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*Un bel menu carino carino


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E' un menu... niente di che

Autore

Tibuda


Istruzioni per l'uso

Avete bisogno dell'SDK 2.2 e del Advanced Command Window di Tibuda, che fra poco posto. Mettetelo come sempre sopra a main.. credo che vada

 

#============================================================================
# ** Tibuda CMS
#----------------------------------------------------------------------------
# Tibuda
# 1.00
# 04.11.07
# SDK Version : 2.20 full
#============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Tibuda CMS 01', 'Tibuda', 1.00, '04.11.07')

#--------------------------------------------------------------------------
# SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.2, [1, 2, 3, 4], ['Map Info', 'Adv Command Window'])
#--------------------------------------------------------------------------
# Begin SDK Enabled Check : Tibuda CMS
#--------------------------------------------------------------------------

if SDK.enabled?('Tibuda CMS 01')
    #==============================================================================
    module CMS
        #--------------------------------------------------------------------------
        # 2: Bottom
        # 4: Left
        # 6: Right
        # 8: Top
        #--------------------------------------------------------------------------
        Position = 8
        #--------------------------------------------------------------------------
        #
        #--------------------------------------------------------------------------
        Data = {}
        if SDK.enabled?('Time System')
            Data['Time'] = proc { $game_time.time }
        else
            Data['Elapsed'] = proc { total_sec = Graphics.frame_count / Graphics.frame_rate
            sprintf("%02d:%02d", total_sec / 60 / 60, total_sec / 60 % 60) }
        end
        Data['Gold'] = proc { $game_party.gold }
        Data['Location'] = proc { $game_map.name }
        #--------------------------------------------------------------------------
    end
    #==============================================================================
    class Window_Base
        #----------------------------------------------------------------------------
        def clear_sprites
            if SDK.enabled?('Window Sprites')
                while @window_sprites.size > 0
                @window_sprites[0].dispose
                @window_sprites.delete_at(0)
            end
            if SDK.enabled?('Animated Chars')
                @actor_sprites.each { |id, sprite| @actor_sprites[id] = nil }
            end
            if SDK.enabled?('Animated Gradient Bars')
                @hp_bar_sprites.each { |id, sprite| @hp_bar_sprites[id] = nil }
                @sp_bar_sprites.each { |id, sprite| @sp_bar_sprites[id] = nil }
                @exp_bar_sprites.each { |id, sprite| @exp_bar_sprites[id] = nil }
            end
        end
    end
    #----------------------------------------------------------------------------
    def draw_actor_battler(actor, x, y, opacity = 255, h = nil)
        bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
        return if bitmap.nil?
        src_rect = Rect.new(0, 0, bitmap.width, h.nil? ? bitmap.height : h)
        self.contents.blt(x, y, bitmap, src_rect, opacity)
    end
    #----------------------------------------------------------------------------
end
#==========================================================================
class Window_Data < Window_Base
    #--------------------------------------------------------------------------
    def initialize(label, value)
        width, height = 160, 64
        if label == 'Location'
            if [2,8].include?(CMS::Position)
                height += 32
            else
                width += 96
                label = ''
            end
        end
        super(0, 0, width, height)
        self.contents = Bitmap.new(width - 32, height - 32)
        @label = label
        @value = value
        refresh
    end
    #--------------------------------------------------------------------------
    def refresh
        self.contents.clear
        cx = [contents.text_size(@label).width, (width-32)/2].min
        self.contents.font.color = normal_color
        cx = 0 if height > 64
        @text = @value.call.to_s
        self.contents.draw_text(4+cx, height > 64 ? 32 : 0, width-40-cx, 32, @text, @label == '' ? 1 : 2)
        cx = width - 40 if height > 64
        self.contents.font.color = system_color
        self.contents.draw_text(4, 0, cx, 32, @label, 0)
    end
    #--------------------------------------------------------------------------
    def update
        super
        refresh unless @text == @value.call.to_s
    end
    #--------------------------------------------------------------------------
end
#==============================================================================
class Window_Gold < Window_Data
    def initialize
        super($data_system.words.gold, proc { $game_party.gold })
    end
end
#==============================================================================
class Game_Map
    def name
        $data_mapinfos[@map_id].name
    end
end
#==============================================================================
class Window_MenuStatus
    #--------------------------------------------------------------------------
    def oh
        64
    end
    #--------------------------------------------------------------------------
    SDK.log_overwrite(:Window_MenuStatus, :initialize)
    def initialize
        super(0, 0, 480, 288)
        self.contents = Bitmap.new(width - 32, $game_party.actors.size * oh)
        refresh
        self.active = false
        self.index = -1
    end
    #--------------------------------------------------------------------------
    SDK.log_overwrite(:Window_MenuStatus, :refresh)
    def refresh
        self.contents.clear
        clear_sprites
        @item_max = $game_party.actors.size
        for i in 0...$game_party.actors.size
            x = 64
            y = i * oh
            actor = $game_party.actors[i]
            draw_actor_battler(actor, x, y, 128, oh)
            draw_actor_graphic(actor, x - 40, y + 60)
            draw_actor_level(actor, x + 144, y)
            draw_actor_name(actor, x, y)
            draw_actor_exp(actor, x, y + 32)
            draw_actor_hp(actor, x + 236, y)
            draw_actor_sp(actor, x + 236, y + 32)
        end
    end
    #--------------------------------------------------------------------------
    SDK.log_overwrite(:Window_MenuStatus, :update_cursor_rect)
    def update_cursor_rect
        super
    end
    #--------------------------------------------------------------------------
end
#==============================================================================
class Window_Target < Window_Selectable
    #----------------------------------------------------------------------------
    def oh
        return 64
    end
    #----------------------------------------------------------------------------
    SDK.log_overwrite(:Window_Target, :initialize)
    def initialize
        super(0, 160, 320, 288)
        self.contents = Bitmap.new(width - 32, $game_party.actors.size * oh)
        @item_max = $game_party.actors.size
        @column_max = 1
        refresh
    end
    #----------------------------------------------------------------------------
    def actor
        return $game_party.actors[@index]
    end
    #----------------------------------------------------------------------------
    SDK.log_overwrite(:Window_Target, :refresh)
    def refresh
        self.contents.clear
        clear_sprites
        for i in 0...$game_party.actors.size
            x = 64
            y = i * oh
            actor = $game_party.actors[i]
            x = 64 + i % @column_max * self.width / @column_max
            y = i * oh / @column_max
            draw_actor_battler(actor, x, y, 128, oh)
            draw_actor_graphic(actor, x - 40, y + 60)
            draw_actor_name(actor, x - 16, y)
            draw_actor_level(actor, x - 16, y + 32)
            draw_actor_hp(actor, x + 80, y)
            draw_actor_sp(actor, x + 80, y + 32)
        end
    end
    #----------------------------------------------------------------------------
    SDK.log_overwrite(:Window_Target, :update_cursor_rect)
    def update_cursor_rect
        if self.index <= -2
            self.cursor_rect.set(0, (self.index + 10) * oh, self.width - 32, 96)
        elsif self.index == -1
            self.cursor_rect.set(-16, -16, self.width, self.height)
        else
            super
        end
    end
    #----------------------------------------------------------------------------
end
#==========================================================================
class Window_Help
    #--------------------------------------------------------------------------
    SDK.log_overwrite(:Window_Help, :initialize)
    def initialize
        super(32, 0, 640-64, 64)
        self.contents = Bitmap.new(width - 32, height - 32)
    end
    #--------------------------------------------------------------------------
end
#==========================================================================
class Scene_Menu
    #--------------------------------------------------------------------------
    SDK.log_overwrite(:Scene_Menu, :main_command_window)
    def main_command_window
        # Make command window
        if [8,2].include?(CMS::Position)
            width, height, column_max = 640, 96, 4
        else
            width, height, column_max = 160, 32*9, 1
        end
        commands = SDK::Scene_Commands::Scene_Menu::Commands.dup
        @command_window = Window_Command.new(width, commands, column_max)
        @command_window.index = $menu_index.is_a?(Numeric) ? $menu_index : 0
        @command_window.height = height
        @command_window.text_align = 0
        @command_window.icon_align = 0
        @command_window.x = [8,2,4].include?(CMS::Position) ? 0 : 640-160
        case CMS::Position
        when 2
            @command_window.y = 480 - 128
        when 4
            @command_window.y = 96
        when 6
            @command_window.y = 96
        when 8
            @command_window.y = 32
        end
    end
    #--------------------------------------------------------------------------
    SDK.log_overwrite(:Scene_Menu, :main_window)
    def main_window
        super
        # Make main command window
        main_command_window
        # Make help window
        if [4,6].include?(CMS::Position)
            @help_window = Window_Help.new
            @help_window.y = 32
            @command_window.help_window = @help_window
        end
        # Make status window
        @status_window = Window_MenuStatus.new
        @status_window.x = CMS::Position == 6 ? 0 : 160
        @status_window.y = @command_window.y
        if CMS::Position == 8
            @status_window.y += @command_window.height
        elsif CMS::Position == 2
            @status_window.y -= @status_window.height
        end
        # Make data windows
        i = 0
        @data_windows = []
        CMS::Data.each do |key, value|
            window = Window_Data.new(key, value)
            if [2,8].include?(CMS::Position)
                window.x, window.y = 0, i + @status_window.y
                i += window.height
            else
                window.x, window.y = 32 + i, 480-96
                i += window.width
            end
            @data_windows << window
        end
    end
    #--------------------------------------------------------------------------
end
#==========================================================================
class Scene_Item
    #--------------------------------------------------------------------------
    alias_method :tibuda_cms_scnitem_main_window, :main_window
    def main_window
        tibuda_cms_scnitem_main_window
        @item_window.height -= 64
        @item_window.y += 32
        @help_window.y += 32 if @help_window.y >= 0
        if @group_window.is_a?(Window)
            @group_window.y += 32
            @group_window.x += 32
            @group_window.width -= 64
            @group_window.c_spacing = (@group_window.width - 32) / @group_window.commands.size
            @group_window.refresh
        end
        if @detail_window.is_a?(Window)
            @detail_window.y += 32
            @detail_window.height -= 64
        end
    end
    #--------------------------------------------------------------------------
end
#==========================================================================
class Scene_Skill
    #--------------------------------------------------------------------------
    alias_method :tibuda_cms_scnskill_main_window, :main_window
    def main_window
        tibuda_cms_scnskill_main_window
        @skill_window.height -= 64
        @skill_window.y -= 32
        @status_window.y = 480 - 96
        @help_window.y += 32 if @help_window.y >= 0
        if @group_window.is_a?(Window)
            @group_window.y += 32
            @group_window.x += 32
            @group_window.width -= 64
            @group_window.c_spacing = (@group_window.width - 32) / @group_window.commands.size
            @group_window.refresh
        end
        if @detail_window.is_a?(Window)
            @detail_window.y -= 32
            @detail_window.height -= 64
        end
    end
    #--------------------------------------------------------------------------
end
#==========================================================================
class Scene_Shop
    #--------------------------------------------------------------------------
    alias_method :tibuda_cms_scnshop_main_window, :main_window
    def main_window
        tibuda_cms_scnshop_main_window
        @buy_window.height -= 64
        @buy_window.y += 32
        @sell_window.height -= 64
        @sell_window.y += 32
        @status_window.height -= 64
        @status_window.y += 32
        @dummy_window.height -= 64
        @dummy_window.y += 32
        @number_window.height -= 64
        @number_window.y += 32
        @help_window.y += 32 if @help_window.y >= 0
        @command_window.y += 32
        @command_window.x += 32
        @command_window.width -= 64
        @command_window.c_spacing = (@command_window.width - 32) / @command_window.commands.size
        @command_window.refresh
        @gold_window.x -= 32
        @gold_window.y += 32
        if @detail_window.is_a?(Window)
            @detail_window.y += 32
            @detail_window.height -= 64
        end
    end
    #--------------------------------------------------------------------------
end
#==========================================================================
class Scene_Equip
    #--------------------------------------------------------------------------
    alias_method :tibuda_cms_scnequip_main_window, :main_window
    def main_window
        tibuda_cms_scnequip_main_window
        if @detail_window.is_a?(Window)
            @detail_window.y += 32
            @detail_window.height -= 64
        end
        for i in 1..5
            eval("@item_window#{i}.height -= 64")
            eval("@item_window#{i}.y += 32")
        end
        @help_window.y += 32 if @help_window.y >= 0
        @left_window.height -= 64 if @item_window1.x > 0
        @left_window.y += 32
        @right_window.y += 32
    end
end
#==========================================================================
class Scene_File
    #--------------------------------------------------------------------------
    def main_window
        super
        # Make help window
        @help_window = Window_Help.new
        @help_window.set_text(@help_text)
        @help_window.y = 64
        # Make save file window
        @savefile_windows = []
        for i in 0..2
            @savefile_windows << Window_SaveFile.new(i, make_filename(i))
        end
        @savefile_windows[@file_index].selected = true
        @party_window = Window_SaveParty.new
        @savefile_windows[@file_index].set_window(@party_window)
    end
    #--------------------------------------------------------------------------
    def update
        super
        # If C button was pressed
        if Input.trigger?(Input::C)
            # Call method: on_decision (defined by the subclasses)
            on_decision(make_filename(@file_index))
            $game_temp.last_file_index = @file_index
            return
        end
        # If B button was pressed
        if Input.trigger?(Input::B)
            # Call method: on_cancel (defined by the subclasses)
            on_cancel
            return
        end
        # If the down directional button was pressed
        if Input.repeat?(Input::DOWN)
            # If the down directional button pressed down is not a repeat,
            # or cursor position is more in front than 3
            if Input.trigger?(Input::DOWN) or @file_index < 3
                # Play cursor SE
                $game_system.se_play($data_system.cursor_se)
                # Move cursor down
                @savefile_windows[@file_index].selected = false
                @file_index = (@file_index + 1) % 3
                @savefile_windows[@file_index].selected = true
                @savefile_windows[@file_index].set_window(@party_window)
                return
            end
        end
        # If the up directional button was pressed
        if Input.repeat?(Input::UP)
            # If the up directional button pressed down is not a repeat?
            # or cursor position is more in back than 0
            if Input.trigger?(Input::UP) or @file_index > 0
                # Play cursor SE
                $game_system.se_play($data_system.cursor_se)
                # Move cursor up
                @savefile_windows[@file_index].selected = false
                @file_index = (@file_index + 2) % 3
                @savefile_windows[@file_index].selected = true
                @savefile_windows[@file_index].set_window(@party_window)
                return
            end
        end
    end
    #--------------------------------------------------------------------------
end
#==========================================================================
class Window_SaveFile
    #--------------------------------------------------------------------------
    def initialize(file_index, filename)
        super(0, 128 + file_index % 4 * 96, 320, 96)
        self.contents = Bitmap.new(width - 32, height - 32)
        init_filename(file_index, filename)
        init_filedata(file_index)
        init_gamedata if @file_exist
        refresh
    end
    #--------------------------------------------------------------------------
    def init_gamedata
        begin
        file = File.open(@filename, "r")
        @time_stamp = file.mtime
        @characters = Marshal.load(file)
        @frame_count = Marshal.load(file)
        @game_system = Marshal.load(file)
        @game_switches = Marshal.load(file)
        @game_variables = Marshal.load(file)
        @game_sswitches = Marshal.load(file)
        @game_screen = Marshal.load(file)
        @game_actors = Marshal.load(file)
        @game_party = Marshal.load(file)
        @game_troop = Marshal.load(file)
        @game_map = Marshal.load(file)
        @total_sec = @frame_count / Graphics.frame_rate
        @file_bug = false
        file.close
        rescue
        @file_bug = true
    end
end
#--------------------------------------------------------------------------
def refresh
    self.contents.clear
    # Draw file number
    self.contents.font.color = normal_color
    name = "Slot #{@file_index + 1}"
    self.contents.draw_text(4, 0, 600, 32, name)
    @name_width = contents.text_size(name).width
    # If save file exists
    if @file_exist
        unless @file_bug
            # Draw character
            x = (self.width.to_f) / 2 - @characters.size.to_f * 32.0
            for char in @characters
                bitmap = RPG::Cache.character(char[0], char[1])
                cw = bitmap.rect.width / 4
                ch = bitmap.rect.height / 4
                src_rect = Rect.new(0, 0, cw, ch)
                # x -= cw.to_f / 2
                self.contents.blt(x.to_i, 68 - ch, bitmap, src_rect, 128)
                x += 64
            end
            self.contents.draw_text(4, 32, self.width - 40, 32, @game_map.name, 1)
        else
            self.contents.draw_text(4, 32, self.width - 40, 32, 'Corrupted', 1)
            @file_exist = false
        end
        # Draw timestamp
        self.contents.font.color = normal_color
        time_string = @time_stamp.strftime("%Y/%m/%d %H:%M")
        self.contents.draw_text(4, 0, self.width - 40, 32, time_string, 2)
    else
        self.contents.draw_text(4, 32, self.width - 40, 32, 'Empty', 1)
    end
end
#--------------------------------------------------------------------------
def update_cursor_rect
    if @selected
        self.cursor_rect.set(-16, -16, width, height)
    else
        self.cursor_rect.empty
    end
end
#--------------------------------------------------------------------------
def set_window(window)
    window.refresh(@game_party)
end
#--------------------------------------------------------------------------
end
#==============================================================================
class Window_SaveParty < Window_Base
#----------------------------------------------------------------------------
def initialize
    super(320, 128, 320, 288)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
end
#----------------------------------------------------------------------------
def refresh(party = nil)
    self.contents.clear
    clear_sprites
    return if party.nil?
    for i in 0...party.actors.size
        x = 64
        y = i * 64
        actor = party.actors[i]
        draw_actor_battler(actor, x, y, 128, 64)
        draw_actor_graphic(actor, x - 40, y + 60)
        draw_actor_name(actor, x - 16, y)
        draw_actor_level(actor, x - 16, y + 32)
        draw_actor_hp(actor, x + 80, y)
        draw_actor_sp(actor, x + 80, y + 32)
    end
end
#----------------------------------------------------------------------------
end
#==========================================================================
if SDK.enabled?('Trickster\'s Bestiary')
#==========================================================================
class Scene_Bestiary
    #----------------------------------------------------------------------------
    alias_method :tibuda_cms_scnbest_main_window, :main_window
    def main_window
        tibuda_cms_scnbest_main_window
        @command_window.height -= 64
        @command_window.y += 32
    end
    #----------------------------------------------------------------------------
end
#==========================================================================
class Window_Bestiary
    #--------------------------------------------------------------------------
    SDK.log_overwrite(:Window_Bestiary, :initialize)
    def initialize
        # Call Window Base#initialize
        super(160, 32, 480, 480-64)
        # Setup Contents
        self.contents = Bitmap.new(width - 32, height - 32)
        # Set Shadow
        self.contents.font.shadow = true
        # Setup Instance Variables
        @battler = nil
        # Refresh Window
        refresh
    end
    #--------------------------------------------------------------------------
end
#==========================================================================
end
#==========================================================================
if SDK.enabled?('Exseiken\'s Party Switcher')
#==========================================================================
class Scene_Switch
    #----------------------------------------------------------------------------
    alias_method :tibuda_cms_scnswitch_main_window, :main_window
    def main_window
        tibuda_cms_scnswitch_main_window
        @status_window.visible = false
        @help_window = Window_Help.new
        @help_window.y = 64
    end
    #----------------------------------------------------------------------------
    alias_method :tibuda_cms_scnswitch_update, :update
    def update
        tibuda_cms_scnswitch_update
        if @party_window.active
            @help_window.set_text('Who will you replace?')
        else
            if @party_window.actor.nil?
                @help_window.set_text('Who will you add to your party?')
            else
                @help_window.set_text("Who will replace #{@party_window.actor.name}?")
            end
        end
    end
    #----------------------------------------------------------------------------
end
#==========================================================================
class Window_SwitchParty
    #----------------------------------------------------------------------------
    def oh
        return 64
    end
    #----------------------------------------------------------------------------
    SDK.log_overwrite(:Window_SwitchParty, :initialize)
    def initialize(max)
        # Call Window Selectable Initialize
        super(0, 128, 320, 288)
        # Setup Item Max
        @item_max = max.nil? ? Switch_Setup::Party_Max : max
        # Create Contents
        self.contents = Bitmap.new(width - 32, @item_max * oh)
        # Shallow Copy the party
        @new_party = $game_party.actors.clone
        # Set Index
        self.index = 0
        # Refresh
        refresh
        # Update the cursor rectangle
        update_cursor_rect
    end
    #----------------------------------------------------------------------------
    SDK.log_overwrite(:Window_SwitchParty, :refresh)
    def refresh
        clear_sprites
        # Clear the contents of the bitmap
        self.contents.clear
        # Draw each non-null party member
        @new_party.each_with_index do |actor, i|
            # Skip if actor is nil
            next if actor == nil
            x = 64 + i % @column_max * self.width / @column_max
            y = i * oh / @column_max
            draw_actor_graphic(actor, x - 40, y + 60)
            draw_actor_name(actor, x - 16, y)
            draw_actor_level(actor, x - 16, y + 32)
            draw_actor_hp(actor, x + 80, y)
            draw_actor_sp(actor, x + 80, y + 32)
            @actor_sprites[actor].animate = !actor.mandatory
            # Skip if actor is mandatory
            next unless actor.mandatory
            if SDK.enabled?('Animated Chars')
                @actor_sprites[actor].tone = Tone.new(0,0,0,255)
            end
            # Set Color to Unswitchable Color
            # self.contents.font.color = Switch_Setup::Unswitchable_Color
            # Draw Unswitchable Text
            # self.contents.draw_text(0, y, 224, 32, Switch_Setup::Unswitchable_Text, 1)
        end
    end
    #----------------------------------------------------------------------------
    SDK.log_overwrite(:Window_SwitchParty, :update_cursor_rect)
    def update_cursor_rect
        super
    end
    #----------------------------------------------------------------------------
end
#==========================================================================
class Window_SwitchReserve
    #----------------------------------------------------------------------------
    def oh
        return 64
    end
    #----------------------------------------------------------------------------
    SDK.log_overwrite(:Window_SwitchReserve, :initialize)
    def initialize
        # initialize the window and its contents
        super(320, 128, 320, 288)
        # Initialize Actor List
        @actor_list = []
        # Remove all actors that are unavailable
        (1...$data_actors.size).each do |actor_id|
            # Get Actor
            actor = $game_actors[actor_id]
            # Skip if actor is unavailable
            next if actor.unavailable or $game_party.actors.include?(actor)
            # Push Actor
            @actor_list << actor
        end
        # Set the maximum of characters the list can contain
        @item_max = @actor_list.size + $game_party.actors.size + 1
        # 2 columns
        @column_max = 1
        # Setup Contents
        self.contents = Bitmap.new(width - 32, row_max * oh)
        # Select the first item
        @index = 0
        # Set to Not Active
        self.active = false
        # Refresh
        refresh
        # Draw the cursor rectangle
        update_cursor_rect
    end
    #----------------------------------------------------------------------------
    SDK.log_overwrite(:Window_SwitchReserve, :refresh)
    def refresh
        if SDK.enabled?('Window Sprites')
            while @window_sprites.size > 0
            @window_sprites[0].dispose
            @window_sprites.delete_at(0)
        end
        if SDK.enabled?('Animated Chars')
            @actor_sprites.each { |id, sprite| @actor_sprites[id] = nil }
        end
        if SDK.enabled?('Animated Gradient Bars')
            @hp_bar_sprites.each { |id, sprite| @hp_bar_sprites[id] = nil }
            @sp_bar_sprites.each { |id, sprite| @sp_bar_sprites[id] = nil }
            @exp_bar_sprites.each { |id, sprite| @exp_bar_sprites[id] = nil }
        end
    end
    # Clear the contents of the bitmap
    self.contents.clear
    # Run Through Values with index
    @actor_list.each_with_index do |actor, i|
        # Skip if actor is nil
        next if actor == nil
        x = 64 + i % @column_max * self.width / @column_max
        y = i * oh / @column_max
        draw_actor_graphic(actor, x - 40, y + 60)
        draw_actor_name(actor, x - 16, y)
        draw_actor_level(actor, x - 16, y + 32)
        draw_actor_hp(actor, x + 80, y)
        draw_actor_sp(actor, x + 80, y + 32)
    end
end
#----------------------------------------------------------------------------
SDK.log_overwrite(:Window_SwitchReserve, :update_cursor_rect)
def update_cursor_rect
    if self.active
        super
    else
        self.cursor_rect.empty
    end
end
#----------------------------------------------------------------------------
end
#==========================================================================
end
#==========================================================================
end
#--------------------------------------------------------------------------
# End SDK Enabled Test : Tibuda CMS
#--------------------------------------------------------------------------

 

 

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mi da questo errore

http://img377.imageshack.us/img377/6425/immagineso2.jpg

 

alla riga 13

SDK.log('Tibuda CMS 01', 'Tibuda', 1.00, '04.11.07')

Riporto ciò che ha detto artia -.-

Avete bisogno dell'SDK 2.2 e del Advanced Command Window di Tibuda, che fra poco posto. Mettetelo come sempre sopra a main

 

Molto carino come menù ^^

http://rpg2s.net/gif/SCContest3Oct.gif

 

1985.png

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mi da questo errore

http://img377.imageshack.us/img377/6425/immagineso2.jpg

 

alla riga 13

SDK.log('Tibuda CMS 01', 'Tibuda', 1.00, '04.11.07')

http://rpg2s.net/gif/SCContest3Oct.gif

 

1985.png

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