Zerathul Posted October 16, 2006 Share Posted October 16, 2006 Wrap Map v2.0DescrizioneQuesto script permette di realizzare mappe "infinite": se il personaggio toccherà uno dei quattro lati della mappa, verrà automaticamente teletrasportato dall'altro capo. Per farlo funzionare dovete aggiungere al nome della mappa"_wrap".AutoreDirtieAllegatiInserite qui il testoIstruzioni per l'usoCreate una nuova classe sopra main e incollate al suo interno questo: # * Menù personalizzato: by mewsterus modificato da: Alex'94 # * Fate una nuova classe e chiamatela Custom_Menù # * Dopodicchè avviate il gioco e...divertitevi!! :-) #=============================================================================== # ¦ Window_Base #------------------------------------------------------------------------------- # Creato by mewsterus e tradotto e modificato da Alex'94 #=============================================================================== class Window_Base #----------------------------------------------------------------------------- # \\\\\\ #----------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text, 2) end #----------------------------------------------------------------------------- # \\\\\\\\\ #----------------------------------------------------------------------------- def draw_actor_battler(actor, x, y) if $game_party.actors.size != 0 bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) src_rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(x-(bitmap.width/2), y-bitmap.height, bitmap, src_rect) end end #----------------------------------------------------------------------------- # @ \\\\\\\\\ #----------------------------------------------------------------------------- def draw_actor_exp(actor, x, y, width = 144) self.contents.font.color = system_color self.contents.draw_text(x, y, 48, 32, "Exp") self.contents.font.color = normal_color self.contents.draw_text(x + width - 48, y, 48, 32, actor.exp_s, 2) end end #=============================================================================== # ¦ Window_MenuStatus #------------------------------------------------------------------------------- # Creato by mewsterus modificato by Alex'94 #=============================================================================== class Window_MenuStatus < Window_Selectable #----------------------------------------------------------------------------- # @ Make the window #----------------------------------------------------------------------------- def initialize super(0, 240, 640, 0) self.z -= 30 @column_max = 2 self.active = false self.index = -1 end #----------------------------------------------------------------------------- # @ Refresh the window #----------------------------------------------------------------------------- def refresh self.contents = Bitmap.new(608, 448) self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = i % 2 * 400 y = i / 2 * 232 actor = $game_party.actors[i] draw_actor_battler(actor, x + 104, y + 208) draw_actor_name(actor, x, y) draw_actor_state(actor, x + 88, y) draw_actor_exp(actor, x, y + 20, 208) draw_actor_level(actor, x, y + 40) draw_actor_hp(actor, x, y + 168, 208) draw_actor_sp(actor, x, y + 188, 208) self.contents.draw_text(x + 64, y + 40, 144, 32, actor.class_name, 2) end end #----------------------------------------------------------------------------- # @ Update the cursor #----------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232) end end end #=============================================================================== # ¦ Window_Play #------------------------------------------------------------------------------- # Written by mewsterus modificato da: Alex'94 #=============================================================================== class Window_Play < Window_Selectable #----------------------------------------------------------------------------- # @ Make the window #----------------------------------------------------------------------------- def initialize super(240, 240, 160, 0) self.z -= 20 self.active = false self.index = -1 self.back_opacity = 100 end #----------------------------------------------------------------------------- # @ Refresh the window #----------------------------------------------------------------------------- def refresh self.contents = Bitmap.new(128, 448) #self.contents.font.name = $fontface #self.contents.font.size = $fontsize self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = system_color self.contents.draw_text(0, 0, 128, 32, "Tempo: ") self.contents.draw_text(128 - cx, 64, cx, 32, $data_system.words.gold, 2) self.contents.draw_text(0, 384, 128, 32, "Passi: ") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(0, 32, 128, 32, text, 2) self.contents.draw_text(0, 64, 126 - cx, 32, $game_party.gold.to_s, 2) self.contents.font.color = normal_color self.contents.draw_text(0, 416, 128, 32, $game_party.steps.to_s, 2) if $location_enabled self.contents.draw_text(0,352,128,32,$game_map.name.delete("*").to_s,2) self.contents.font.color = system_color self.contents.draw_text(0,320,128,32,"Location") end end #----------------------------------------------------------------------------- # @ Update the cursor #----------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232) end end end #=============================================================================== # ¦ Scene_Menu #------------------------------------------------------------------------------- # Creato by mewsterus Modificato by Alex'94 #=============================================================================== class Scene_Menu #----------------------------------------------------------------------------- # @ Accept index #----------------------------------------------------------------------------- def initialize(menu_index = 0, equip_index = 0) @menu_index = menu_index @equip_index = equip_index end #----------------------------------------------------------------------------- # @ Main loop #----------------------------------------------------------------------------- def main # @sprite = Spriteset_Map.new @bg_window = Window_Base.new(320, 0, 0, 480) s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Stato" s5 = "Salva" s6 = "Esci Dal Gioco" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index @command_window.opacity = 0 @command_window.x = 240 @command_window.y = 96 @command_window.z -= 10 @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.visible = false @help_window.back_opacity = 100 @status_window = Window_MenuStatus.new @play_window = Window_Play.new if $itemdrop_enabled @itemdrop = Window_Command.new(160, ["Basilare", "Equipaggiamento", "Cerca"]) else @itemdrop = Window_Base.new(240, 144, 160, 128) end @itemdrop.x = 240 @itemdrop.y = 144 @itemdrop.z -= 5 @itemdrop.active = false @itemdrop.opacity = 0 @itemdrop.contents_opacity = 0 Graphics.transition loop do Graphics.update Input.update if @status_window.y > 0 @status_window.y -= 16 @status_window.height += 32 @play_window.y -= 16 @play_window.height += 32 else @command_window.visible = true unless @refreshed @status_window.refresh @refreshed = true end update if @resize_item if @bg_window.width < 640 @bg_window.x -= 16 @bg_window.width += 32 else @resize_item = false if $itemdrop_enabled @item_window = Window_Item.new(@itemdrop.index + 20) else @item_window = Window_Item.new end @item_window.help_window = @help_window @item_window.active = true @item_window.x = 0 @item_window.contents_opacity = 255 @item_window.back_opacity = 100 @item_window.opacity = 255 @target_window = Window_Target.new @target_window.active = false @target_window.x = 320 @target_window.contents_opacity = 255 @target_window.opacity = 255 unless $ipm_enabled @target_window.visible = false end if $itemdrop_enabled if @itemdrop.index + 20 > 20 @item_window.width = 640 @item_window.column_max = 2 @target_window.visible = false end end @help_window.visible = true @itemdrop.opacity = 0 @itemdrop.contents_opacity = 0 end end if @resize_skill if @bg_window.width < 640 @bg_window.x -= 16 @bg_window.width += 32 else @resize_skill = false @actor = $game_party.actors[@status_window.index] @skillstatus_window = Window_SkillStatus.new(@actor) @skillstatus_window.contents_opacity = 255 @skillstatus_window.back_opacity = 100 @skillstatus_window.opacity = 255 @skillstatus_window.x = 0 @skill_window = Window_Skill.new(@actor) @skill_window.help_window = @help_window @skill_window.contents_opacity = 255 @skill_window.back_opacity = 100 @skill_window.opacity = 255 if $ipm_enabled @skill_window.y = 184 @skilltarget_window = Window_Target.new(@status_window.index) else @skill_window.y = 128 @skilltarget_window = Window_Target.new end @skilltarget_window.active = false @skilltarget_window.contents_opacity = 255 @skilltarget_window.opacity = 255 @skilltarget_window.x = 320 @help_window.visible = true unless $ipm_enabled @skilltarget_window.visible = false end end end if @resize_equip if @bg_window.width < 640 @bg_window.x -= 16 @bg_window.width += 32 else @resize_equip = false @actor = $game_party.actors[@status_window.index] @equiphelp_window = Window_Help.new @equiphelp_window.back_opacity = 100 @left_window = Window_EquipLeft.new(@actor) @left_window.contents_opacity = 255 @left_window.back_opacity = 100 @left_window.opacity = 255 @left_window.x = 0 @right_window = Window_EquipRight.new(@actor) @right_window.help_window = @equiphelp_window @right_window.index = @equip_index @right_window.contents_opacity = 255 @right_window.back_opacity = 100 @right_window.opacity = 255 @right_window.y = 64 @item_window1 = Window_EquipItem.new(@actor, 0) @item_window2 = Window_EquipItem.new(@actor, 1) @item_window3 = Window_EquipItem.new(@actor, 2) @item_window4 = Window_EquipItem.new(@actor, 3) @item_window5 = Window_EquipItem.new(@actor, 4) @item_window1.help_window = @equiphelp_window @item_window2.help_window = @equiphelp_window @item_window3.help_window = @equiphelp_window @item_window4.help_window = @equiphelp_window @item_window5.help_window = @equiphelp_window @item_window1.back_opacity = 100 @item_window2.back_opacity = 100 @item_window3.back_opacity = 100 @item_window4.back_opacity = 100 @item_window5.back_opacity = 100 if $ipm_enabled @commands = ["Equippaggia", "Opzionale", "Rimuovi", "Svuota", "Annulla"] @equip_window = Window_SideCommand.new(@commands) @equip_window.back_opacity = 100 @equip_window.height = 64 @equiphelp_window.y = 416 @right_window.index = -1 @blank_window = Window_Base.new(272, 256, 368, 160) @blank_window.active = false @blank_window.back_opacity = 100 end equip_refresh end end if @resize_status if @bg_window.width < 448 @bg_window.x -= 16 @bg_window.width += 32 elsif @bg_window.width < 640 and not $ipm_enabled @bg_window.x -= 16 @bg_window.width += 32 else @resize_status = false @actor = $game_party.actors[@status_window.index] @playerstatus_window = Window_Status.new(@actor) @playerstatus_window.contents_opacity = 255 @playerstatus_window.opacity = 255 @playerstatus_window.y = 0 end end if @resize_save if @help_window.x < 0 @help_window.x += 64 @savefile_windows[0].x -= 64 @savefile_windows[1].x += 64 @savefile_windows[2].x -= 64 @savefile_windows[3].x += 64 else @resize_save = false @savefile_windows_active = true end end if @resize_back @status_window.index = -1 if @bg_window.width > 0 @bg_window.x += 16 @bg_window.width -= 32 else @resize_back = false @command_window.active = true end end end if $scene != self break end end @bg_window.dispose @command_window.dispose @help_window.dispose @status_window.cursor_rect.empty @status_window.contents.clear @status_window.contents = nil @play_window.contents.clear @play_window.contents = nil for i in 0..20 @status_window.y += 16 @status_window.height -= 32 @play_window.y += 16 @play_window.height -= 32 @itemdrop.opacity -= 25 @itemdrop.contents_opacity -= 25 Graphics.update end Graphics.freeze # @sprite.dispose @status_window.dispose @itemdrop.dispose end #----------------------------------------------------------------------------- # @ Update the scene #----------------------------------------------------------------------------- def update @help_window.update @command_window.update @status_window.update @play_window.update @play_window.refresh @itemdrop.update if @command_window.active update_command return end if @status_window.active update_status return end if @itemdrop.active update_itemdrop return end if @item_window != nil @item_window.update @target_window.update if @item_window.active update_item return end if @target_window.active update_target return end end if @skill_window != nil @skill_window.update @skillstatus_window.update @skilltarget_window.update if @skill_window.active update_skill return end if @skilltarget_window.active update_skilltarget return end if @skillstatus_window.active update_skillstatus return end end if @left_window != nil @equiphelp_window.update @left_window.update @right_window.update @eitem_window.update equip_refresh if $ipm_enabled @equip_window.update if @equip_window.active update_equip return end end if @right_window.active update_right return end if @eitem_window.active update_eitem return end end if @playerstatus_window != nil @playerstatus_window.update update_playerstatus end if @savefile_windows != nil @help_window.update for i in @savefile_windows i.update end if @savefile_windows_active update_save end end end #----------------------------------------------------------------------------- # @ Update the command window #----------------------------------------------------------------------------- def update_command 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 0 $game_system.se_play($data_system.decision_se) if $itemdrop_enabled loop do if @itemdrop.opacity < 250 @itemdrop.opacity += 25 @itemdrop.contents_opacity += 25 else break end Graphics.update end @command_window.active = false @itemdrop.active = true return end @command_window.active = false @resize_item = true when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @help_window.set_text("Dove vuoi salvare??", 1) @help_window.back_opacity = 255 @help_window.x = -640 @savefile_windows = [] for i in 0..3 if $ipm_enabled @savefile_windows.push(Window_Save.new(i)) else @savefile_windows.push(Window_SaveFile.new(i, nil)) end @savefile_windows[i].back_opacity = 255 @savefile_windows[i].opacity = 255 end @file_index = $game_temp.last_file_index @savefile_windows[@file_index].selected = true @savefile_windows[0].x = 640 @savefile_windows[1].x = -640 @savefile_windows[2].x = 640 @savefile_windows[3].x = -640 @command_window.active = false @resize_save = true when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end #----------------------------------------------------------------------------- # @ Update the status window #----------------------------------------------------------------------------- def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) @actor_index = @status_window.index case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) @status_window.active = false @resize_skill = true when 2 $game_system.se_play($data_system.decision_se) @status_window.active = false @resize_equip = true when 3 $game_system.se_play($data_system.decision_se) @status_window.active = false @resize_status = true end return end end #----------------------------------------------------------------------------- # @ Update the itemdrop window #----------------------------------------------------------------------------- def update_itemdrop if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) loop do if @itemdrop.opacity > 0 @itemdrop.opacity -= 25 @itemdrop.contents_opacity -= 25 else break end Graphics.update end @itemdrop.active = false @command_window.active = true return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) @itemdrop.active = false @resize_item = true end end #----------------------------------------------------------------------------- # @ Update the item window #----------------------------------------------------------------------------- def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @item_window.dispose @target_window.dispose @item_window = nil @target_window = nil @help_window.visible = false @resize_back = 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 unless $ipm_enabled @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true end @target_window.active = true 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 if Input.trigger?(Input::R) and $itemdrop_enabled $game_system.se_play($data_system.cursor_se) @itemdrop.index = (@itemdrop.index + 1) % 3 @item_window.dispose @target_window.dispose @resize_item = true return end if Input.trigger?(Input::L) and $itemdrop_enabled $game_system.se_play($data_system.cursor_se) @itemdrop.index = (@itemdrop.index + 2) % 3 @item_window.dispose @target_window.dispose @resize_item = true return end end #----------------------------------------------------------------------------- # @ Update the target window #----------------------------------------------------------------------------- def update_target if $game_party.item_number(@item.id) == 0 @target_window.active = false @item_window.refresh @item_window.active = true unless $ipm_enabled @target_window.visible = false end return end 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 @item_window.active = true unless $ipm_enabled @target_window.visible = false end @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 end unless used $game_system.se_play($data_system.buzzer_se) end return end end #----------------------------------------------------------------------------- # @ Update the skill window #----------------------------------------------------------------------------- def update_skill if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.dispose @skillstatus_window.dispose @skilltarget_window.dispose @skill_window = nil @skillstatus_window = nil @skilltarget_window = nil @help_window.visible = false @resize_back = 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 unless $ipm_enabled @skilltarget_window.x = (@skill_window.index + 1) % 2 * 304 @skilltarget_window.visible = true end @skilltarget_window.active = true if @skill.scope == 4 || @skill.scope == 6 @skilltarget_window.index = -1 if $ipm_enabled @skillstatus_window.selected = true @skillstatus_window.active = true end elsif @skill.scope == 7 if $ipm_enabled @skillstatus_window.selected = true @skillstatus_window.active = true else @skilltarget_window.index = @actor_index - 10 end else @skilltarget_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) @actor.sp -= @skill.sp_cost @skillstatus_window.refresh @skill_window.refresh @skilltarget_window.refresh $scene = Scene_Map.new return end end return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index+1)%$game_party.actors.size @skill_window.dispose @skillstatus_window.dispose @skilltarget_window.dispose @resize_skill = true return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index-1)%$game_party.actors.size @skill_window.dispose @skillstatus_window.dispose @skilltarget_window.dispose @resize_skill = true return end end #----------------------------------------------------------------------------- # @ Update the skill target window #----------------------------------------------------------------------------- def update_skilltarget if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = true @skilltarget_window.active = false if $ipm_enabled @skillstatus_window.selected = false @skillstatus_window.active = false else @skilltarget_window.visible = false end 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 @skilltarget_window.index == -1 used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end if @skilltarget_window.index <= -2 target = $game_party.actors[@skilltarget_window.index + 10] used = target.skill_effect(@actor, @skill) end if @skilltarget_window.index >= 0 if @skilltarget_window.index >= @actor_index and $ipm_enabled target = $game_party.actors[@skilltarget_window.index + 1] else target = $game_party.actors[@skilltarget_window.index] end used = target.skill_effect(@actor, @skill) end if used $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @skillstatus_window.refresh @skill_window.refresh @skilltarget_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 if $ipm_enabled if Input.repeat?(Input::RIGHT) or Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) @skilltarget_window.active = false @skillstatus_window.active = true @skillstatus_window.selected = true return end end end #----------------------------------------------------------------------------- # @ Update the skill status window #----------------------------------------------------------------------------- def update_skillstatus if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @skill_window.active = true @skilltarget_window.active = false @skillstatus_window.selected = false 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 @skilltarget_window.index == -1 used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end if @skilltarget_window.index <= -2 target = @actor used = target.skill_effect(@actor, @skill) end if @skilltarget_window.index >= 0 target = @actor used = target.skill_effect(@actor, @skill) end if used $game_system.se_play(@skill.menu_se) @actor.sp -= @skill.sp_cost @skillstatus_window.refresh @skill_window.refresh @skilltarget_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 if Input.repeat?(Input::RIGHT) or Input.repeat?(Input::LEFT) if @skill.scope == 7 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.cursor_se) @skillstatus_window.active = false @skillstatus_window.selected = false @skilltarget_window.active = true return end end #----------------------------------------------------------------------------- # @ Refresh the equip screen #----------------------------------------------------------------------------- def equip_refresh unless @remove @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) end item1 = @right_window.item case @right_window.index when -2 @eitem_window = @blank_window when -1 @eitem_window = @blank_window when 0 @eitem_window = @item_window1 newmode = 0 when 1 @eitem_window = @item_window2 newmode = 1 when 2 @eitem_window = @item_window3 newmode = 1 when 3 @eitem_window = @item_window4 newmode = 1 when 4 @eitem_window = @item_window5 newmode = 1 end if @remove @eitem_window = @blank_window end if $ipm_enabled if newmode != @left_window.mode @left_window.mode = newmode @left_window.refresh end if @eitem_window.active or @remove if @eitem_window.active item2 = @eitem_window.item end last_hp = @actor.hp last_sp = @actor.sp old_atk = @actor.atk old_pdef = @actor.pdef old_mdef = @actor.mdef old_str = @actor.str old_dex = @actor.dex old_agi = @actor.agi old_int = @actor.int old_eva = @actor.eva @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef new_str = @actor.str new_dex = @actor.dex new_agi = @actor.agi new_int = @actor.int new_eva = @actor.eva @left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0] @left_window.changes[0] = new_atk - old_atk @left_window.changes[1] = new_pdef - old_pdef @left_window.changes[2] = new_mdef - old_mdef @left_window.changes[3] = new_str - old_str @left_window.changes[4] = new_dex - old_dex @left_window.changes[5] = new_agi - old_agi @left_window.changes[6] = new_int - old_int @left_window.changes[7] = new_eva - old_eva @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int, new_eva) else @left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil) end else if @eitem_window.active item2 = @eitem_window.item last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp @left_window.set_new_parameters(new_atk, new_pdef, new_mdef) else @left_window.set_new_parameters(nil, nil, nil) end end end #----------------------------------------------------------------------------- # @ Update the equip command window #----------------------------------------------------------------------------- def update_equip if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @equiphelp_window = nil @equip_window = nil @left_window = nil @right_window = nil @blank_window = nil @item_window1 = nil @item_window2 = nil @item_window3 = nil @item_window4 = nil @item_window5 = nil @resize_back = true return end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case @equip_window.index when 0 @equip_window.active = false @right_window.active = true @right_window.index = @equip_index when 1 optimize @left_window.refresh @right_window.refresh @item_window1.refresh @item_window2.refresh @item_window3.refresh @item_window4.refresh @item_window5.refresh when 2 @remove = true @equip_window.active = false @right_window.active = true @right_window.index = @equip_index when 3 for i in 0..4 @actor.equip(i, 0) end @left_window.refresh @right_window.refresh @item_window1.refresh @item_window2.refresh @item_window3.refresh @item_window4.refresh @item_window5.refresh when 4 @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @equiphelp_window = nil @equip_window = nil @left_window = nil @right_window = nil @blank_window = nil @item_window1 = nil @item_window2 = nil @item_window3 = nil @item_window4 = nil @item_window5 = nil @resize_back = true end return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index+1) % $game_party.actors.size @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @resize_equip = true return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index-1) % $game_party.actors.size @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @resize_equip = true return end end #----------------------------------------------------------------------------- # @ Update the right window #----------------------------------------------------------------------------- def update_right if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) if $ipm_enabled @right_window.active = false @equip_window.active = true if @right_window.index >= 0 @equip_index = @right_window.index end @right_window.index = -1 @remove = false @equiphelp_window.set_text("") @left_window.refresh return end @equiphelp_window.dispose @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @equiphelp_window = nil @left_window = nil @right_window = nil @item_window1 = nil @item_window2 = nil @item_window3 = nil @item_window4 = nil @item_window5 = nil @resize_back = true return end if Input.trigger?(Input::C) if @remove $game_system.se_play($data_system.decision_se) @actor.equip(@right_window.index, 0) @left_window.refresh @right_window.refresh return end if @actor.equip_fix?(@right_window.index) $game_system.se_play($data_system.buzzer_se) return end if $ipm_enabled if @eitem_window.data.size == 0 $game_system.se_play($data_system.buzzer_se) return end end $game_system.se_play($data_system.decision_se) @right_window.active = false @eitem_window.active = true @eitem_window.index = 0 return end if Input.trigger?(Input::R) and not $ipm_enabled $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index+1) % $game_party.actors.size @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @resize_equip = true return end if Input.trigger?(Input::L) and not $ipm_enabled $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index-1) % $game_party.actors.size @equiphelp_window.dispose @equip_window.dispose @left_window.dispose @right_window.dispose @blank_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @resize_equip = true return end end #----------------------------------------------------------------------------- # @ Update the equip item window #----------------------------------------------------------------------------- def update_eitem if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @right_window.active = true @eitem_window.active = false @eitem_window.index = -1 return end if Input.trigger?(Input::C) $game_system.se_play($data_system.equip_se) item = @eitem_window.item @actor.equip(@right_window.index, item.id) @right_window.active = true @eitem_window.active = false @eitem_window.index = -1 @right_window.refresh @eitem_window.refresh return end end #----------------------------------------------------------------------------- # @ Optimize equipment (by RPGAdvocate) #----------------------------------------------------------------------------- def optimize object = $data_weapons[@actor.weapon_id] optimal = object.id current = 0.00 if @actor.weapon_id != 0 current = object.atk else optimal = 0 end max_eval = current @actor.equip(0, 0) flag = false zero_flag = true for weapon in $data_weapons if !flag flag = true next end evaluation = weapon.atk if evaluation > 0 zero_flag = false end if @actor.equippable?(weapon) && $game_party.weapon_number(weapon.id) > 0 && evaluation > max_eval max_eval = evaluation optimal = weapon.id end end if zero_flag optimal = 0 end @actor.equip(0, optimal) not_equipped = false for i in 1..4 case i when 1 if @actor.armor1_id == 0 not_equipped = true else object = $data_armors[@actor.armor1_id] end when 2 if @actor.armor2_id == 0 not_equipped = true else object = $data_armors[@actor.armor2_id] end when 3 if @actor.armor3_id == 0 not_equipped = true else object = $data_armors[@actor.armor3_id] end when 4 if @actor.armor4_id == 0 not_equipped = true else object = $data_armors[@actor.armor4_id] end end optimal = object.id current = 0.00 if not_equipped = false current = object.pdef * 0.75 + object.mdef * 0.25 else optimal = 0 end max_eval = current @actor.equip(i, 0) flag = false zero_flag = true for armor in $data_armors if !flag flag = true next end if armor.kind != i-1 next end evaluation = armor.pdef * 0.75 + armor.mdef * 0.25 if evaluation > 0 zero_flag = false end if @actor.equippable?(armor) && $game_party.armor_number(armor.id) > 0 && evaluation > max_eval max_eval = evaluation optimal = armor.id end end if zero_flag optimal = 0 end @actor.equip(i, optimal) end end #---------------------------------------------------------------------------- # @ Update the large status window #---------------------------------------------------------------------------- def update_playerstatus if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @playerstatus_window.dispose @playerstatus_window = nil @resize_back = true return end if Input.trigger?(Input::R) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index+1) % $game_party.actors.size @playerstatus_window.dispose @resize_status = true return end if Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @status_window.index = (@status_window.index-1) % $game_party.actors.size @playerstatus_window.dispose @resize_status = true return end end #----------------------------------------------------------------------------- # @ Update the save screen #----------------------------------------------------------------------------- def update_save if Input.trigger?(Input::C) $game_system.se_play($data_system.save_se) file = File.open("Save#{@file_index + 1}.rxdata", "wb") characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) file.close @savefile_windows[@file_index].refresh $game_temp.last_file_index = @file_index for i in 0..10 @help_window.x += 64 @savefile_windows[0].x -= 64 @savefile_windows[1].x += 64 @savefile_windows[2].x -= 64 @savefile_windows[3].x += 64 Graphics.update end @savefile_windows_active = false @command_window.active = true @help_window.back_opacity = 100 @help_window.visible = false @help_window.x = 0 return end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) for i in 0..10 @help_window.x += 64 @savefile_windows[0].x -= 64 @savefile_windows[1].x += 64 @savefile_windows[2].x -= 64 @savefile_windows[3].x += 64 Graphics.update end @savefile_windows_active = false @command_window.active = true @help_window.back_opacity = 100 @help_window.visible = false @help_window.x = 0 return end if Input.repeat?(Input::DOWN) if Input.trigger?(Input::DOWN) or @file_index < 3 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index + 1) % 4 @savefile_windows[@file_index].selected = true return end end if Input.repeat?(Input::UP) if Input.trigger?(Input::UP) or @file_index > 0 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index + 3) % 4 @savefile_windows[@file_index].selected = true return end end end end#============================================================================== # ¦ Wrap_Map V2 #------------------------------------------------------------------------------ # By Dirtie. # Allows chosen map(s) to "wrap-around", ie. go continuously. # Just add "_wrap" to the end of the map name for the map you want to be wrapped. # Many thanks to Rataime for all the event code, Dubealex for helping me out, # Deke for the map checker script, and to everyone else that contributed. #============================================================================== #-------------------------------------------------------------------------- # ? CLASS Game_Temp (edit) # Script to check for "_wrap" in the map name. # This is taken and modified from Deke's Day/Night and Time System script. # If you would like to use something other than "_wrap" to check for, # change _wrap to whatever you want on lines 30 and 34 #-------------------------------------------------------------------------- class Game_Temp attr_reader :map_infos attr_reader :outside_array alias wrap_original_game_temp_initialize initialize def initialize wrap_original_game_temp_initialize @map_infos = load_data("Data/MapInfos.rxdata") @outside_array=Array.new for key in @map_infos.keys @outside_array[key]=@map_infos[key].name.include?("_wrap") end for key in @map_infos.keys @map_infos[key] = @map_infos[key].name @map_infos[key].delete!("_wrap") end end end #-------------------------------------------------------------------------- # ? CLASS Game_Map (edit) # First, sets up the variable "wrap" for use in the event script later. # Then checks to see if "_wrap" is in the map name; # If not, uses default scrolling options for respective edge of map. # If so, tells viewport to keep scrolling in the respective direction when actor is near edge of map. #-------------------------------------------------------------------------- class Game_Map attr_accessor :wrap alias wrap_original_game_map_scroll_left scroll_left alias wrap_original_game_map_scroll_right scroll_right alias wrap_original_game_map_scroll_up scroll_up alias wrap_original_game_map_scroll_down scroll_down # Left def scroll_left(distance) unless $game_temp.outside_array[$game_map.map_id] wrap_original_game_map_scroll_left(distance) else @display_x = [@display_x - distance].max end end # Right def scroll_right(distance) unless $game_temp.outside_array[$game_map.map_id] wrap_original_game_map_scroll_right(distance) else @display_x = [@display_x + distance].min end end # Top def scroll_up(distance) unless $game_temp.outside_array[$game_map.map_id] wrap_original_game_map_scroll_up(distance) else @display_y = [@display_y - distance].max end end # Bottom def scroll_down(distance) unless $game_temp.outside_array[$game_map.map_id] wrap_original_game_map_scroll_down(distance) else @display_y = [@display_y + distance].min end end end #-------------------------------------------------------------------------- # ? CLASS Game_Player (edit) # Makes sure viewport stays centered on player, particularly when teleporting near edges. #-------------------------------------------------------------------------- class Game_Player alias wrap_original_game_player_center center def center(x, y) unless $game_temp.outside_array[$game_map.map_id] wrap_original_game_player_center(x, y) else max_x = ($game_map.width + 20) * 128 max_y = ($game_map.height + 15) * 128 $game_map.display_x = [-20 * 128, [x * 128 - CENTER_X, max_x].min].max $game_map.display_y = [-15 * 128, [y * 128 - CENTER_Y, max_y].min].max end end end #-------------------------------------------------------------------------- # ? CLASS Check_Coordinates # Checks for coordinates and keyboard input, then teleports if conditions are met. #-------------------------------------------------------------------------- class Check_Coordinates #------------------------------------------------------------------------ # ? Handles left edge #------------------------------------------------------------------------ def refresh_left unless $game_temp.outside_array[$game_map.map_id] else if $game_player.real_x == 0 if Input.press?(Input::LEFT) def $game_player.passable?(x, y, d) return true end @left_trigger = true end end end end #------------------------------------------------------------------------ # ? Handles right edge #------------------------------------------------------------------------ def refresh_right unless $game_temp.outside_array[$game_map.map_id] else @map_width_max = ($game_map.width - 1) * 128 if $game_player.real_x == @map_width_max if Input.press?(Input::RIGHT) def $game_player.passable?(x, y, d) return true end @right_trigger = true end end end end #------------------------------------------------------------------------ # ? Handles top edge #------------------------------------------------------------------------ def refresh_top unless $game_temp.outside_array[$game_map.map_id] else if $game_player.real_y == 0 if Input.press?(Input::UP) def $game_player.passable?(x, y, d) return true end @top_trigger = true end end end end #------------------------------------------------------------------------ # ? Handles bottom edge #------------------------------------------------------------------------ def refresh_bottom unless $game_temp.outside_array[$game_map.map_id] else @map_height_max = ($game_map.height - 1) * 128 if $game_player.real_y == @map_height_max if Input.press?(Input::DOWN) def $game_player.passable?(x, y, d) return true end @bottom_trigger = true end end end end #------------------------------------------------------------------------ # ? Left teleport #------------------------------------------------------------------------ def left_trigger if @left_trigger == true if $game_player.real_x == -128 $game_player.moveto(($game_map.width - 1), $game_player.y) def $game_player.passable?(x, y, d) new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) unless $game_map.valid?(new_x, new_y) return false end if $DEBUG and Input.press?(Input::CTRL) return true end super end @left_trigger = false end end end #------------------------------------------------------------------------ # ? Right teleport #------------------------------------------------------------------------ def right_trigger if @right_trigger == true if $game_player.real_x == ($game_map.width * 128) $game_player.moveto(0, $game_player.y) def $game_player.passable?(x, y, d) new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) unless $game_map.valid?(new_x, new_y) return false end if $DEBUG and Input.press?(Input::CTRL) return true end super end @right_trigger = false end end end #------------------------------------------------------------------------ # ? Top teleport #------------------------------------------------------------------------ def top_trigger if @top_trigger == true if $game_player.real_y == -128 $game_player.moveto($game_player.x, ($game_map.height - 1)) def $game_player.passable?(x, y, d) new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) unless $game_map.valid?(new_x, new_y) return false end if $DEBUG and Input.press?(Input::CTRL) return true end super end @top_trigger = false end end end #------------------------------------------------------------------------ # ? Bottom teleport #------------------------------------------------------------------------ def bottom_trigger if @bottom_trigger == true if $game_player.real_y == ($game_map.height * 128) $game_player.moveto($game_player.x, 0) def $game_player.passable?(x, y, d) new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) unless $game_map.valid?(new_x, new_y) return false end if $DEBUG and Input.press?(Input::CTRL) return true end super end @bottom_trigger = false end end end end #-------------------------------------------------------------------------- # ? CLASS Sprite_Duplicate # A copy of the Sprite_Character class, with some adjustments made. # Used to create the duplicate event sprites. #-------------------------------------------------------------------------- class Sprite_Duplicate < RPG::Sprite attr_accessor :character # @character is the original event def initialize(viewport, character = nil, x = 0, y = 0) @x = x @y = y super(viewport) @character = character @z=@character.screen_z update end def update super if @tile_id != @character.tile_id or @character_name != @character.character_name or @character_hue != @character.character_hue @tile_id = @character.tile_id @character_name = @character.character_name @character_hue = @character.character_hue if @tile_id >= 384 self.bitmap = RPG::Cache.tile($game_map.tileset_name, @tile_id, @character.character_hue) self.src_rect.set(0, 0, 32, 32) self.ox = 16 self.oy = 32 else self.bitmap = RPG::Cache.character(@character.character_name, @character.character_hue) @cw = bitmap.width / 4 @ch = bitmap.height / 4 self.ox = @cw / 2 self.oy = @ch end end self.visible = (not @character.transparent) if @tile_id == 0 sx = @character.pattern * @cw sy = (@character.direction - 2) / 2 * @ch self.src_rect.set(sx, sy, @cw, @ch) end # The coordinates of the duplicate event sprite. They are relative to the original event, # so the duplicates will move and act as the original does; except the z coordinate, # as when the original sprite would be of range, the duplicate would not appear. self.x = @character.screen_x + @x self.y = @character.screen_y + @y self.z = @z self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth if @character.animation_id != 0 animation = $data_animations[@character.animation_id] animation(animation, true) @character.animation_id = 0 end end end #-------------------------------------------------------------------------- # ? CLASS Sprite_Character (edit) # Used to create the duplicate sprites. #-------------------------------------------------------------------------- class Sprite_Character < RPG::Sprite alias wrap_original_sprite_character_initialize initialize alias wrap_original_sprite_character_update update def initialize(viewport, character = nil) unless $game_temp.outside_array[$game_map.map_id] wrap_original_sprite_character_initialize(viewport, character) else @character = character super(viewport) if $game_map.wrap == nil $game_map.wrap = [] end # 8 duplicates are created, stored in the $game_map.wrap array if character.is_a?(Game_Event) $game_map.wrap.push(Sprite_Duplicate.new(viewport, character, (-$game_map.width * 32), 0)) $game_map.wrap.push(Sprite_Duplicate.new(viewport, character, 0, (-$game_map.height * 32))) $game_map.wrap.push(Sprite_Duplicate.new(viewport, character, ($game_map.width * 32), 0)) $game_map.wrap.push(Sprite_Duplicate.new(viewport, character, 0, ($game_map.height * 32))) $game_map.wrap.push(Sprite_Duplicate.new(viewport, character, (-$game_map.width * 32), (-$game_map.height * 32))) $game_map.wrap.push(Sprite_Duplicate.new(viewport, character, ($game_map.width * 32), ($game_map.height * 32))) $game_map.wrap.push(Sprite_Duplicate.new(viewport, character, (-$game_map.width * 32), ($game_map.height * 32))) $game_map.wrap.push(Sprite_Duplicate.new(viewport, character, ($game_map.width * 32), (-$game_map.height * 32))) end wrap_original_sprite_character_initialize(viewport, @character) end end #------------------------------------------------------------------------ # ? Updates each sprite in the $game_map.wrap array #------------------------------------------------------------------------ def update unless $game_temp.outside_array[$game_map.map_id] wrap_original_sprite_character_update else wrap_original_sprite_character_update if $game_map.wrap != [] and character.is_a?(Game_Player) for duplicate in $game_map.wrap if duplicate != nil duplicate.update end end end end end end #-------------------------------------------------------------------------- # ? CLASS Spriteset_Map (edit) # Prevents "disposed sprite" errors #-------------------------------------------------------------------------- class Spriteset_Map alias wrap_original_spriteset_map_initialize initialize def initialize $game_map.wrap=nil wrap_original_spriteset_map_initialize end end #-------------------------------------------------------------------------- # ? CLASS Scene_Save (edit) # Prevent save errors #-------------------------------------------------------------------------- class Scene_Save < Scene_File alias wrap_original_scene_save_write_save_data write_save_data def write_save_data(file) $game_map.wrap = nil wrap_original_scene_save_write_save_data(file) end end #-------------------------------------------------------------------------- # ? CLASS Scene Map (edit) # Initiates a loop for the methods of the Check_Coordinates class #-------------------------------------------------------------------------- class Scene_Map $coordinate_check = Check_Coordinates.new alias wrap_original_scene_map_update update def update unless $game_temp.outside_array[$game_map.map_id] wrap_original_scene_map_update else $coordinate_check.refresh_left $coordinate_check.refresh_right $coordinate_check.refresh_top $coordinate_check.refresh_bottom $coordinate_check.left_trigger $coordinate_check.right_trigger $coordinate_check.top_trigger $coordinate_check.bottom_trigger wrap_original_scene_map_update end end end O_______________________________________________________O(metà delle cose che fanno le faccio anch'io zizi) (sto qua invece è un mostro....) Link to comment Share on other sites More sharing options...
Alastor Mix@ Posted October 16, 2006 Share Posted October 16, 2006 Uhm utilissimo *_* THX http://img87.imageshack.us/img87/317/schedaalastorva0.pngIL Fumetto fatto in casa che tutti stavano aspettando!http://img182.imageshack.us/img182/6231/natalaeindianopolihz6.jpg Link to comment Share on other sites More sharing options...
Gabriel Posted October 16, 2006 Share Posted October 16, 2006 Si può provare ad usare con il MODE07 script?Almeno quando il pg tocca un bordo del mondo si ritrova all'altro capo. Con la mia lama fenderò le tenebre e con il mio scudo proteggerò i deboli Link to comment Share on other sites More sharing options...
Zerathul Posted October 16, 2006 Author Share Posted October 16, 2006 (edited) Si può provare ad usare con il MODE07 script?Almeno quando il pg tocca un bordo del mondo si ritrova all'altro capo.Per ora no...stanno cercando di risolvere...cmq in teoria puoi sostituire tranquillamente lo script con un common event neanche troppo complicato... Edited October 16, 2006 by Zerathul O_______________________________________________________O(metà delle cose che fanno le faccio anch'io zizi) (sto qua invece è un mostro....) Link to comment Share on other sites More sharing options...
Gabriel Posted October 16, 2006 Share Posted October 16, 2006 Per ora no...stanno cercando di risolvere...cmq in teoria puoi sostituire tranquillamente lo script con un common event neanche troppo complicato...Certo,ma era per avere tutto in un unico pacchetto. :chirol_lovely: Con la mia lama fenderò le tenebre e con il mio scudo proteggerò i deboli Link to comment Share on other sites More sharing options...
Ally Posted October 17, 2006 Share Posted October 17, 2006 Non è male questo script :nn: http://rpg2s.net/gif/SCContest3Oct.gif Link to comment Share on other sites More sharing options...
Alato Posted November 16, 2006 Share Posted November 16, 2006 Aggiunto all'Elenco Script e applicato il Template. o•°' - '°•oHei, mitä kuuluu? http://imagegen.last.fm/winterheadphones/recenttracks/5/Alato.gif Link to comment Share on other sites More sharing options...
Zerathul Posted November 16, 2006 Author Share Posted November 16, 2006 Grazie Alato ^^ avrei dovuto farlo io mi sa *me si sente in colpa* O_______________________________________________________O(metà delle cose che fanno le faccio anch'io zizi) (sto qua invece è un mostro....) Link to comment Share on other sites More sharing options...
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