Deyan Posted April 3, 2007 Share Posted April 3, 2007 Come da titolo sto cercando il bs laterale nn animato ma con la funzione fugagrazie in anticipo ^^ http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
0 marigno Posted April 3, 2007 Share Posted April 3, 2007 Eccolo, però ogni tanto utilizzate il tasto cerca ^^. Side Wiew Battle System Link to comment Share on other sites More sharing options...
0 Deyan Posted April 4, 2007 Author Share Posted April 4, 2007 (edited) Grazie ma avevo fatto da solo xD scusate del disturbo... cmq nn si potrebbe avere totalmente nn animato, cioè mi spiego meglio i pg devono essere fermi e devono essere quelli che hai come batle tipo i mostri capito??? Edited April 4, 2007 by Deyan http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
0 marigno Posted April 4, 2007 Share Posted April 4, 2007 Non credo che esista una cosa simile... Sorry... Link to comment Share on other sites More sharing options...
0 Mike Portnoy Posted April 4, 2007 Share Posted April 4, 2007 Si penso di si.Basta che nella grafica del personaggio metti tutte le pose uguali ^^Il sistema cambierà pose, ma essendo tutte uguali... http://img58.imageshack.us/img58/4264/newheavenhd2.jpg Iscrivetevi alla nostra accademia di Rpgmaking, presto sarà piena di contenuti e lezioni su Mapping, Eventing, Pixel Art e Scrittura, a livelli bassi, medi e avanzati!http://img185.imageshack.us/img185/4599/bannerua7.gif Link to comment Share on other sites More sharing options...
0 ProGM Posted April 4, 2007 Share Posted April 4, 2007 ma tu vuoi quello che aveva fatto redz? perchè era così che si chiamava, il bs laterale dei poveri...è questo:screen: http://img397.imageshack.us/img397/6144/13fl.png class Game_Actor < Game_Battler attr_reader :name # ?? attr_reader :character_name # ?????? ????? attr_reader :character_hue # ?????? ?? attr_reader :class_id # ??? ID attr_reader :weapon_id # ?? ID attr_reader :armor1_id # ? ID attr_reader :armor2_id # ??? ID attr_reader :armor3_id # ??? ID attr_reader :armor4_id # ??? ID attr_reader :level # ??? attr_reader :exp # EXP attr_reader :skills # ??? def initialize(actor_id) super() setup(actor_id) end def setup(actor_id) actor = $data_actors[actor_id] @actor_id = actor_id @name = actor.name @character_name = actor.character_name @character_hue = actor.character_hue @battler_name = actor.battler_name @battler_hue = actor.battler_hue @class_id = actor.class_id @weapon_id = actor.weapon_id @armor1_id = actor.armor1_id @armor2_id = actor.armor2_id @armor3_id = actor.armor3_id @armor4_id = actor.armor4_id @level = actor.initial_level @exp_list = Array.new(101) make_exp_list @exp = @exp_list[@level] @skills = [] @hp = maxhp @sp = maxsp @states = [] @states_turn = {} @maxhp_plus = 0 @maxsp_plus = 0 @str_plus = 0 @dex_plus = 0 @agi_plus = 0 @int_plus = 0 # ????? for i in 1..@level for j in $data_classes[@class_id].learnings if j.level == i learn_skill(j.skill_id) end end end # ?????????? update_auto_state(nil, $data_armors[@armor1_id]) update_auto_state(nil, $data_armors[@armor2_id]) update_auto_state(nil, $data_armors[@armor3_id]) update_auto_state(nil, $data_armors[@armor4_id]) end def id return @actor_id end def index return $game_party.actors.index(self) end def make_exp_list actor = $data_actors[@actor_id] @exp_list[1] = 0 pow_i = 2.4 + actor.exp_inflation / 100.0 for i in 2..100 if i > actor.final_level @exp_list[i] = 0 else n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i) @exp_list[i] = @exp_list[i-1] + Integer(n) end end end def element_rate(element_id) # ??????????????? table = [0,200,150,100,50,0,-100] result = table[$data_classes[@class_id].element_ranks[element_id]] # ???????????????????? for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil and armor.guard_element_set.include?(element_id) result /= 2 end end # ?????????????????????? for i in @states if $data_states[i].guard_element_set.include?(element_id) result /= 2 end end # ?????? return result end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def state_ranks return $data_classes[@class_id].state_ranks end def state_guard?(state_id) for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil if armor.guard_state_set.include?(state_id) return true end end end return false end def element_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.element_set : [] end def plus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.plus_state_set : [] end def minus_state_set weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.minus_state_set : [] end def maxhp n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min for i in @states n *= $data_states[i].maxhp_rate / 100.0 end n = [[integer(n), 1].max, 9999].min return n end def base_maxhp return $data_actors[@actor_id].parameters[0, @level] end def base_maxsp return $data_actors[@actor_id].parameters[1, @level] end def base_str n = $data_actors[@actor_id].parameters[2, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.str_plus : 0 n += armor1 != nil ? armor1.str_plus : 0 n += armor2 != nil ? armor2.str_plus : 0 n += armor3 != nil ? armor3.str_plus : 0 n += armor4 != nil ? armor4.str_plus : 0 return [[n, 1].max, 999].min end def base_dex n = $data_actors[@actor_id].parameters[3, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.dex_plus : 0 n += armor1 != nil ? armor1.dex_plus : 0 n += armor2 != nil ? armor2.dex_plus : 0 n += armor3 != nil ? armor3.dex_plus : 0 n += armor4 != nil ? armor4.dex_plus : 0 return [[n, 1].max, 999].min end def base_agi n = $data_actors[@actor_id].parameters[4, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.agi_plus : 0 n += armor1 != nil ? armor1.agi_plus : 0 n += armor2 != nil ? armor2.agi_plus : 0 n += armor3 != nil ? armor3.agi_plus : 0 n += armor4 != nil ? armor4.agi_plus : 0 return [[n, 1].max, 999].min end def base_int n = $data_actors[@actor_id].parameters[5, @level] weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] n += weapon != nil ? weapon.int_plus : 0 n += armor1 != nil ? armor1.int_plus : 0 n += armor2 != nil ? armor2.int_plus : 0 n += armor3 != nil ? armor3.int_plus : 0 n += armor4 != nil ? armor4.int_plus : 0 return [[n, 1].max, 999].min end def base_atk weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.atk : 0 end def base_pdef weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] pdef1 = weapon != nil ? weapon.pdef : 0 pdef2 = armor1 != nil ? armor1.pdef : 0 pdef3 = armor2 != nil ? armor2.pdef : 0 pdef4 = armor3 != nil ? armor3.pdef : 0 pdef5 = armor4 != nil ? armor4.pdef : 0 return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 end def base_mdef weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] mdef1 = weapon != nil ? weapon.mdef : 0 mdef2 = armor1 != nil ? armor1.mdef : 0 mdef3 = armor2 != nil ? armor2.mdef : 0 mdef4 = armor3 != nil ? armor3.mdef : 0 mdef5 = armor4 != nil ? armor4.mdef : 0 return mdef1 + mdef2 + mdef3 + mdef4 + mdef5 end def base_eva armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] eva1 = armor1 != nil ? armor1.eva : 0 eva2 = armor2 != nil ? armor2.eva : 0 eva3 = armor3 != nil ? armor3.eva : 0 eva4 = armor4 != nil ? armor4.eva : 0 return eva1 + eva2 + eva3 + eva4 end def animation1_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation1_id : 0 end def animation2_id weapon = $data_weapons[@weapon_id] return weapon != nil ? weapon.animation2_id : 0 end def class_name return $data_classes[@class_id].name end def exp_s return @exp_list[@level+1] > 0 ? @exp.to_s : "-------" end def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------" end def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp).to_s : "-------" end def update_auto_state(old_armor, new_armor) # ?????????????????? if old_armor != nil and old_armor.auto_state_id != 0 remove_state(old_armor.auto_state_id, true) end # ??????????????????? if new_armor != nil and new_armor.auto_state_id != 0 add_state(new_armor.auto_state_id, true) end end def equip_fix?(equip_type) case equip_type when 0 # ?? return $data_actors[@actor_id].weapon_fix when 1 # ? return $data_actors[@actor_id].armor1_fix when 2 # ? return $data_actors[@actor_id].armor2_fix when 3 # ?? return $data_actors[@actor_id].armor3_fix when 4 # ??? return $data_actors[@actor_id].armor4_fix end return false end def equip(equip_type, id) case equip_type when 0 # ?? if id == 0 or $game_party.weapon_number(id) > 0 $game_party.gain_weapon(@weapon_id, 1) @weapon_id = id $game_party.lose_weapon(id, 1) end when 1 # ? if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor1_id], $data_armors[id]) $game_party.gain_armor(@armor1_id, 1) @armor1_id = id $game_party.lose_armor(id, 1) end when 2 # ? if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor2_id], $data_armors[id]) $game_party.gain_armor(@armor2_id, 1) @armor2_id = id $game_party.lose_armor(id, 1) end when 3 # ?? if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor3_id], $data_armors[id]) $game_party.gain_armor(@armor3_id, 1) @armor3_id = id $game_party.lose_armor(id, 1) end when 4 # ??? if id == 0 or $game_party.armor_number(id) > 0 update_auto_state($data_armors[@armor4_id], $data_armors[id]) $game_party.gain_armor(@armor4_id, 1) @armor4_id = id $game_party.lose_armor(id, 1) end end end def equippable?(item) # ????? if item.is_a?(RPG::Weapon) # ??????????????????????? if $data_classes[@class_id].weapon_set.include?(item.id) return true end end # ????? if item.is_a?(RPG::Armor) # ??????????????????????? if $data_classes[@class_id].armor_set.include?(item.id) return true end end return false end def exp=(exp) @exp = [[exp, 9999999].min, 0].max # ?????? while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0 @level += 1 # ????? for j in $data_classes[@class_id].learnings if j.level == @level learn_skill(j.skill_id) end end end # ?????? while @exp < @exp_list[@level] @level -= 1 end # ??? HP ? SP ????????????? @hp = [@hp, self.maxhp].min @sp = [@sp, self.maxsp].min end def level=(level) # ??????? level = [[level, $data_actors[@actor_id].final_level].min, 1].max # EXP ??? self.exp = @exp_list[level] end def learn_skill(skill_id) if skill_id > 0 and not skill_learn?(skill_id) @skills.push(skill_id) @skills.sort! end end def forget_skill(skill_id) @skills.delete(skill_id) end def skill_learn?(skill_id) return @skills.include?(skill_id) end def skill_can_use?(skill_id) if not skill_learn?(skill_id) return false end return super end def name=(name) @name = name end def class_id=(class_id) if $data_classes[class_id] != nil @class_id = class_id # ???????????????? unless equippable?($data_weapons[@weapon_id]) equip(0, 0) end unless equippable?($data_armors[@armor1_id]) equip(1, 0) end unless equippable?($data_armors[@armor2_id]) equip(2, 0) end unless equippable?($data_armors[@armor3_id]) equip(3, 0) end unless equippable?($data_armors[@armor4_id]) equip(4, 0) end end end def set_graphic(character_name, character_hue, battler_name, battler_hue) @character_name = character_name @character_hue = character_hue @battler_name = battler_name @battler_hue = battler_hue end def screen_x # ??????????? X ????????? if self.index != nil return self.index * 60 + 10 + 400 else return 0 end end def screen_y return self.index * 30 + 130 + 100 end def screen_z # ??????????? Z ????????? return self.index * 80 end end class Sprite_Battler < RPG::Sprite attr_accessor :battler # ???? def initialize(viewport, battler = nil) super(viewport) @battler = battler @battler_visible = false end def dispose if self.bitmap != nil self.bitmap.dispose end super end def update super # ????? nil ??? if @battler == nil self.bitmap = nil loop_animation(nil) return end # ???????????????????? if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue # ???????????? @battler_name = @battler.battler_name @battler_hue = @battler.battler_hue self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue) @width = bitmap.width @height = bitmap.height self.ox = @width / 2 self.oy = @height # ?????????????????? 0 ??? if @battler.dead? or @battler.hidden self.opacity = 0 end end # ??????? ID ???????????? if @battler.damage == nil and @battler.state_animation_id != @state_animation_id @state_animation_id = @battler.state_animation_id loop_animation($data_animations[@state_animation_id]) end # ?????????????? if @battler.is_a?(Game_Actor) and @battler_visible # ??????????????????????? if $game_temp.battle_main_phase self.opacity += 3 if self.opacity < 255 else self.opacity -= 3 if self.opacity > 207 end end # ?? if @battler.blink blink_on else blink_off end # ?????? unless @battler_visible # ?? if not @battler.hidden and not @battler.dead? and (@battler.damage == nil or @battler.damage_pop) appear @battler_visible = true end end # ????? if @battler_visible # ?? if @battler.hidden $game_system.se_play($data_system.escape_se) escape @battler_visible = false end # ?????? if @battler.white_flash whiten @battler.white_flash = false end # ??????? if @battler.animation_id != 0 animation = $data_animations[@battler.animation_id] animation(animation, @battler.animation_hit) @battler.animation_id = 0 end # ???? if @battler.damage_pop damage(@battler.damage, @battler.critical) @battler.damage = nil @battler.critical = false @battler.damage_pop = false end # ???? if @battler.damage == nil and @battler.dead? if @battler.is_a?(Game_Enemy) $game_system.se_play($data_system.enemy_collapse_se) else $game_system.se_play($data_system.actor_collapse_se) end collapse @battler_visible = false end end # ??????????? self.x = @battler.screen_x self.y = @battler.screen_y self.z = @battler.screen_z end end class Scene_Battle def main # ??????????????? $game_temp.in_battle = true $game_temp.battle_turn = 0 #turni $game_temp.battle_event_flags.clear $game_temp.battle_abort = false $game_temp.battle_main_phase = false $game_temp.battleback_name = $game_map.battleback_name $game_temp.forcing_battler = nil # ?????????????????? $game_system.battle_interpreter.setup(nil, 0) # ??????? @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) # ???????????????? s1 = $data_system.words.attack #menù di s2 = $data_system.words.skill # battaglia s3 = $data_system.words.guard s4 = $data_system.words.item @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,]) @actor_command_window.y = 320 @actor_command_window.x = 0 @actor_command_window.z = 300 @actor_command_window.back_opacity = 160 @actor_command_window.active = true # dice se è attivo @actor_command_window.visible = true # dice se è visibile # ???????????? @help_window = Window_Help.new @help_window.back_opacity = 160 @help_window.visible = false @status_window = Window_BattleStatus.new @message_window = Window_Message.new # ??????????? @spriteset = Spriteset_Battle.new # ???????????? @wait_count = 0 # ????????? if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) end # ??????????? start_phase1 # ?????? loop do # ???????? Graphics.update # ??????? Input.update # ?????? update # ???????????????? if $scene != self break end end # ?????????? $game_map.refresh # ????????? Graphics.freeze # ???????? @actor_command_window.dispose @help_window.dispose @status_window.dispose @message_window.dispose if @skill_window != nil @skill_window.dispose end if @item_window != nil @item_window.dispose end if @result_window != nil @result_window.dispose end # ??????????? @spriteset.dispose # ??????????????? if $scene.is_a?(Scene_Title) # ?????????? Graphics.transition Graphics.freeze end # ??????????????????????????? if $BTEST and not $scene.is_a?(Scene_Gameover) $scene = nil end end def judge # ????????????????? 0 ???? if $game_party.all_dead? or $game_party.actors.size == 0 # ??????? if $game_temp.battle_can_lose # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # ????? battle_end(2) # true ??? return true end # ?????????????? $game_temp.gameover = true # true ??? return true end # ????? 1 ???????? false ??? for enemy in $game_troop.enemies if enemy.exist? return false end end # ????????????? (??) start_phase5 # true ??? return true end def battle_end(result) # ?????????? $game_temp.in_battle = false # ???????????????? $game_party.clear_actions # ??????????? for actor in $game_party.actors actor.remove_states_battle end # ???????? $game_troop.enemies.clear # ??? ????????? if $game_temp.battle_proc != nil $game_temp.battle_proc.call(result) $game_temp.battle_proc = nil end # ?????????? $scene = Scene_Map.new end def setup_battle_event # ????????????? if $game_system.battle_interpreter.running? return end # ??????????????? for index in 0...$data_troops[@troop_id].pages.size # ?????????? page = $data_troops[@troop_id].pages[index] # ??????? c ?????? c = page.condition # ?????????????????????? unless c.turn_valid or c.enemy_valid or c.actor_valid or c.switch_valid next end # ?????????????? if $game_temp.battle_event_flags[index] next end # ??? ???? if c.turn_valid n = $game_temp.battle_turn a = c.turn_a b = c.turn_b if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b)) next end end # ???? ???? if c.enemy_valid enemy = $game_troop.enemies[c.enemy_index] if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp next end end # ???? ???? if c.actor_valid actor = $game_actors[c.actor_id] if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp next end end # ???? ???? if c.switch_valid if $game_switches[c.switch_id] == false next end end # ??????????? $game_system.battle_interpreter.setup(page.list, 0) # ?????????? [???] ? [???] ??? if page.span <= 1 # ??????????? $game_temp.battle_event_flags[index] = true end return end end def update # ????????????? if $game_system.battle_interpreter.running? # ????????? $game_system.battle_interpreter.update # ????????????????????????? if $game_temp.forcing_battler == nil # ????????????????? unless $game_system.battle_interpreter.running? # ?????????????????????????? unless judge setup_battle_event end end # ???????????????? if @phase != 5 # ????????????????? @status_window.refresh end end end # ???? (????)?????? $game_system.update $game_screen.update # ????? 0 ?????? if $game_system.timer_working and $game_system.timer == 0 # ????? $game_temp.battle_abort = true end # ???????? @help_window.update @actor_command_window.update @status_window.update @message_window.update # ??????????? @spriteset.update # ????????????? if $game_temp.transition_processing # ????????????????? $game_temp.transition_processing = false # ????????? if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # ???????????????? if $game_temp.message_window_showing return end # ??????????? if @spriteset.effect? return end # ?????????? if $game_temp.gameover # ?????????????? $scene = Scene_Gameover.new return end # ??????????? if $game_temp.to_title # ??????????? $scene = Scene_Title.new return end # ???????? if $game_temp.battle_abort # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # ????? battle_end(1) return end # ???????? if @wait_count > 0 # ???????????? @wait_count -= 1 return end # ??????????????????????? # ???????????????? if $game_temp.forcing_battler == nil and $game_system.battle_interpreter.running? return end # ?????????? case @phase when 1 # ????????? update_phase1 when 2 # ???????????? update_phase2 when 3 # ???????????? update_phase3 when 4 # ??????? update_phase4 when 5 # ??????????? update_phase5 end end end class Scene_Battle def start_phase1 # ???? 1 ??? @phase = 1 # ???????????????? $game_party.clear_actions # ?????????????? setup_battle_event end def update_phase1 # ???? if judge # ?????????? : ?????? return end # ?????????????? start_phase2 end def start_phase2 # ???? 2 ??? @phase = 2 # ????????????? @actor_index = -1 @active_battler = nil # ????????????????? # ????????????????? @actor_command_window.active = false @actor_command_window.visible = true # ?????????????? $game_temp.battle_main_phase = false # ???????????????? $game_party.clear_actions # ???????????? unless $game_party.inputable? # ????????? start_phase4 end end def update_phase2 # C ?????????? start_phase3 end def update_phase2_escape # ?????????????? enemies_agi = 0 enemies_number = 0 for enemy in $game_troop.enemies if enemy.exist? enemies_agi += enemy.agi enemies_number += 1 end end if enemies_number > 0 enemies_agi /= enemies_number end # ?????????????? actors_agi = 0 actors_number = 0 for actor in $game_party.actors if actor.exist? actors_agi += actor.agi actors_number += 1 end end if actors_number > 0 actors_agi /= actors_number end # ?????? success = rand(100) < 50 * actors_agi / enemies_agi # ??????? if success # ?? SE ??? $game_system.se_play($data_system.escape_se) # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # ????? battle_end(1) # ??????? else # ???????????????? $game_party.clear_actions # ????????? start_phase4 end end def start_phase5 # ???? 5 ??? @phase = 5 # ????? ME ??? $game_system.me_play($game_system.battle_end_me) # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # EXP??????????????? exp = 0 gold = 0 treasures = [] # ??? for enemy in $game_troop.enemies # ?????????????? unless enemy.hidden # ?? EXP???????? exp += enemy.exp gold += enemy.gold # ????????? if rand(100) < enemy.treasure_prob if enemy.item_id > 0 treasures.push($data_items[enemy.item_id]) end if enemy.weapon_id > 0 treasures.push($data_weapons[enemy.weapon_id]) end if enemy.armor_id > 0 treasures.push($data_armors[enemy.armor_id]) end end end end # ???????? 6 ?????? treasures = treasures[0..5] # EXP ?? for i in 0...$game_party.actors.size actor = $game_party.actors[i] if actor.cant_get_exp? == false last_level = actor.level actor.exp += exp if actor.level > last_level @status_window.level_up(i) end end end # ?????? $game_party.gain_gold(gold) # ??????? for item in treasures case item when RPG::Item $game_party.gain_item(item.id, 1) when RPG::Weapon $game_party.gain_weapon(item.id, 1) when RPG::Armor $game_party.gain_armor(item.id, 1) end end # ??????????????? @result_window = Window_BattleResult.new(exp, gold, treasures) # ??????????? @phase5_wait_count = 100 end def update_phase5 # ????????? 0 ??????? if @phase5_wait_count > 0 # ???????????? @phase5_wait_count -= 1 # ????????? 0 ?????? if @phase5_wait_count == 0 # ???????????? @result_window.visible = true # ?????????????? $game_temp.battle_main_phase = false # ????????????????? @status_window.refresh end return end # C ?????????? if Input.trigger?(Input::C) # ????? battle_end(0) end end end class Scene_Battle def start_phase3 # parte la 3 fase @phase = 3 #indice dell'eroe @actor_index = -1 @active_battler = nil #via alla selezione dell'altro eroe phase3_next_actor end def phase3_next_actor # ??? begin #controlla se ci sono altri eroi nel gruppo o almeno credo if @active_battler != nil @active_battler.blink = false end #ora se il numero degli eroi è si attiva la quarta fase if @actor_index == $game_party.actors.size-1 # 4°Fase start_phase4 return end # si aumente l'indice per selezione l'altro eroe @actor_index += 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # qua se è impossibile selezione il nuovo eroe end until @active_battler.inputable? # in caso contrario si da via alla 3° fase phase3_setup_command_window end def phase3_prior_actor # ??? begin # se il blatter dell'eroe è attivo if @active_battler != nil @active_battler.blink = false end # qui si controlla se l'indice della selezzione uguale a zero # se è vero significa che nessun eroe vi è selezionato # e si ritorna alla 2° fase if @actor_index == 0 # ?????????????? start_phase2 return end # qua si scala di indice @actor_index -= 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # controlla se è possibile end until @active_battler.inputable? # se si si da via alla 3° Fase per aprire il command_Window phase3_setup_command_window end def phase3_setup_command_window # per prima cosa si attiva il command_window # in seguito si attiva la visibilità @actor_command_window.active = true @actor_command_window.visible = true # controlla le coordinate x @actor_command_window.x = 0 # porta l'indice a 0 @actor_command_window.index = 0 end def update_phase3 # ????????????? if @enemy_arrow != nil update_phase3_enemy_select # ????????????? elsif @actor_arrow != nil update_phase3_actor_select # ?????????????? elsif @skill_window != nil update_phase3_skill_select # ??????????????? elsif @item_window != nil update_phase3_item_select # ??????????????????? elsif @actor_command_window.active update_phase3_basic_command end end def update_phase3_basic_command # Se il tasto B è premuto , B sta anche per Esc if Input.trigger?(Input::B) # suona $game_system.se_play($data_system.cancel_se) # si ritorna alla 3° Fase Pdove si selezione l'eroe phase3_prior_actor return end # Se il tasto c è premuto , C sta anche per il tasto INVIO if Input.trigger?(Input::C) # CASE ovvero caso , qua si riferisce al Command_window case @actor_command_window.index when 0 # nel primo caso , ovvero in ATTACCA # suona $game_system.se_play($data_system.decision_se) # ???????? @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 # si da via alla selezione del nemico start_enemy_select when 1 # nel secondo caso , si riferice alle skill (TECNICHE) # suona $game_system.se_play($data_system.decision_se) # cambia l'indice della selezione in Window_Command @active_battler.current_action.kind = 1 # si da via alla selezione delle skill (TECNICHE) start_skill_select when 2 # ?? # ?? SE ??? $game_system.se_play($data_system.decision_se) # ???????? @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 1 # ?????????????? phase3_next_actor when 3 # ???? # ?? SE ??? $game_system.se_play($data_system.decision_se) # ???????? @active_battler.current_action.kind = 2 # ?????????? start_item_select end return end end def update_phase3_skill_select # ???????????????? @skill_window.visible = true # ??????????? @skill_window.update # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ????????? end_skill_select return end # C ?????????? if Input.trigger?(Input::C) # ???????????????????????? @skill = @skill_window.skill # ???????? if @skill == nil or not @active_battler.skill_can_use?(@skill.id) # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ?? SE ??? $game_system.se_play($data_system.decision_se) # ???????? @active_battler.current_action.skill_id = @skill.id # ????????????????? @skill_window.visible = false # ??????????? if @skill.scope == 1 # ?????????? start_enemy_select # ???????????? elsif @skill.scope == 3 or @skill.scope == 5 # ?????????? start_actor_select # ????????????? else # ????????? end_skill_select # ?????????????? phase3_next_actor end return end end def update_phase3_item_select # ????????????????? @item_window.visible = true # ???????????? @item_window.update # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ?????????? end_item_select return end # C ?????????? if Input.trigger?(Input::C) # ????????????????????????? @item = @item_window.item # ???????? unless $game_party.item_can_use?(@item.id) # ??? SE ??? $game_system.se_play($data_system.buzzer_se) return end # ?? SE ??? $game_system.se_play($data_system.decision_se) # ???????? @active_battler.current_action.item_id = @item.id # ?????????????????? @item_window.visible = false # ??????????? if @item.scope == 1 # ?????????? start_enemy_select # ???????????? elsif @item.scope == 3 or @item.scope == 5 # ?????????? start_actor_select # ????????????? else # ?????????? end_item_select # ?????????????? phase3_next_actor end return end end def update_phase3_enemy_select # ?????????? @enemy_arrow.update # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ?????????? end_enemy_select return end # C ?????????? if Input.trigger?(Input::C) # ?? SE ??? $game_system.se_play($data_system.decision_se) # ???????? @active_battler.current_action.target_index = @enemy_arrow.index # ?????????? end_enemy_select # ?????????????? if @skill_window != nil # ????????? end_skill_select end # ??????????????? if @item_window != nil # ?????????? end_item_select end # ?????????????? phase3_next_actor end end def update_phase3_actor_select # ?????????? @actor_arrow.update # B ?????????? if Input.trigger?(Input::B) # ????? SE ??? $game_system.se_play($data_system.cancel_se) # ?????????? end_actor_select return end # C ?????????? if Input.trigger?(Input::C) # ?? SE ??? $game_system.se_play($data_system.decision_se) # ???????? @active_battler.current_action.target_index = @actor_arrow.index # ?????????? end_actor_select # ?????????????? if @skill_window != nil # ????????? end_skill_select end # ??????????????? if @item_window != nil # ?????????? end_item_select end # ?????????????? phase3_next_actor end end def start_enemy_select # ?????????? @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1) # ????????????? @enemy_arrow.help_window = @help_window # ????????????????? @actor_command_window.active = false @actor_command_window.visible = true end def end_enemy_select # ?????????? @enemy_arrow.dispose @enemy_arrow = nil # ????? [??] ??? if @actor_command_window.index == 0 # ????????????????? @actor_command_window.active = true @actor_command_window.visible = true # ??????????? @help_window.visible = false end end def start_actor_select # ?????????? @actor_arrow = Arrow_Actor.new(@spriteset.viewport2) @actor_arrow.index = @actor_index # ????????????? @actor_arrow.help_window = @help_window # ????????????????? @actor_command_window.active = true @actor_command_window.visible = true end def end_actor_select # ?????????? @actor_arrow.dispose @actor_arrow = nil end def start_skill_select # ??????????? @skill_window = Window_Skill.new(@active_battler) # ????????????? @skill_window.help_window = @help_window # ????????????????? @actor_command_window.active = false @actor_command_window.visible = true end def end_skill_select # ??????????? @skill_window.dispose @skill_window = nil # ??????????? @help_window.visible = false # ????????????????? @actor_command_window.active = true @actor_command_window.visible = true end def start_item_select # ???????????? @item_window = Window_Item.new # ????????????? @item_window.help_window = @help_window # ????????????????? @actor_command_window.active = false @actor_command_window.visible = true end def end_item_select # ???????????? @item_window.dispose @item_window = nil # ??????????? @help_window.visible = false # ????????????????? @actor_command_window.active = true @actor_command_window.visible = true end end class Scene_Battle def start_phase4 # ???? 4 ??? @phase = 4 # ???????? $game_temp.battle_turn += 1 # ??????????????? for index in 0...$data_troops[@troop_id].pages.size # ?????????? page = $data_troops[@troop_id].pages[index] # ?????????? [???] ??? if page.span == 1 # ??????????? $game_temp.battle_event_flags[index] = false end end # ????????????? @actor_index = -1 @active_battler = nil # ????????????????? # ????????????????? @actor_command_window.active = true @actor_command_window.visible = true # ?????????????? $game_temp.battle_main_phase = true # ??????????? for enemy in $game_troop.enemies enemy.make_action end # ?????? make_action_orders # ???? 1 ??? @phase4_step = 1 end def make_action_orders # ?? @action_battlers ???? @action_battlers = [] # ??????? @action_battlers ??? for enemy in $game_troop.enemies @action_battlers.push(enemy) end # ??????? @action_battlers ??? for actor in $game_party.actors @action_battlers.push(actor) end # ??????????????? for battler in @action_battlers battler.make_action_speed end # ??????????????????? @action_battlers.sort! {|a,b| b.current_action.speed - a.current_action.speed } end def update_phase4 case @phase4_step when 1 update_phase4_step1 when 2 update_phase4_step2 when 3 update_phase4_step3 when 4 update_phase4_step4 when 5 update_phase4_step5 when 6 update_phase4_step6 end end def update_phase4_step1 # ??????????? @help_window.visible = false # ???? if judge # ?????????? : ?????? return end # ????????????????????????? if $game_temp.forcing_battler == nil # ?????????????? setup_battle_event # ????????????? if $game_system.battle_interpreter.running? return end end # ???????????????????????? if $game_temp.forcing_battler != nil # ?????????? @action_battlers.delete($game_temp.forcing_battler) @action_battlers.unshift($game_temp.forcing_battler) end # ??????????????? (??????) if @action_battlers.size == 0 # ?????????????? start_phase2 return end # ??????? ID ?????????? ID ???? @animation1_id = 0 @animation2_id = 0 @common_event_id = 0 # ????????????????? @active_battler = @action_battlers.shift # ??????????????? if @active_battler.index == nil return end # ???????? if @active_battler.hp > 0 and @active_battler.slip_damage? @active_battler.slip_damage_effect @active_battler.damage_pop = true end # ???????? @active_battler.remove_states_auto # ????????????????? @status_window.refresh # ???? 2 ??? @phase4_step = 2 end def update_phase4_step2 # ???????????? unless @active_battler.current_action.forcing # ??? [????????] ? [?????????] ??? if @active_battler.restriction == 2 or @active_battler.restriction == 3 # ??????????? @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 end # ??? [??????] ??? if @active_battler.restriction == 4 # ?????????????????? $game_temp.forcing_battler = nil # ???? 1 ??? @phase4_step = 1 return end end # ?????????? @target_battlers = [] # ??????????? case @active_battler.current_action.kind when 0 # ?? make_basic_action_result when 1 # ??? make_skill_action_result when 2 # ???? make_item_action_result end # ???? 3 ??? if @phase4_step == 2 @phase4_step = 3 end end def make_basic_action_result # ????? if @active_battler.current_action.basic == 0 # ??????? ID ??? @animation1_id = @active_battler.animation1_id @animation2_id = @active_battler.animation2_id # ??????????????? if @active_battler.is_a?(Game_Enemy) if @active_battler.restriction == 3 target = $game_troop.random_target_enemy elsif @active_battler.restriction == 2 target = $game_party.random_target_actor else index = @active_battler.current_action.target_index target = $game_party.smooth_target_actor(index) end end # ??????????????? if @active_battler.is_a?(Game_Actor) if @active_battler.restriction == 3 target = $game_party.random_target_actor elsif @active_battler.restriction == 2 target = $game_troop.random_target_enemy else index = @active_battler.current_action.target_index target = $game_troop.smooth_target_enemy(index) end end # ????????????? @target_battlers = [target] # ?????????? for target in @target_battlers target.attack_effect(@active_battler) end return end # ????? if @active_battler.current_action.basic == 1 # ????????? "??" ??? @help_window.set_text($data_system.words.guard, 1) return end # ?????? if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2 # ????????? "???" ??? @help_window.set_text("???", 1) # ??? @active_battler.escape return end # ???????? if @active_battler.current_action.basic == 3 # ?????????????????? $game_temp.forcing_battler = nil # ???? 1 ??? @phase4_step = 1 return end end def set_target_battlers(scope) # ??????????????? if @active_battler.is_a?(Game_Enemy) # ??????? case scope when 1 # ??? index = @active_battler.current_action.target_index @target_battlers.push($game_party.smooth_target_actor(index)) when 2 # ??? for actor in $game_party.actors if actor.exist? @target_battlers.push(actor) end end when 3 # ???? index = @active_battler.current_action.target_index @target_battlers.push($game_troop.smooth_target_enemy(index)) when 4 # ???? for enemy in $game_troop.enemies if enemy.exist? @target_battlers.push(enemy) end end when 5 # ???? (HP 0) index = @active_battler.current_action.target_index enemy = $game_troop.enemies[index] if enemy != nil and enemy.hp0? @target_battlers.push(enemy) end when 6 # ???? (HP 0) for enemy in $game_troop.enemies if enemy != nil and enemy.hp0? @target_battlers.push(enemy) end end when 7 # ??? @target_battlers.push(@active_battler) end end # ??????????????? if @active_battler.is_a?(Game_Actor) # ??????? case scope when 1 # ??? index = @active_battler.current_action.target_index @target_battlers.push($game_troop.smooth_target_enemy(index)) when 2 # ??? for enemy in $game_troop.enemies if enemy.exist? @target_battlers.push(enemy) end end when 3 # ???? index = @active_battler.current_action.target_index @target_battlers.push($game_party.smooth_target_actor(index)) when 4 # ???? for actor in $game_party.actors if actor.exist? @target_battlers.push(actor) end end when 5 # ???? (HP 0) index = @active_battler.current_action.target_index actor = $game_party.actors[index] if actor != nil and actor.hp0? @target_battlers.push(actor) end when 6 # ???? (HP 0) for actor in $game_party.actors if actor != nil and actor.hp0? @target_battlers.push(actor) end end when 7 # ??? @target_battlers.push(@active_battler) end end end def make_skill_action_result # ?????? @skill = $data_skills[@active_battler.current_action.skill_id] # ???????????? unless @active_battler.current_action.forcing # SP ???????????????? unless @active_battler.skill_can_use?(@skill.id) # ?????????????????? $game_temp.forcing_battler = nil # ???? 1 ??? @phase4_step = 1 return end end # SP ?? @active_battler.sp -= @skill.sp_cost # ????????????????? @status_window.refresh # ???????????????? @help_window.set_text(@skill.name, 1) # ??????? ID ??? @animation1_id = @skill.animation1_id @animation2_id = @skill.animation2_id # ??????? ID ??? @common_event_id = @skill.common_event_id # ?????????? set_target_battlers(@skill.scope) # ????????? for target in @target_battlers target.skill_effect(@active_battler, @skill) end end def make_item_action_result # ??????? @item = $data_items[@active_battler.current_action.item_id] # ???????????????????? unless $game_party.item_can_use?(@item.id) # ???? 1 ??? @phase4_step = 1 return end # ?????? if @item.consumable # ????????? 1 ??? $game_party.lose_item(@item.id, 1) end # ????????????????? @help_window.set_text(@item.name, 1) # ??????? ID ??? @animation1_id = @item.animation1_id @animation2_id = @item.animation2_id # ??????? ID ??? @common_event_id = @item.common_event_id # ????? index = @active_battler.current_action.target_index target = $game_party.smooth_target_actor(index) # ?????????? set_target_battlers(@item.scope) # ?????????? for target in @target_battlers target.item_effect(@item) end end def update_phase4_step3 # ?????????? (ID ? 0 ??????????) if @animation1_id == 0 @active_battler.white_flash = true else @active_battler.animation_id = @animation1_id @active_battler.animation_hit = true end # ???? 4 ??? @phase4_step = 4 end def update_phase4_step4 # ?????????? for target in @target_battlers target.animation_id = @animation2_id target.animation_hit = (target.damage != "Miss") end # ??????????????????? 8 ?????? @wait_count = 8 # ???? 5 ??? @phase4_step = 5 end def update_phase4_step5 # ??????????? @help_window.visible = false # ????????????????? @status_window.refresh # ?????? for target in @target_battlers if target.damage != nil target.damage_pop = true end end # ???? 6 ??? @phase4_step = 6 end def update_phase4_step6 # ?????????????????? $game_temp.forcing_battler = nil # ??????? ID ?????? if @common_event_id > 0 # ??????????? common_event = $data_common_events[@common_event_id] $game_system.battle_interpreter.setup(common_event.list, 0) end # ???? 1 ??? @phase4_step = 1 end end class Window_BattleStatus < Window_Base def initialize super(0, 320, 640, 160) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Garamond" self.contents.font.size = 15 @level_up_flags = [false, false, false, false] refresh end def dispose super end def level_up(actor_index) @level_up_flags[actor_index] = true end def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size actor = $game_party.actors[i] actor_x = i * 1 + 150 actor_y = i * 30 + 4 draw_actor_name(actor, actor_x , actor_y) draw_actor_hp(actor, actor_x+75, actor_y) draw_actor_sp(actor, actor_x+225, actor_y) if @level_up_flags[i] self.contents.font.color = normal_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!") else draw_actor_state(actor, actor_x+370,actor_y ) end end end def update super # L'opacità è abbastanza bassa durante la fase principale if $game_temp.battle_main_phase self.contents_opacity -= 4 if self.contents_opacity > 191 else self.contents_opacity += 4 if self.contents_opacity < 255 end end def draw_actor_name(actor, x, y) self.contents.font.name = "Garamond" self.contents.font.size =23 self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) end def draw_actor_class(actor, x, y) self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.font.color = normal_color self.contents.draw_text(x, y, 236, 32, actor.class_name) end def draw_actor_level(actor, x, y) self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2) end def make_battler_state_text(battler, width, need_normal) # Viene acquisita l'ampiezza di una parentesi brackets_width = self.contents.text_size("[]").width # Viene creata la sequanza del carattere del nome dello stato text = "" for i in battler.states if $data_states[i].rating >= 1 if text == "" text = $data_states[i].name else new_text = text + "/" + $data_states[i].name text_width = self.contents.text_size(new_text).width if text_width > width - brackets_width break end text = new_text end end end # Quando la sequanza del carattere del nome dello stato è vuota, # allora diviene "[Normale]" if text == "" if need_normal text = "[Normale]" end else # Viene allegata una parentesi text = "[" + text + "]" end # Torna alla sequenza completata dei caratteri return text end def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text) end def draw_actor_exp(actor, x, y) self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.font.color = system_color self.contents.draw_text(x, y, 40, 32, "EXP") self.contents.font.color = normal_color self.contents.draw_text(x + 40, y, 84, 32, actor.exp_s, 2) self.contents.draw_text(x + 124, y, 12, 32, "/", 1) self.contents.draw_text(x + 136, y, 84, 32, actor.next_exp_s) end def draw_actor_hp(actor, x, y, width = 144) # Disegna la sequenza dei caratteri: "HP" self.contents.font.color = system_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # Calcola se c'è qualche spazio che disegna i punti MaxHp if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # Disegna i punti HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(hp_x, y, 38, 32, actor.hp.to_s, 2) # Disegna i punti MaxHP if flag self.contents.font.color = normal_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end def draw_actor_sp(actor, x, y, width = 144) # Disegna la sequenza dei caratteri: "MP" self.contents.font.color = system_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) # Calcola se c'è qualche spazio che disegna i punti MaxMp if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # Disegna i punti MP self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(sp_x, y, 38, 32, actor.sp.to_s, 2) # Disegna i punti MaxMP if flag self.contents.font.color = normal_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int end self.contents.font.color = system_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.font.name = "Garamond" self.contents.font.size = 18 self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end def draw_item_name(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.font.name = "Garamond" self.contents.font.size = 23 self.contents.draw_text(x + 28, y, 212, 32, item.name) end end 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...
0 Deyan Posted April 4, 2007 Author Share Posted April 4, 2007 (edited) già propio quello proGM infatti leggendo il titolo XD [richiesta], bs laterale dei poveri un ultima cosa nn mi va mi da errore qui riga 8@----------->"class Game_Actor < Game_Battler" Edited April 4, 2007 by Deyan http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
0 ProGM Posted April 4, 2007 Share Posted April 4, 2007 dimmi che errore però, se no che faccio? 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...
0 Deyan Posted April 4, 2007 Author Share Posted April 4, 2007 ecco cosa mi dice http://img483.imageshack.us/img483/1485/immaginedp5.jpg http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
0 ProGM Posted April 5, 2007 Share Posted April 5, 2007 O_oma scusa, dove l'hai incollato lo script? xDD 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...
0 Deyan Posted April 5, 2007 Author Share Posted April 5, 2007 sopra main http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
0 ProGM Posted April 6, 2007 Share Posted April 6, 2007 che altri script hai nel progetto? 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...
0 Deyan Posted April 6, 2007 Author Share Posted April 6, 2007 ho l'antilag event http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
0 Deyan Posted April 8, 2007 Author Share Posted April 8, 2007 up up up http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
0 ProGM Posted April 8, 2007 Share Posted April 8, 2007 evita doppi post però .-.passami il progetto, solo la cartella data che ti risolvo... 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...
0 Deyan Posted April 8, 2007 Author Share Posted April 8, 2007 eccolo http://www.megaupload.com/?d=YOPIQI7G http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
0 ProGM Posted April 9, 2007 Share Posted April 9, 2007 metti questo nella cartella data :Phttp://www.mediafire.com/?5yzyrkrauxz 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...
0 Deyan Posted April 10, 2007 Author Share Posted April 10, 2007 grazie ;) http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
Question
Deyan
Come da titolo sto cercando il bs laterale nn animato ma con la funzione fuga
grazie in anticipo ^^
~La mia skeda in Dragon Ball RPG [+]
I miei ProgeTTi
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