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Chiama script per modifare uno script e rendere visibile un immagine


Grawel
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Avevo creato questo topic nel pomeriggio ma ora non c'è più non capisco va beh poco importa.

 

questo script permette di "leggere un libro"

 

#==============================================================================
# XaiL System - History Book
# Author: Nicke
# Created: 31/12/2012
# Edited: 04/01/2013
# Version: 1.0a
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#==============================================================================
# Requires: XS - Core Script.
#==============================================================================
#
# This script adds a new scene to your game, which can be called by the
# following script call:
# SceneManager.call_ext(Scene_HistBook, :symbol)
#
# Example:
# SceneManager.call_ext(Scene_HistBook, :ancient_book)
#
# Basicially you call the scene with the book you want the player to see.
# In the above example ancient_book is used. Those books can be edited below
# in the settings module.
#
# Each book can have unlimited pages.
# Font and skin settings for the window can be changed.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-HISTORY-BOOK"] = true

module XAIL
module HIST_BOOK
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# FONT:
# FONT = [name, size, color, bold, shadow]
FONT = [["Calibri", "Verdana"], 22, Color.new(255,255,255), true, true]

# Setup the books.
# :title => [page1, page2, page3...]
# In the array for pages you can use the following to output a string:
# %{Some text}, "Some text" etc.
# The title will be converted, capitalized and any underlines will
# be removed.
#--------------------------------------------------------------------------#
BOOKS = {

# EXAMPLE 1.
:ancient_book => [%{Oh haaai... Latin text!
Qui id vide molestie, graeco evertitur conceptam at est. Te vis
erant convenire, wisi vidisse expetendis mea ex, eos in dicant
graeco. Eum eu novum decore, ei qui mundi labitur inciderint,
eam ne partem nullam. Eam mutat aeque fabulas in. Quis consequat
cu est, soluta iriure no cum, ad pro feugiat perpetua. Id mel
wisi ridens reprimique, no has adhuc affert.},
%{This is the next page. Fantastic right?},
%{Yet another page... Awesome.}],

# EXAMPLE 2.
:a_history_of_madness => [%{pagina 1},
%{Pagina2},
%{Pagina3 anche se probabilmente non ti importa},
],

} # Don't remove this line!
#--------------------------------------------------------------------------#

# Change page text.
# PAGE_TEXT = string
PAGE_TEXT = "Change page with Left/Right buttons."

# Single page text.
# SINGLE_TEXT = string
SINGLE_TEXT = ""

# Use default background. (snapshot of the map)
# BACK = true/false
BACK = true

# Custom background.
# CUST_BACK = [filename, hide_window]
# Optional to use, set filename to "" to disable.
CUST_BACK = ["Book", false]

# SKIN:
# The windowskin to use for the windows.
# Set to nil to disable.
# SKIN = string
SKIN = nil

end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Error Handler
#==============================================================================#
unless $imported["XAIL-XS-CORE"]
# // Error handler when XS - Core is not installed.
msg = "The script %s requires the latest version of XS - Core in order to function properly."
name = "XS - History Book"
msgbox(sprintf(msg, name))
exit
end
#==============================================================================#
# ** Window_HistoryBook
#==============================================================================#
class Window_HistoryBook < Window_Command

def initialize(x, y)
# // Method to initialize the window.
super(x, y)
@page = 1
end

def window_width
# // Method to return the width.
return Graphics.width
end

def window_height
# // Method to return the height.
return Graphics.height
end

def set_book(book)
# // Method to set book.
if book != @book
@book = book
refresh
end
end

def change_page(page)
# // Method to change page.
if page != @page
@page = page
refresh
end
end

def refresh
# // Method to refresh the window.
super
contents.clear
unless @book.nil?
draw_book
draw_details
end
end

def draw_book
# // Method to draw the tp text to the window.
title = @book.to_s.slice_char("_").cap_words
text = XAIL::HIST_BOOK::BOOKS[@book][@page - 1]
# // Title.
draw_font_text(title, 0, 0, contents_width, 1, XAIL::HIST_BOOK::FONT[0], 30, XAIL::HIST_BOOK::FONT[2])
# // Line.
draw_line_ex(0, 22, Color.new(255,255,255), Color.new(0,0,0))
# // Book text.
draw_font_text_ex(text, 0, 36, XAIL::HIST_BOOK::FONT[0], XAIL::HIST_BOOK::FONT[1], XAIL::HIST_BOOK::FONT[2])
end

def draw_details
# // Method to draw details.
current_page = @page.to_s
max_page = XAIL::HIST_BOOK::BOOKS[@book].size.to_s
page = "Page: " + current_page + " / " + max_page
# // Line.
draw_line_ex(0, contents_height - 36, Color.new(255,255,255), Color.new(0,0,0))
if XAIL::HIST_BOOK::BOOKS[@book].size > 1
# // Change page text.
page_text = XAIL::HIST_BOOK::PAGE_TEXT
draw_font_text(page_text, 0, contents_height - calc_line_height(page_text), contents_width, 0, XAIL::HIST_BOOK::FONT[0], 20, XAIL::HIST_BOOK::FONT[2])
# // Current page and max page.
draw_font_text(page, 0, contents_height - calc_line_height(page), contents_width, 2, XAIL::HIST_BOOK::FONT[0], 20, XAIL::HIST_BOOK::FONT[2])
else
# // Single page text.
single_text = XAIL::HIST_BOOK::SINGLE_TEXT
draw_font_text(single_text, 0, contents_height - calc_line_height(single_text), contents_width, 0, XAIL::HIST_BOOK::FONT[0], 20, XAIL::HIST_BOOK::FONT[2])
end
end

end
#==============================================================================#
# ** Scene_HistBook
#==============================================================================#
class Scene_HistBook < Scene_Base

def initialize(book = nil)
# // Method to initialize the scene.
super
@book = book
end

def start
# // Method to start the scene.
super
@page = 1
create_history_window
create_background if XAIL::HIST_BOOK::BACK
create_custom_background unless XAIL::HIST_BOOK::CUST_BACK[0] == ""
end

def create_background
# // Method to create a background.
@background_sprite = Sprite.new
@background_sprite.bitmap = SceneManager.background_bitmap
@background_sprite.color.set(16, 16, 16, 128)
end

def create_custom_background
# // Method to create a custom background.
begin
@custom_background = Sprite.new
@custom_background.bitmap = Cache.picture(XAIL::HIST_BOOK::CUST_BACK[0])
rescue
msgbox("Error! Unable to locate the custom background: " + XAIL::HIST_BOOK::CUST_BACK[0])
exit
end
end

def valid_book?
# // Method to check if book is valid. (included in book list)
# // Return (skip it) if included else show error.
return if XAIL::HIST_BOOK::BOOKS.include?(@book)
msgbox("Error! The book " + @book.to_s + " is not added in the list.")
exit
end

def create_history_window
# // Method to create command list window.
# // Check first if book is a valid one, i.e it is added in the book list.
valid_book?
@history_window = Window_HistoryBook.new(0, 0)
@history_window.opacity = 0 if XAIL::HIST_BOOK::CUST_BACK[1]
@history_window.windowskin = Cache.system(XAIL::HIST_BOOK::SKIN) unless XAIL::HIST_BOOK::SKIN.nil?
# // Add page left/right methods if a book have more then one page.
if XAIL::HIST_BOOK::BOOKS[@book].size > 1
@history_window.set_handler(:pageright, method(:next_page))
@history_window.set_handler(:pageleft, method(:prev_page))
end
@history_window.set_handler(:cancel, method(:return_scene))
@history_window.set_book(@book)
@history_window.unselect
end

def next_page
# // Method to select next page.
@page += 1 unless @page == XAIL::HIST_BOOK::BOOKS[@book].size
@history_window.activate
@history_window.change_page(@page)
end

def prev_page
# // Method to select previous page.
@page -= 1 unless @page == 1
@history_window.activate
@history_window.change_page(@page)
end

end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#

 

 

Allinterno dello script si puo settare l'immagine di sfondo da tenere
CUST_BACK = ["Book", false] cosi facendo però si vedra lo stesso sfondo in ogni libro
quello che vorrei è poter modificare lo sfondo tramite call script dagli eventi cosi da averlo diverso per ogni libro
oppure se fosse possibile poter aggiungere piccole immagini al testo

 

questo è lo script core che serve per farlo funzionare

#==============================================================================
# XaiL System - Core
# Author: Nicke
# Created: 07/01/2012
# Edited: 08/10/2013
# Version: 2.1f
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Core script for XaiL System.
# Caution! This needs to be located before any other XS scripts.
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-CORE"] = true

module Colors
#--------------------------------------------------------------------------#
# * Colors
#--------------------------------------------------------------------------#
White = Color.new(255,255,255)
LightRed = Color.new(255,150,150)
LightGreen = Color.new(150,255,150)
LightBlue = Color.new(150,150,255)
DarkYellow = Color.new(225,225,20)
Alpha = Color.new(0,0,0,128)
AlphaMenu = 100
end
module XAIL
module CORE
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# Graphics.resize_screen(width, height )
Graphics.resize_screen(544,416)

# FONT DEFAULTS:
Font.default_name = ["VL Gothic"]
Font.default_size = 20
Font.default_bold = false
Font.default_italic = false
Font.default_shadow = true
Font.default_outline = true
Font.default_color = Colors::White
Font.default_out_color = Colors::Alpha

# USE_TONE = true/false:
# Window tone for all windows ingame. Default: true.
USE_TONE = false

# SAVE
SAVE_MAX = 20 # Default 16.
SAVE_FILE_VIS = 4 # Default 4.

# JAPANESE = true/false
JAPANESE = false

end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Game_System
#==============================================================================#
class Game_System

# // Method to determine japanese game.
def japanese? ; return XAIL::CORE::JAPANESE ; end

end
#==============================================================================#
# ** String
#==============================================================================#
class String

def to_class(parent = Kernel)
# // Method to convert string to class.
chain = self.split "::"
klass = parent.const_get chain.shift
return chain.size < 1 ? (klass.is_a?(Class) ? klass : nil) : chain.join("::").to_class(klass)
rescue
nil
end

def cap_words
# // Method to capitalize every word.
self.split(' ').map {|w| w.capitalize }.join(' ')
end

def slice_char(char)
# // Method to slice char.
self.split(char).map {|w| w.sub(char, " ") }.join(" ")
end

end
#==============================================================================#
# ** Vocab
#==============================================================================#
class << Vocab

def xparam(id)
# // Method to return xparam name.
case id
when 0 ; "Hit Chance"
when 1 ; "Evasion"
when 2 ; "Critical Chance"
when 3 ; "Critical Evasion"
when 4 ; "Magic Evasion"
when 5 ; "Magic Reflection"
when 6 ; "Counter Attack"
when 7 ; "HP Regeneration"
when 8 ; "MP Regeneration"
when 9 ; "TP Regeneration"
end
end

end
#==============================================================================
# ** Sound
#==============================================================================
class << Sound

def play(name, volume, pitch, type = :se)
# // Method to play a sound. If specified name isn't valid throw an error.
case type
when :se ; RPG::SE.new(name, volume, pitch).play rescue valid?(name)
when :me ; RPG::ME.new(name, volume, pitch).play rescue valid?(name)
when :bgm ; RPG::BGM.new(name, volume, pitch).play rescue valid?(name)
when :bgs ; RPG::BGS.new(name, volume, pitch).play rescue valid?(name)
end
end

def valid?(name)
# // Method to raise error if specified sound name is invalid.
msgbox("Error. Unable to find sound file: " + name)
exit
end

end
#==============================================================================
# ** DataManager
#==============================================================================
class << DataManager

def savefile_max
# // Method override, save file max.
return XAIL::CORE::SAVE_MAX
end

end
#==============================================================================
# ** SceneManager
#==============================================================================
class << SceneManager

def call_ext(scene_class, args = nil)
# // Method to call a scene with arguments.
@stack.push(@scene)
@scene = scene_class.new(args)
end

end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File < Scene_MenuBase

def visible_max
# // Method override, visible_max for save files.
return XAIL::CORE::SAVE_FILE_VIS
end

end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Importing font fix that will remove weird characters.
# Adding new methods such as new gauge, actor param, font text, icon drawing,
# big icon drawing and a line with a shadow.
#==============================================================================
class Window_Base < Window

# // Importing Custom font fix. (Credit Lone Wolf).
alias :process_normal_character_vxa :process_normal_character
def process_normal_character(c, pos)
return unless c >= ' '
process_normal_character_vxa(c, pos)
end unless method_defined? :process_normal_character

def draw_text_ex_no_reset(x, y, text)
# // Method to draw ex text without resetting the font.
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end

alias xail_core_winbase_upt_tone update_tone
def update_tone(*args, &block)
# // Method to change tone of the window.
return unless XAIL::CORE::USE_TONE
xail_core_winbase_upt_tone(*args, &block)
end

def draw_gauge_ex(x, y, width, height, rate, color1, color2)
# // Method to draw a gauge.
fill_w = (width * rate).to_i
gauge_y = y + line_height - 8
contents.fill_rect(x, gauge_y, width + 1, height + 1, Color.new(255,255,255,64))
contents.fill_rect(x, gauge_y, width, height, Color.new(0,0,0,100))
contents.gradient_fill_rect(x, gauge_y, fill_w, height, color1, color2)
end

def draw_actor_param_gauge(actor, x, y, width, param_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor parameters with a gauge.
case param_id
when 2 ; param_rate = actor.param(2) / actor.param_max(2).to_f
when 3 ; param_rate = actor.param(3) / actor.param_max(3).to_f
when 4 ; param_rate = actor.param(4) / actor.param_max(4).to_f
when 5 ; param_rate = actor.param(5) / actor.param_max(5).to_f
when 6 ; param_rate = actor.param(6) / actor.param_max(6).to_f
when 7 ; param_rate = actor.param(7) / actor.param_max(7).to_f
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, param_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, Vocab::param(param_id))
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, actor.param(param_id), 2)
reset_font_settings
end

def draw_actor_xparam_gauge(actor, x, y, width, xparam_id, font, size, bar_color1, bar_color2, txt_color1, txt_color2)
# // Method to draw actor xparameters with a gauge.
case xparam_id
when 0
xparam_rate = actor.xparam(0) / 100.to_f
xparam_name = Vocab.xparam(0)
when 1
xparam_rate = actor.xparam(1) / 100.to_f
xparam_name = Vocab.xparam(1)
when 2
xparam_rate = actor.xparam(2) / 100.to_f
xparam_name = Vocab.xparam(2)
when 3
xparam_rate = actor.xparam(3) / 100.to_f
xparam_name = Vocab.xparam(3)
when 4
xparam_rate = actor.xparam(4) / 100.to_f
xparam_name = Vocab.xparam(4)
when 5
xparam_rate = actor.xparam(5) / 100.to_f
xparam_name = Vocab.xparam(5)
when 6
xparam_rate = actor.xparam(6) / 100.to_f
xparam_name = Vocab.xparam(6)
when 7
xparam_rate = actor.xparam(7) / 100.to_f
xparam_name = Vocab.xparam(7)
when 8
xparam_rate = actor.xparam(8) / 100.to_f
xparam_name = Vocab.xparam(8)
when 9
xparam_rate = actor.xparam(9) / 100.to_f
xparam_name = Vocab.xparam(9)
end
contents.font.name = font
contents.font.size = size
contents.font.bold = true
contents.font.shadow = false
draw_gauge_ex(x, y - 14, width, 20, xparam_rate, bar_color1, bar_color2)
contents.font.color = txt_color1
draw_text(x + 10, y, 120, line_height, xparam_name)
contents.font.color = txt_color2
draw_text(x + width - 38, y, 36, line_height, "#{actor.xparam(xparam_id)}%", 2)
reset_font_settings
end

def draw_line_ex(x, y, color, shadow)
# // Method to draw a horizontal line with a shadow.
line_y = y + line_height / 2 - 1
contents.fill_rect(x, line_y, contents_width, 2, color)
line_y += 1
contents.fill_rect(x, line_y, contents_width, 2, shadow)
end

def draw_box(x, y, width, height, color, shadow)
# // Method to draw a box with shadow.
contents.fill_rect(x, y, width, height, color)
x += 1
y += 1
contents.fill_rect(x, y, width, height, shadow)
end

def draw_vertical_line_ex(x, y, color, shadow)
# // Method to draw a vertical line with a shadow.
line_x = x + line_height / 2 - 1
contents.fill_rect(line_x, y, 2, contents_height, color)
line_x += 1
contents.fill_rect(line_x, y, 2, contents_height, shadow)
end

def draw_icons(icons, alignment, x = 0, y = 0, offset_icon = [])
# // Method to draw icons in a horizonal or vertical alignment.
icons.each {|icon|
next if icon.nil?
# // If included in offset do extra spacing.
offset_icon.each {|offset|
if icon == offset
y += line_height * 1 if alignment == :vertical
x += line_height * 1 if alignment == :horizontal
end
}
draw_icon(icon.nil? ? nil : icon, x.nil? ? 0 : x, y.nil? ? 0 : y) rescue nil
y += line_height if alignment == :vertical
x += line_height if alignment == :horizontal
}
end

def draw_big_icon(icon, x, y, width, height, opacity = 255)
# // Method to draw a big icon.
bitmap = Cache.system("Iconset")
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
rect2 = Rect.new(x, y, width, height)
contents.stretch_blt(rect2, bitmap, rect, opacity)
end

def draw_font_text(text, x, y, width, alignment, font, size, color, bold = true, shadow = true)
# // Method to draw font text.
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
draw_text(x, y, width, calc_line_height(text), text, alignment)
reset_font_settings
end

def draw_font_text_ex(text, x, y, font, size, color, bold = true, shadow = true)
# // Method to draw font text ex.
contents.font.name = font
contents.font.size = size
contents.font.color = color
contents.font.bold = bold
contents.font.shadow = shadow
contents.font.out_color = Color.new(0,0,0,255)
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
reset_font_settings
end

end
#==============================================================================#
# ** Window_Selectable
#------------------------------------------------------------------------------
# Adding support for pageleft and pageright for window selectable.
#==============================================================================#
class Window_Selectable < Window_Base

def cursor_pageright ; end
def cursor_pageleft ; end

alias xail_core_winselect_process_cursor_move process_cursor_move
def process_cursor_move(*args, &block)
# // Method to process cursor movement.
xail_core_winselect_process_cursor_move(*args, &block)
cursor_pageright if !handle?(:pageright) && Input.trigger?(:RIGHT)
cursor_pageright if !handle?(:pageleft) && Input.trigger?(:LEFT)
end

alias xail_core_winselect_process_handling process_handling
def process_handling(*args, &block)
# // Method to process handling.
xail_core_winselect_process_handling(*args, &block)
return process_pageright if handle?(:pageright) && Input.trigger?(:RIGHT)
return process_pageleft if handle?(:pageleft) && Input.trigger?(:LEFT)
end

def process_pageright
# // Method to process page right.
Sound.play_cursor
Input.update
deactivate
call_handler(:pageright)
end

def process_pageleft
# // Method to process page left.
Sound.play_cursor
Input.update
deactivate
call_handler(:pageleft)
end

end
#==============================================================================#
# ** Window_Icon
#------------------------------------------------------------------------------
# New Window :: Window_Icon - A window for drawing icon(s).
#==============================================================================#
class Window_Icon < Window_Base

attr_accessor :enabled
attr_accessor :alignment

def initialize(x, y, window_width, hsize)
# // Method to initialize the icon window.
super(0, 0, window_width, window_height(hsize))
@icons = []
@index = 0
@enabled = true
@alignment = 0
refresh
end

def window_height(hsize)
# // Method to return the height.
fitting_height(hsize)
end

def refresh
# // Method to refresh the icon window.
contents.clear
end

def draw_cmd_icons(icons, index)
# // Draw all of the icons.
return if !@enabled
count = 0
for i in icons
align = 0
x = 110
next if i[index].nil?
case @alignment
when 1, 2 ; align = -110
end
draw_icon(i[index], x + align, 24 * count)
count += 1
break if (24 * count > height - 24)
end
end

end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# Adding check item method to return a item based on the type.
#==============================================================================
class Game_Party < Game_Unit

def check_item?(item, type)
# // Method to return a item based on the type.
case type
when :items ; $data_items[item]
when :weapons ; $data_weapons[item]
when :armors ; $data_armors[item]
when :gold ; item
when :exp ; item
end
end

end
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# Adding methods to check for comments on events.
#==============================================================================
class Game_Event < Game_Character

def comment?(comment)
# // Method to check if comment is included in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0].include?(comment)
return true
end
end
end
end
return false
end

def comment_int?(comment)
# // Method to check for a integer in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\d*)>?/
return ($1.to_i > 0 ? $1.to_i : 0)
end
end
end
end
end

def comment_string?(comment)
# // Method to check for a string in event.
unless empty? or @list.nil?
for evt in @list
if evt.code == 108 or evt.code == 408
if evt.parameters[0] =~ /<#{comment}:[ ]?(\w*)>?/
return $1.to_s
end
end
end
end
end


end # END OF FILE

#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#



e questo è il sito dal quale l'ho preso
http://www.rpgmakervxace.net/topic/9761-xs-history-book/

 

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Cancello l'altro topic visto che hai scritto sotto di cancellarlo, comunque non è che non c'è più, non si vedeva dato che il forum ha un problema che stiamo cercando di risolvere, le pagine una volta che sei entrato vanno aggiornate per vedere le cose. Cercheremo di risolvere.

^ ^

(\_/)
(^ ^) <----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)


 

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Ciao Grawel!

Metti questo script sotto agli altri due.

#==============================================================================
# ** SceneManager
#==============================================================================
class << SceneManager
  
  def call_ext(scene_class, *args)
    # // Method to call a scene with arguments.
    @stack.push(@scene)
    @scene = scene_class.new(args)
  end
  
end

#==============================================================================#
# ** Scene_HistBook
#==============================================================================#
class Scene_HistBook < Scene_Base
  
  def initialize(args)
    # // Method to initialize the scene.
    super
    @book = args[0]
    XAIL::HIST_BOOK::CUST_BACK[0] = args[1] != nil ? args[1] : ""
    XAIL::HIST_BOOK::CUST_BACK[1] = args[2] != nil ? args[2] : false
  end
end

Nel call script dell'evento, scrivi:

SceneManager.call_ext(Scene_HistBook, :ancient_book, "wff.jpg", true)

dove:

- :ancient_book è il nome del libro

- wff.jpg è l'immagine di sfondo

- true nasconde la finestra (e false la mostra)

 

p.s.: altri script dello stesso autore che utilizzano "SceneManager.call_ext" potrebbero non funzionare...

Giochi completi

----------------------------------------------------------------------------------------------------------------------------------------

http://i.imgur.com/rha2Trr.png

[sHORT] ELYON 5 --> http://www.rpg2s.net/forum/index.php/topic/19876-short2015full-elyon-5/

 

Progetti in corso

----------------------------------------------------------------------------------------------------------------------------------------

http://i.imgur.com/5KdJ3fW.png

White Crow --> http://www.rpg2s.net/forum/index.php/topic/20845-white-crow/

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Fortunatamente è l'unico script che uso con quel core infatti avevo apportato modifiche al core togliendo quelo che nn serviva...
cambia l'immagine di sfondo suppongo ? :)

sei stato molto molto gentile :D

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Di solito metto le personalizzazioni in uno script a parte per preservare l'originale, ma visto che l'hai già modificato, se vuoi puoi anche sostituire le funzioni originali con queste.

 

Per il funzionamento, quando chiami la scena, oltre al nome del libro gli dici anche che sfondo usare e se vuoi visualizzare la finestra oppure no. ;)

Giochi completi

----------------------------------------------------------------------------------------------------------------------------------------

http://i.imgur.com/rha2Trr.png

[sHORT] ELYON 5 --> http://www.rpg2s.net/forum/index.php/topic/19876-short2015full-elyon-5/

 

Progetti in corso

----------------------------------------------------------------------------------------------------------------------------------------

http://i.imgur.com/5KdJ3fW.png

White Crow --> http://www.rpg2s.net/forum/index.php/topic/20845-white-crow/

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per sostituirle alle originali quali parti dovrei sovrascrivere?

Non sono ancora molto afferrato col ruby ne capisco di programmazione ma il ruby mi da ancora qualche difficolta

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Sostituisci le funzioni per intero, quelle con lo stesso nome all'interno delle rispettive classi. La prima sta nel Core, la seconda nell'History Book.

Giochi completi

----------------------------------------------------------------------------------------------------------------------------------------

http://i.imgur.com/rha2Trr.png

[sHORT] ELYON 5 --> http://www.rpg2s.net/forum/index.php/topic/19876-short2015full-elyon-5/

 

Progetti in corso

----------------------------------------------------------------------------------------------------------------------------------------

http://i.imgur.com/5KdJ3fW.png

White Crow --> http://www.rpg2s.net/forum/index.php/topic/20845-white-crow/

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