rizzuccio Posted September 29, 2013 Share Posted September 29, 2013 Ragazzi, io ho creato un file .png di luci e ombre da poi inserire come picture per abbellire la mia mappa...Il fatto è che la mappa è grande 20x20, ho cliccato stamp e incollata in photoshop per modificare la picture...Ora pero' appena mi muovo col pg la picture si muove con me, perchè ?Come posso bloccarla li dovè ? http://www.freankexpo.net/signature.php?gid=683.png Link to comment Share on other sites More sharing options...
0 Guardian of Irael Posted September 29, 2013 Share Posted September 29, 2013 Le picture seguono sempre i pg! ^ ^Nella sezione tutorial trovi un tutorial su come fissare le picture al terreno o comunque farle rimanere in un punto preciso, anche se è per altri tool il procedimento è lo stesso ^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
0 rizzuccio Posted September 30, 2013 Author Share Posted September 30, 2013 (edited) Ok l'ho trovato e ho sistemato =)Grazie ancora =) EDIT :Ragazzi, dopo aver fissato le pictures alla mappa mi trovo in un altro "punto interrogativo"...Se apro il menu' mi ritrovo il picture della mappa sovrastare il menu', in pratica vedo il picture sopra il menu' XD Come risolvo ? PS :Utilizzo il compact menu' di Sleeping Edited September 30, 2013 by rizzuccio http://www.freankexpo.net/signature.php?gid=683.png Link to comment Share on other sites More sharing options...
0 Apo Posted September 30, 2013 Share Posted September 30, 2013 Posta il menù, sicuramente è a causa di quello -Avatar imperioso-Teca delle glorie(lol): Terzo posto Poetry&Letterature Contest(inglesizzato perchè fa serio)http://img806.imageshack.us/img806/3015/terzoposto.pngIl 3 grasso di Thokk XDScarica La Guerra di Piero "Il segreto per un buon soufflè di patate...sono le patate! - Maestro Yoda (Lo Svarione degli Anelli 3, Il ritorno del Padrino x°°°D)Primo Ren, conserverò gelosamente xD - Il primo ba-*hem* Ren non si scorda mai.Chazzate Apo esegue un incantesimo sciamanico molto potente e molto duro per cui si concentra in silenzio per molti minuti, finchè, ritenendosi pronto, riesce infine ad evocare il Grande Spirito che col suo immenso potere disintegra tuttihttp://www.iaza.com/work/110609C/iaza11020742952300.gifUn dono di Hash (<3) http://i1141.photobucket.com/albums/n597/RazakGik/Psy-Kita-Kita.gif Apo resta per me un mistero. Link to comment Share on other sites More sharing options...
0 rizzuccio Posted September 30, 2013 Author Share Posted September 30, 2013 (edited) Ecco il menu' Apo : #==============================================================================# ** Compact Menu#------------------------------------------------------------------------------# Autore: The Sleeping Leonhart# Versione: 1.2# Data di rilascio: 26/07/2008#------------------------------------------------------------------------------# Descrizione:# Menu che permette l'uso di oggetti, magie ed equipaggiamento tutto nella# stessa schermata#------------------------------------------------------------------------------# Istruzioni:# Editate le immagini per adattare il menu al vostro gusto.# Le immagini dei membri del party vanno messe nella cartella Pictures# e vanno chiamate come la grafica del loro Battler.#==============================================================================class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 endendclass Window_Base < Window def draw_actor_exps(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 28, 32, "Exp") self.contents.font.color = normal_color if actor.now_exp != 0 text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00 text = text.round else text = 0 end self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%") 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 when 7 parameter_name = "Evasione" parameter_value = actor.eva end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2) endendclass Window_MenuStatus < Window_Selectable def initialize(actor) super(220, 48, 480, 96+32) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 @actor = actor refresh self.active = false self.index = -1 end def refresh self.contents.clear @item_max = 1 x = 0 y = 0 actor = @actor self.contents.font.size = 18 draw_actor_name(actor, x, y) draw_actor_hp(actor, x + 92, y) draw_actor_sp(actor, x + 236, y) draw_actor_state(actor, x, y + 18) draw_actor_level(actor, x, y + 36) draw_actor_exps(actor, x, y + 54) draw_actor_parameter(actor, x + 92, y + 16, 0) draw_actor_parameter(actor, x + 92, y + 32, 1) draw_actor_parameter(actor, x + 92, y + 48, 2) draw_actor_parameter(actor, x + 92, y + 64, 6) draw_actor_parameter(actor, x + 236, y + 16, 3) draw_actor_parameter(actor, x + 236, y + 32, 4) draw_actor_parameter(actor, x + 236, y + 48, 5) draw_actor_parameter(actor, x + 236, y + 64, 7) end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 96, self.width - 32, 96) end endendclass Window_MenuSkill < Window_Selectable def initialize(actor) super(287, 299, 278, 56) @actor = actor @column_max = 10 @row_max = 1 refresh self.opacity = 0 self.index = 0 end def skill return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills] if skill != nil @data.push(skill) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width-32, row_max*32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = index % 10 * 24 y = index / 10 * 24 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.font.size = 14 bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s) end def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description) end def update_cursor_rect if self.active self.cursor_rect.set(@index % 10 * 24, 0, 24, 24) self.oy = index / 10 * 24 else self.cursor_rect.set(0, 0, 0, 0) end endendclass Window_MenuItem < Window_Selectable def initialize super(287, 355, 278, 56+24) @column_max = 10 refresh self.index = 0 self.opacity = 0 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items) end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = index % 10 * 24 y = index / 10 * 24 rect = Rect.new(x, y, 24, 24) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.size = 14 bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) end def update_cursor_rect if self.active if @index < 0 self.cursor_rect.empty return end row = @index / @column_max if row < self.top_row self.top_row = row end if row > self.top_row + 1 self.top_row = row - 1 end cursor_width = self.width / @column_max - 32 self.oy = (self.oy/32)*24 x = @index % @column_max * 24 y = @index / @column_max * 24 - (self.oy/24)*24 self.cursor_rect.set(x, y, 24, 24) else self.cursor_rect.set(0, 0, 0, 0) end endendclass Window_Target < Window_Selectable def initialize super(0, 0, $game_party.actors.size*48+32, 96) self.contents = Bitmap.new(width - 32, height - 32) self.z += 10 @column_max = @item_max = $game_party.actors.size refresh end def refresh self.contents.clear for i in 0...$game_party.actors.size x = 48*i+24 y = 52 actor = $game_party.actors draw_actor_graphic(actor, x, y) end end def update_cursor_rect if @index <= -2 self.cursor_rect.set((@index + 10) * 48, 0, 48, 64) elsif @index == -1 self.cursor_rect.set(0, 0, @item_max * 48, 64) else self.cursor_rect.set(@index * 48, 0, 48, 64) end endendclass Window_MenuEquipped < Window_Selectable def initialize(actor) super(272, 158, 368, 26*2+32) self.contents = Bitmap.new(width - 32, 32 * 5 - 32) self.opacity = 0 self.active = false self.index = 0 @item_max = 5 @column_max = 1 @actor = actor refresh end def item return @data[self.index] end def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color self.contents.font.size = 16 self.contents.draw_text(16, 26 * 0, 92, 32, $data_system.words.weapon) self.contents.draw_text(16, 26 * 1, 92, 32, $data_system.words.armor1) self.contents.draw_text(16, 26 * 2, 92, 32, $data_system.words.armor2) self.contents.draw_text(16, 26 * 3, 92, 32, $data_system.words.armor3) self.contents.draw_text(16, 26 * 4, 92, 32, $data_system.words.armor4) draw_item_name(@data[0], 92, 26 * 0) draw_item_name(@data[1], 92, 26 * 1) draw_item_name(@data[2], 92, 26 * 2) draw_item_name(@data[3], 92, 26 * 3) draw_item_name(@data[4], 92, 26 * 4) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) end def update_cursor_rect if self.active y = @index % 2 * 26 self.cursor_rect.set(12, y + 9, 244, 16) self.oy = (@index - @index % 2) * 26 else self.cursor_rect.set(0, 0, 0, 0) end endendclass Window_MenuEquip < Window_Selectable def initialize(actor, type) super(287, 243-24, 272, 80) @actor = actor @column_max = 10 @row_max = 2 @equip_type = type self.index = 0 self.opacity = 0 self.active = false refresh end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons) end end end if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors.kind == @equip_type-1 @data.push($data_armors) end end end end @data.push(nil) @item_max = @data.size self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max-1 draw_item(i) end end def draw_item(index) item = @data[index] case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end x = index % 10 * 24 y = index / 10 * 24 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.font.size = 14 bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x+12,y+8,128,24, number.to_s) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description) end def update_cursor_rect if self.active self.cursor_rect.set(@index % 10 * 24, 0, 24, 24) self.oy = index / 10 * 24 else self.cursor_rect.set(0, 0, 0, 0) end endendclass Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main @actor_index = 0 @target = "" scene_window Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze scene_dispose end def scene_window @actor = $game_party.actors[@actor_index] @map = Spriteset_Map.new @bg = Sprite.new @bg.bitmap = Bitmap.new("Graphics/Pictures/MenuBG") @pg = Sprite.new @pg.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.battler_name) @pg.y = 64 @arrow = Sprite.new @arrow.x = 264 @arrow.y = 170 @arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow") @lr = Sprite.new @lr.bitmap = Bitmap.new("Graphics/Pictures/LR") if $game_party.actors.size > 1 s1 = "" @command_window = Window_Command.new(160, [s1, s1, s1, s1, s1]) @menu_index = 3 if @menu_index == 4 @menu_index = 4 if @menu_index == 5 @command_window.index = @menu_index @command_window.visible = false if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end @help_window = Window_Help.new @help_window.opacity = 0 @item_window = Window_MenuItem.new @skill_window = Window_MenuSkill.new(@actor) @status_window = Window_MenuStatus.new(@actor) @target_window = Window_Target.new @right_window = Window_MenuEquipped.new(@actor) @item_window1 = Window_MenuEquip.new(@actor, 0) @item_window2 = Window_MenuEquip.new(@actor, 1) @item_window3 = Window_MenuEquip.new(@actor, 2) @item_window4 = Window_MenuEquip.new(@actor, 3) @item_window5 = Window_MenuEquip.new(@actor, 4) @skill_window.help_window = @help_window @item_window.help_window = @help_window @right_window.help_window = @help_window @item_window1.help_window = @help_window @item_window2.help_window = @help_window @item_window3.help_window = @help_window @item_window4.help_window = @help_window @item_window5.help_window = @help_window @item_equip_window = @item_window1 @item_window1.visible = false @item_window2.visible = false @item_window3.visible = false @item_window4.visible = false @item_window5.visible = false @item_window.active = false @help_window.visible = false @skill_window.active = false @target_window.visible = false @target_window.active = false end def scene_dispose @command_window.dispose @item_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @skill_window.dispose @status_window.dispose @target_window.dispose @right_window.dispose @help_window.dispose @map.dispose @bg.dispose @pg.dispose @arrow.dispose @lr.dispose end def update @command_window.update @item_window.update @item_window1.update @item_window2.update @item_window3.update @item_window4.update @item_window5.update @skill_window.update @status_window.update @target_window.update @right_window.update @map.update case @right_window.index when 0 @item_equip_window.visible = false @item_equip_window = @item_window1 @item_equip_window.visible = true when 1 @item_equip_window.visible = false @item_equip_window = @item_window2 @item_equip_window.visible = true when 2 @item_equip_window.visible = false @item_equip_window = @item_window3 @item_equip_window.visible = true when 3 @item_equip_window.visible = false @item_equip_window = @item_window4 @item_equip_window.visible = true when 4 @item_equip_window.visible = false @item_equip_window = @item_window5 @item_equip_window.visible = true end if $game_party.actors.size > 1 if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @actor_index += 1 @actor_index %= $game_party.actors.size scene_dispose scene_window return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size scene_dispose scene_window return end end if @command_window.active update_command return end if @item_window.active update_item return end if @skill_window.active update_skill return end if @right_window.active update_right return end if @item_equip_window.active update_equip_item return end if @target_window.active update_item_target if @target == "item" update_skill_target if @target == "skill" return end end def update_command case @command_window.index when 2 @help_window.set_text("Visualizza e usa gli oggetti.") @arrow.x = 264 @arrow.y = 360 when 1 @help_window.set_text("Visualizza e usa le magie.") @arrow.x = 264 @arrow.y = 300 when 0 @help_window.set_text("Visualizza ed Equipaggia l'equipaggiamento.") @arrow.x = 264 @arrow.y = 170 when 3 @help_window.set_text("Salva i progressi Gioco.") @arrow.x = 556 @arrow.y = 464 when 4 @help_window.set_text("Esci dal Gioco.") @arrow.x = 590 @arrow.y = 464 end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @item_window.active = true when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @skill_window.active = true when 0 $game_system.se_play($data_system.decision_se) @command_window.active = false @right_window.active = true when 3 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 4 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @item_window.active = false @item_window.help_window.visible = false @command_window.active = true return end if Input.trigger?(Input::C) @item = @item_window.item unless @item.is_a?(RPG::Item) $game_system.se_play($data_system.buzzer_se) return end unless $game_party.item_can_use?(@item.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @item.scope >= 3 @item_window.active = false @target_window.x = 287 @target_window.y = 355 @target_window.visible = true @target_window.active = true @target = "item" if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end else if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $scene = Scene_Map.new return end end return end end def update_item_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) unless $game_party.item_can_use?(@item.id) @item_window.refresh end @target = "" @item_window.active = true @target_window.visible = false @target_window.active = false return end if Input.trigger?(Input::C) if $game_party.item_number(@item.id) == 0 $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.item_effect(@item) end end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end if used $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $scene = Scene_Map.new return end @status_window.refresh end unless used $game_system.se_play($data_system.buzzer_se) end return end end def update_skill if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = false @skill_window.help_window.visible = false @command_window.active = true return end if Input.trigger?(Input::C) @skill = @skill_window.skill if @skill == nil or not @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) if @skill.scope >= 3 @skill_window.active = false @target_window.x = 287 @target_window.y = 299 @target_window.visible = true @target_window.active = true @target = "skill" if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end else if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $game_system.se_play(@skill.menu_se) @status_window.refresh @skill_window.refresh @target_window.refresh $scene = Scene_Map.new return end end return end end def update_skill_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = true @target_window.visible = false @target_window.active = false @target = "" return end if Input.trigger?(Input::C) unless @actor.skill_can_use?(@skill.id) $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end if @target_window.index <= -2 target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end if used $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @status_window.refresh @skill_window.refresh @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @skill.common_event_id > 0 $game_temp.common_event_id = @skill.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end def update_right if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = false @right_window.help_window.visible = false @command_window.active = true return end if Input.trigger?(Input::C) if @actor.equip_fix?(@right_window.index) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @right_window.active = false @item_equip_window.active = true return end end def update_equip_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = true @item_equip_window.help_window.visible = false @item_equip_window.active = false return end if Input.trigger?(Input::C) $game_system.se_play($data_system.equip_se) type = @right_window.index item = @item_equip_window.item @actor.equip(type, item == nil ? 0 : item.id) @right_window.active = true @item_equip_window.active = false @right_window.refresh @item_equip_window.refresh @status_window.refresh return end endend EDIT :Ho risolto, cambiando direttamente menu'... Edited October 3, 2013 by rizzuccio http://www.freankexpo.net/signature.php?gid=683.png Link to comment Share on other sites More sharing options...
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rizzuccio
Ragazzi, io ho creato un file .png di luci e ombre da poi inserire come picture per abbellire la mia mappa...
Il fatto è che la mappa è grande 20x20, ho cliccato stamp e incollata in photoshop per modificare la picture...
Ora pero' appena mi muovo col pg la picture si muove con me, perchè ?
Come posso bloccarla li dovè ?
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