settings

POPUP_SOUND = "Chime2"

POPUP_SOUND_VOLUME = 100

POPUP_SOUND_PITCH = 150

#------------------------------------------------------------------------------

#------------------------------------------------------------------------------

#[iTEM FOUND WINDOW DEFINITIONS]

# Message to be shown when an item is gained

# (String states: [number recieved] [item name] MSG_ADD ex. 3 Potions Recieved)

MSG_ADD = "Ricevuto"

# Message to be shown when an item is lost

# (String states: [number removed] [item name] MSG_REMOVE ex. 25 Cards Lost)

MSG_REMOVE = "Lost"

# Message to be shown when a chest is empty

MSG_EMPTY = "The chest is empty"

# Windowskin to be used for the item found window

MSG_WINDOWSKIN = "Window"

# Text color number (0-31) corresponding to the color library in the

# bottom right-hand corner of the windowskin used

MSG_COLOR = 14

# Use an icon for gold in the icon window instead of a symbol("G" by default)

USE_GOLD_ICON = true

# Icon to use if above is true

GOLD_ICON = 205

# Don't show the icon window next to the item found window

NO_ICON_WINDOW = false

# Choose to play sound on item found window

PLAY_FOUND_WINDOW_SOUND = true

# Item Found sound settings

ITEM_GAIN = "Saint5"

GOLD_GAIN = "Saint5"

ITEM_REMOVE = "Saint5"

GOLD_REMOVE = "Saint5"

FOUND_SOUND_VOLUME = 100

FOUND_SOUND_PITCH = 100

#------------------------------------------------------------------------------

# ▲ END OF CUSTOMIZATION AREA ▲

#==============================================================================

CHEST_DATA = []#<-DO NOT ALTER OR DELETE!(Or you'll regret it. HINT:Papa Smurf)

#==============================================================================

 

 

 

Va in conflitto con l'HUD del Time System di The Sleeping Leonhart

 

 

#  Autore: The Sleeping Leonhart

# Versione: 1.0

# Data di rilascio: 12/02/2009

#------------------------------------------------------------------------------

# Descrzione:

# Questo script permette di avere un Hud per visualizzare il tempo del Time System

#------------------------------------------------------------------------------

# Versione:

# 1.0 (12/02/2009): Versione Base.

#------------------------------------------------------------------------------

# Istruzioni:

# Inserire sotto il Time System e sotto il Weather System.

# Per forzare lo stato dell'hud usare lo script:

# $scene.show_time_hud(true/false)

# Per personalizzare lo script andate nella sezione Configurazione.

#==============================================================================

#==============================================================================

# Configurazione

#=============================================================================

module Time_Hud

#=========================================================================

# DateSeparetor: Imposta il carattere che separa la data

#-------------------------------------------------------------------------

# Sintassi:

# DateSeparetor = char

# Parametri:

# char: carattere di separazione

#=========================================================================

DateSeparetor = "/"

#=========================================================================

# TimeSeparetor: Imposta il carattere che separa il tempo

#-------------------------------------------------------------------------

# Sintassi:

# TimeSeparetor = char

# Parametri:

# char: carattere di separazione

#=========================================================================

TimeSeparetor = ":"

#=========================================================================

# DateType: Imposta il tipo di data visualizzata

#-------------------------------------------------------------------------

# Sintassi:

# DateType = type

# Parametri:

# type: 0) Giorno/Mese/Anno 1) NomeGiorno Giorno NomeMese Anno

#=========================================================================

DateType = 1

#=========================================================================

# TimeType: Imposta il tipo di tempo visualizzato

#-------------------------------------------------------------------------

# Sintassi:

# TimeType = type

# Parametri:

# type: 0) Ora:Minuti:Secondi 1) Ora:Minuti:Second AM/PM

#=========================================================================

TimeType = 1

#=========================================================================

# Position: Imposta la posizione della finestra

#-------------------------------------------------------------------------

# Sintassi:

# Position = [x, y]

# Parametri:

# x: coordinata x

# y: coordinata y

#=========================================================================

Position = [0, 0]

#=========================================================================

# Show...: Imposta la visibilità di data, tempo, secondi, stagion, meteo

#-------------------------------------------------------------------------

# Sintassi:

# Show... = bool

# Parametri:

# bool: true visible, false non visibile

#=========================================================================

ShowDate = true

ShowTime = true

ShowSecond = false

ShowSeason = false

ShowWeather = false

#=========================================================================

# Opacity: Imposta l'opacità dello sfondo della finestra

#-------------------------------------------------------------------------

# Sintassi:

# Opacity = n

# Parametri:

# n: numero da 0(invisibile) a 255(completamente visibile)

#=========================================================================

Opacity = 0

#=========================================================================

# Button: Imposta il bottone da premere per visualizzare l'HUD

#-------------------------------------------------------------------------

# Sintassi:

# Button = Input::costante

# Parametri:

# costante: DOWN LEFT RIGHT UP A B C X Y Z L R SHIFT CTRL ALT F5 F6 F7 F8 F9

#=========================================================================

Button = Input::SHIFT

#=========================================================================

# Button: Imposta l'immagine di sfondo dell'HUD

#-------------------------------------------------------------------------

# Sintassi:

# BGImage = image

# Parametri:

# image: nome dell'immagine contenuta nella cartella pictures, per non usarla scrivere ""

#=========================================================================

BGImage = "time-hud"

end

class Game_Time

def time(type = 0, second = false)

ss = sprintf("%02d", @second)

mm = sprintf("%02d", @minute)

t = ""

if type == 0

hh = sprintf("%02d", @hour)

else

if @hour > 12

hh = sprintf("%02d", (@hour - 12))

t = " PM"

else

hh = sprintf("%02d", @hour)

t = " AM"

end

end

sep = Time_Hud::TimeSeparetor

if second

return hh+sep+mm+sep+ss+t

else

return hh+sep+mm+t

end

end

 

def date(type = 0)

dd = @day.to_s

yy = @year.to_s

if type == 0

mm = @month.to_s

sep = Time_Hud::DateSeparetor

return dd+sep+mm+sep+yy

else

dn = Time_System::Day[@day_name_index]

mm = Time_System::Month[@month - 1]

sep = " "

return dn+sep+dd+sep+mm+sep+yy

end

end

end

class Window_TimeHud < Window_Base

def initialize

height = 32

height += 24 if Time_Hud::ShowDate

height += 24 if Time_Hud::ShowTime

height += 24 if Time_Hud::ShowSeason || Time_Hud::ShowWeather

super(Time_Hud::Position[0], Time_Hud::Position[0], 224, height)

self.opacity = Time_Hud::Opacity

@sprite = Sprite.new

@sprite.bitmap = Time_Hud::BGImage != "" ? Cache.picture(Time_Hud::BGImage) : Bitmap.new(32, 32)

@sprite.visible = self.visible

@sprite.x = self.x

@sprite.y = self.y

@sprite.z = self.z - 1

@time = 0

refresh

end

def refresh

self.contents.clear

y = -4

if Time_Hud::ShowDate

self.contents.draw_text(4, y, 184, 32, $game_time.date(Time_Hud::DateType))

y += 24

end

if Time_Hud::ShowTime

self.contents.draw_text(4, y, 184, 32, $game_time.time(Time_Hud::TimeType, Time_Hud::ShowSecond))

y += 24

end

x = 4

if Time_Hud::ShowSeason

self.contents.draw_text(x, y, 184, 32, $game_time.season)

x += self.contents.text_size($game_time.season).width + 4

end

if Time_Hud::ShowWeather

self.contents.draw_text(x, y, 184, 32, $game_time.weather)

end

end

def dispose

super

@sprite.bitmap.dispose

@sprite.dispose

end

 

def update

super

@time += 1

@sprite.visible = self.visible

if @time >= (Graphics.frame_rate / $game_time.speed)

refresh

@time = 0

end

end

end

class Scene_Map

alias tsltmhud_scnmp_strt start

def start

tsltmhud_scnmp_strt

@time_hud_window = Window_TimeHud.new

end

 

alias tsltmhud_scnmp_pdt update

def update

tsltmhud_scnmp_pdt

if @time_hud_window.visible

@time_hud_window.update

end

if Input.trigger?(Time_Hud::Button)

show_time_hud(!@time_hud_window.visible)

end

end

 

alias tsltmhud_scnmp_trmnt terminate

def terminate

tsltmhud_scnmp_trmnt

@time_hud_window.dispose

end

 

def show_time_hud(show)

@time_hud_window.visible = show

@time_hud_window.update

end

end

class Game_Time

attr_accessor :hud_visibility

end

 

 

o meglio vanno in conflitto quando inserisco questo richiama script per abilitare\disabilitare l'HUD

$scene.show_time_hud(false)

 

c'è un modo per fixare la cosa?

Link to comment
Share on other sites

4 answers to this question

Recommended Posts

  • 0
Ehm. Forse, se l'hai usata, dipende invece dall'aggiunta nel menù dell'opzione attiva-disattiva HUD . . . Guarda se ti dà conflitto anche senza . . . E prova ad inserire la versione che ho modificato dopo che mi avevi detto che funzionava grosso modo, se non l'hai già fatto . . .

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


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.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://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 Testing


Typeface & Size



Link to comment
Share on other sites

  • 0
sisi.. ho provato sia con la modifica che mi avevi fatto che con questa senza modifche.. unica differenza e che quella modificata da te mi da errore appena apro una cassa con il commento CHEST per far partire il Pop-UP.. questa senza modifiche me lo fa appena faccio Nuova Partita\Continua
Link to comment
Share on other sites

  • 0

Decisamente non ho le idee chiare sulla situazione . . .

 

Non so, magari usi un (call) script invece di un comment, per indicare CHEST ?

 

Te lo dà solo se usi il comando indicato da Sleeping ? Allora prova a scrivere nel (call) script

if $scene.is_a?(Scene_Map)
$scene.show_time_hud(false)
end

 

EDIT - Oppure, se usi l'aggiunta al menù, puoi provare ad usare questo (call) script

$game_time.hud_visibility = false

EDIT2 - Questa, se usata la parte di codice nell'aggiunta al menù, funziona da qualunque Scene, ad eccezione del Title (perchè $game_time non esiste), non solo da (call) script . . .

Edited by giver

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


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.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://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 Testing


Typeface & Size



Link to comment
Share on other sites

Create an account or sign in to comment

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

Create an account

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

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...