Jump to content
Rpg²S Forum
  • 0

Movimento pictures


rizzuccio
 Share

Question

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 ?

Link to comment
Share on other sites

4 answers to this question

Recommended Posts

  • 0

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) ^ ^

 

SUWOnzB.jpg 🖤
http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gif
http://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3
http://i.imgur.com/MpaUphY.jpg by Idriu E:3

Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44)

http://i.imgur.com/PgUqHPm.png
Ufficiale
"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:3
Ricorda...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.png
Grazie Testament XD Fan n°1 ufficiale di PQ! :D

Viva
il Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che non
avevo programmi di grafica per fare un banner su questo pc XD (ora ho di
nuovo il mio PC veramente :D)

Rosso Guardiano della
http://i.imgur.com/Os5rvhx.png

Rpg2s RPG BY FORUM:

Nome: Darth Reveal

 

PV totali 2
PA totali 16

Descrizione: 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 interne
Levaitan

Spada a due mani elsa lunga

Guanti 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)
Corda
Bottiglia di idromele
Forma di formaggio
Torcia (serve ad illuminare, dura tre settori)

Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)
Ampolla Bianca

Semi di Balissa

 

CAVALLO NORMALE + SELLA (30 +2 armi) contentente:
66$
Benda di pronto soccorso x3
Spada a due mani

Fagotto per Adara (fazzoletto ricamato)


 

Link to comment
Share on other sites

  • 0

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 by rizzuccio
Link to comment
Share on other sites

  • 0

Posta il menù, sicuramente è a causa di quello :sisi:

-Avatar imperioso-Teca delle glorie(lol):

 

 

Terzo posto Poetry&Letterature Contest(inglesizzato perchè fa serio)

http://img806.imageshack.us/img806/3015/terzoposto.png

Il 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 tutti

http://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

  • 0

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
  end
end

class 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)
  end
end

class 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
  end
end

class 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
  end
end

class 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
  end
end

class 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
  end
end

class 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
  end
end

class 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
  end
end

class 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
  end
end

 

 

 

EDIT :

Ho risolto, cambiando direttamente menu'...

Edited by rizzuccio
Link to comment
Share on other sites

Create an account or sign in to comment

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

Create an account

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

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...