Sleeping Leonhart Posted August 25, 2007 Share Posted August 25, 2007 (edited) Aeon SystemDescrizioneQuesto script permette di evocare degli Eoni che sostituiscono il party per tutta la loro permanenza. Se gli Eoni muoiono il Party torna in battaglia.AutoreThe Sleeping LeonhartDemoMirror 1Mirror 2Mirror 3Mirror 4Mirror 5 ScriptAeon System #============================================================================== # ** Aeon System #------------------------------------------------------------------------------ # Autore: The Sleeping Leonhart # Versione: 3.0 # Data di rilascio: 29/05/2008 #------------------------------------------------------------------------------ # Descrizione: # Questo script permette di evocare degli Eoni che sostituiscono il party per tutta # la loro permanenza. Se gli Eoni muoiono il Party torna in battaglia. #------------------------------------------------------------------------------ # Istruzioni: # Create delle Skill che serviranno per richiamare gli Eoni. # Per personalizzare lo script andate nella sezione Configurazione. #============================================================================== #============================================================================== # Configurazione #============================================================================== module Aeon_System #========================================================================= # Aeon_Skill: Imposta le skill che evocano gli Eoni. #------------------------------------------------------------------------- # Sintassi: # Aeon_Skill = {Skill_ID => [[Actor_ID, ...], Turn, Type],...} # Parametri: # Skill_ID: Id della skill nel database # Actor_ID: Id dell'eroe nel database # Turn: Numeri di turni in cui l'eone resta in battaglia, se 0 resta fino al ritiro. # Type: 1:Evoca solo l'Eone; # 2:Evoca l'eone e l'invocatore; # 3:Sostituisce l'evocatore con l'eone. #========================================================================= Aeon_Skill = {57=>[[3,4],2,1],61=>[[3,4],2,1]} #========================================================================= # Return_Skill: Imposta la skill che richiama gli Eoni. #------------------------------------------------------------------------- # Sintassi: # Return_Skill= Skill_ID # Parametri: # Skill_ID: Id della skill nel database #========================================================================= Return_Skill = 81 #========================================================================= # Transition: Imposta la transizione visualizzata durante l'evocazione. #------------------------------------------------------------------------- # Sintassi: # Transition = String # Parametri: # String: Nome della Transizione #========================================================================= Transition = "001-Blind01" #========================================================================= # BGM: Imposta la musica eseguita durante i truni dell'evocazione. #------------------------------------------------------------------------- # Sintassi: # BGM = {Skill_ID => String} # Parametri: # Skill_ID: Id della skill nel database che richiama l'eone # String: Nome della musica presente nella cartella BGM, se nil la musica non cambia #========================================================================= BGM = {57 => "005-Boss01"} #========================================================================= # BGM.default: Imposta la musica per gli Eoni non dichiarati in BGM. #------------------------------------------------------------------------- # Sintassi: # BGM.default = String # Parametri: # String: Nome della musica presente nella cartella BGM, se nil la musica non cambia #========================================================================= BGM.default = nil #========================================================================= # Experience: Imposta se gli Eoni prendono esperienza #------------------------------------------------------------------------- # Sintassi: # Experience = Boolean # Parametri: # Boolean: Se true gli Eoni prendono esperienza, altrimenti no #========================================================================= Experience = true end $tsl_script = [] if $tsl_script == nil $tsl_script.push("Aeon System") class Scene_Battle #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- alias tslaeons_scenebattle_main main def main @old_party = [] @aeon_turn = 0 @turn_passed = 0 @evocated = false tslaeons_scenebattle_main end #-------------------------------------------------------------------------- # * Determine Battle Win/Loss Results #-------------------------------------------------------------------------- alias tslaeons_scene_battle_judge judge def judge if $game_party.all_dead? and @evocated call_old_party end # Call old Method tslaeons_scene_battle_judge end #-------------------------------------------------------------------------- # * Frame Update (main phase step 6 : refresh) #-------------------------------------------------------------------------- alias tslaeons_scenebattle_update_phase4_step6 update_phase4_step6 def update_phase4_step6 if @aeon_turn != 0 if ($game_temp.battle_turn - @turn_called) == @aeon_turn and @evocated call_old_party end end if @active_battler.current_action.kind == 1 a = true for enemy in $game_troop.enemies if enemy.exist? a = false end end call_aeon(@skill.id) if Aeon_System::Aeon_Skill.include?(@skill.id) and a == false call_old_party if Aeon_System::Return_Skill == @skill.id end tslaeons_scenebattle_update_phase4_step6 end #-------------------------------------------------------------------------- # * Call an Aeon #-------------------------------------------------------------------------- def call_aeon(skill_id) @old_party = $game_party.actors.dup new_party = [] aeon = Aeon_System::Aeon_Skill[skill_id] for i in aeon[0] new_party.push($game_actors[i]) $game_actors[i].evocated = true end case aeon[2] when 2 new_party.push($game_actors[@active_battlers.id]) when 3 for actor in $game_party.actors new_party.push($game_actors[actor.id]) end new_party.delete($game_actors[@active_battlers.id]) end if Aeon_System::Transition != nil Graphics.freeze $game_temp.transition_processing = true $game_temp.transition_name = Aeon_System::Transition end $game_party.actors = new_party.dup @aeon_escape = $game_temp.battle_can_escape $game_temp.battle_can_escape = false @aeon_turn = aeon[1] @turn_called = $game_temp.battle_turn @evocated = true bgm = Aeon_System::BGM Audio.bgm_play("Audio/BGM/" + bgm[skill_id], 100, 100) if bgm.include?(skill_id) and bgm[skill_id] != nil @spriteset.dispose @spriteset = Spriteset_Battle.new @status_window.refresh end #-------------------------------------------------------------------------- # * Call the old Party #-------------------------------------------------------------------------- def call_old_party if Aeon_System::Transition != nil Graphics.freeze $game_temp.transition_processing = true $game_temp.transition_name = Aeon_System::Transition end $game_party.actors = @old_party.dup $game_system.bgm_play($game_system.battle_bgm) $game_temp.battle_can_escape = @aeon_escape @spriteset.dispose @spriteset = Spriteset_Battle.new @status_window.refresh @evocated = false end #-------------------------------------------------------------------------- # * Start After Battle Phase #-------------------------------------------------------------------------- alias tslaeons_scenebattle_start_phase5 start_phase5 def start_phase5 if @evocated call_old_party end if Aeon_System::Experience exp = 0 for enemy in $game_troop.enemies unless enemy.hidden exp += enemy.exp end end for i in 1...$data_actors.size actor = $game_actors[i] if actor.cant_get_exp? == false if actor.evocated == true last_level = actor.level actor.exp += exp actor.evocated = false end end end end # Call old Method tslaeons_scenebattle_start_phase5 end end class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :evocated #-------------------------------------------------------------------------- # * Object Initialization # actor_id : actor ID #-------------------------------------------------------------------------- alias tslaeons_game_actor_initialize initialize def initialize(actor_id) super() @evocated = false # Call old Method tslaeons_game_actor_initialize(actor_id) end end class Game_Party #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :actors # actors end Script Evocazioni - XRXS_BP Version #=============================================================================== # Summon #============================================================================= # The Sleeping Leonhart # Versione XRXS_BP # 9-11-2007 #============================================================================= # Lo script permette di evocare come in Final Fantasy X. # L'evocazione è un comune eroe che va creato ne database. # La skill con cui si richiama l'evocazione può essere impostata come una normale # skill. #============================================================================= module Evocation #Sintassi: #Evocated_Actor = {Id della Skill => [id Eroe Evocato1,Id Eroe Evocato2,etc..] } Evocated_Actor = {81 => [3,4], 57 =>[5,6], 61 => [9]} #Sintassi: #Summon_Item = {ID Oggetto => ID Skill} #L'oggetto richiama l'id della skill e la usa #le proprita di quella skill (Turni, BGM, ecc..) Summon_Item = {1 => 81} #Id della skill che rimuove solo l'evocatore Remove_Only_Summoner = {61 => true} Remove_Only_Summoner.default = false #Id della skill per far rimanere solo l'evocatore e l'evocazione Summoner_Rest = {81 => true} Summoner_Rest.default = false #Id della skill per far rientrare l'evocazione Return_Id = 83 #Name della transizione Transition = "001-Blind01" #Sintassi: #BGM = {Id della Skill => Nome del BGM} BGM = {81 => "005-Boss01"} #BGM per le summon non dichiarate BGM.default = nil #Sintassi: #Turn = {Id della Skill => Numero di Turni} #0 = Infiniti Turn = {81 => 0} Turn.default = 0 #Se è true la summon riceve esperieza(la stessa del party) Experience = false end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler attr_accessor :evocated # Aliasing old Method alias tsl_evocation_game_actor_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization # actor_id : actor ID #-------------------------------------------------------------------------- def initialize(actor_id) super() @evocated = false # Call old Method tsl_evocation_game_actor_initialize(actor_id) end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle # Aliasing old Method alias tsl_evocation_scene_battle_main main #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @last_party = [] @evocation = false @evocated_turn = 0 @summon = [] # Call old Method tsl_evocation_scene_battle_main end # Aliasing old Method alias tsl_evocation_scene_battle_judge judge #-------------------------------------------------------------------------- # * Determine Battle Win/Loss Results #-------------------------------------------------------------------------- def judge if @evocation == true if $game_party.all_dead? party_return end if @summon != [] if summon_dead? party_return end end end # Call old Method tsl_evocation_scene_battle_judge end def summon_dead? if @summon.size == 0 return false end for actor in @summon if actor.hp > 0 return false end end return true end # Aliasing old Method alias tsl_evocation_scene_battle_update_phase4_step5 update_phase4_step5 def update_phase4_step5 evocated? # Call old Method tsl_evocation_scene_battle_update_phase4_step5 end #-------------------------------------------------------------------------- # * Determine if Summon or recall Party #-------------------------------------------------------------------------- def evocated? if Evocation::Summon_Item.include?(@item.id) @id = Evocation::Summon_Item[@item.id] else @id = @skill.id end if Evocation::Evocated_Actor.include?(@id) if Evocation::BGM.include?(@id) if Evocation::BGM != nil Audio.bgm_play("Audio/BGM/" + Evocation::BGM[@id], 100, 100) $game_system.bgm_memorize end end @summon_turn = Evocation::Turn[@id] @evocated_turn = $game_temp.battle_turn evocate_actor(Evocation::Evocated_Actor[@id]) end if @id == Evocation::Return_Id party_return end end #-------------------------------------------------------------------------- # * Call the summon #-------------------------------------------------------------------------- def evocate_actor(actors) #Memorize the old party unless @evocation == true for i in 0..$game_party.actors.size - 1 @last_party[i] = $game_party.actors[i].id end end #Change Escape Condition @escape = $game_temp.battle_can_escape $game_temp.battle_can_escape = false #Clear the party if Evocation::Remove_Only_Summoner[@id] $game_party.remove_actor(@active_battler.id) else $game_party.actors.clear end #Execute the transition if Evocation::Transition != nil Graphics.freeze $game_temp.transition_processing = true $game_temp.transition_name = Evocation::Transition end #Summon the actor if Evocation::Remove_Only_Summoner[@id] for i in 0..actors.size - 1 $game_party.add_actor(actors[i]) @summon[i] = $game_actors[actors[i]] $game_actors[actors[i]].evocated = true end else if Evocation::Summoner_Rest[@id] $game_party.add_actor(@active_battler.id) end for i in 0..actors.size - 1 $game_party.add_actor(actors[i]) $game_actors[actors[i]].evocated = true end end @cp_thread = Scene_Battle_CP.new #Set the value of variable @evocation = true @spriteset.dispose @spriteset = Spriteset_Battle.new @status_window.refresh @skill = nil @item = nil end #-------------------------------------------------------------------------- # * Recall old Party #-------------------------------------------------------------------------- def party_return $game_system.bgm_play($game_system.bgm_memorize) $game_party.actors.clear if Evocation::Transition != nil Graphics.freeze $game_temp.transition_processing = true $game_temp.transition_name = Evocation::Transition end $game_temp.battle_can_escape = @escape for i in 0..@last_party.size - 1 $game_party.add_actor(@last_party[i]) end @spriteset.dispose @spriteset = Spriteset_Battle.new @cp_thread = Scene_Battle_CP.new @status_window.refresh @summon_turn = 0 @evocation = false @summon = [] @skill = nil @item = nil end # Aliasing old Method alias tsl_evocation_scene_battle_update_phase4_step6 update_phase4_step6 #-------------------------------------------------------------------------- # * Frame Update (main phase step 6 : refresh) #-------------------------------------------------------------------------- def update_phase4_step6 if @summon_turn != 0 if ($game_temp.battle_turn - @evocated_turn) == @summon_turn and @evocation party_return end end # Call old Method tsl_evocation_scene_battle_update_phase4_step6 end # Aliasing old Method alias tsl_evocation_scene_battle_start_phase5 start_phase5 #-------------------------------------------------------------------------- # * Start After Battle Phase #-------------------------------------------------------------------------- def start_phase5 if @evocation party_return end if Evocation::Experience exp = 0 for enemy in $game_troop.enemies unless enemy.hidden exp += enemy.exp end end for i in 1...$data_actors.size actor = $game_actors[i] if actor.cant_get_exp? == false if actor.evocated == true last_level = actor.level actor.exp += exp actor.evocated = false end end end end # Call old Method tsl_evocation_scene_battle_start_phase5 end end Aeon System RTAB Version #============================================================================== # ** Aeon System RTAB Version #------------------------------------------------------------------------------ # Autore: The Sleeping Leonhart # Versione: 3.0 # Data di rilascio: 30/05/2008 #------------------------------------------------------------------------------ # Descrizione: # Questo script permette di evocare degli Eoni che sostituiscono il party # per tutta la loro permanenza. Se un Eone muore il Party torna in battaglia. #------------------------------------------------------------------------------ # Istruzioni: # Create delle Skill che serviranno per richiamare gli Eoni. # Per personalizzare lo script andate nella sezione Configurazione. #============================================================================== #============================================================================== # Configurazione #============================================================================== module Aeon_System #========================================================================= # Aeon_Skill: Imposta le skill che evocano gli Eoni. #------------------------------------------------------------------------- # Sintassi: # Aeon_Skill = {Skill_ID => [[Actor_ID, ...], Turn, Type],...} # Parametri: # Skill_ID: Id della skill nel database # Actor_ID: Id dell'eroe nel database # Turn: Numeri di turni in cui l'eone resta in battaglia, se 0 resta fino al ritiro. # Type: 1:Evoca solo l'Eone; # 2:Evoca l'eone e l'invocatore; # 3:Sostituisce l'evocatore con l'eone. #========================================================================= Aeon_Skill = {57=>[[3,4],2,1],61=>[[3,4],2,1]} #========================================================================= # Return_Skill: Imposta la skill che richiama gli Eoni. #------------------------------------------------------------------------- # Sintassi: # Return_Skill= Skill_ID # Parametri: # Skill_ID: Id della skill nel database #========================================================================= Return_Skill = 81 #========================================================================= # Transition: Imposta la transizione visualizzata durante l'evocazione. #------------------------------------------------------------------------- # Sintassi: # Transition = String # Parametri: # String: Nome della Transizione #========================================================================= Transition = "001-Blind01" #========================================================================= # BGM: Imposta la musica eseguita durante i truni dell'evocazione. #------------------------------------------------------------------------- # Sintassi: # BGM = {Skill_ID => String} # Parametri: # Skill_ID: Id della skill nel database che richiama l'eone # String: Nome della musica presente nella cartella BGM, se nil la musica non cambia #========================================================================= BGM = {57 => "005-Boss01"} #========================================================================= # BGM.default: Imposta la musica per gli Eoni non dichiarati in BGM. #------------------------------------------------------------------------- # Sintassi: # BGM.default = String # Parametri: # String: Nome della musica presente nella cartella BGM, se nil la musica non cambia #========================================================================= BGM.default = nil #========================================================================= # Experience: Imposta se gli Eoni prendono esperienza #------------------------------------------------------------------------- # Sintassi: # Experience = Boolean # Parametri: # Boolean: Se true gli Eoni prendono esperienza, altrimenti no #========================================================================= Experience = true end $tsl_script = [] if $tsl_script == nil $tsl_script.push("Aeon System") class Scene_Battle #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- alias tslaeons_scenebattle_main main def main @old_party = [] @aeon_turn = 0 @turn_passed = 0 @evocated = false tslaeons_scenebattle_main end #-------------------------------------------------------------------------- # * Determine Battle Win/Loss Results #-------------------------------------------------------------------------- alias tslaeons_scene_battle_judge judge def judge if $game_party.all_dead? and @evocated call_old_party end # Call old Method tslaeons_scene_battle_judge end #-------------------------------------------------------------------------- # * Frame Update (main phase step 6 : refresh) #-------------------------------------------------------------------------- alias tslaeons_scenebattle_update_phase4_step6 update_phase4_step6 def update_phase4_step6(battler) if @aeon_turn != 0 if ($game_temp.battle_turn - @turn_called) == @aeon_turn and @evocated call_old_party end end if battler.current_action.kind == 1 a = true for enemy in $game_troop.enemies if enemy.exist? a = false end end call_aeon(@skill.id) if Aeon_System::Aeon_Skill.include?(@skill.id) and a == false call_old_party if Aeon_System::Return_Skill == @skill.id end tslaeons_scenebattle_update_phase4_step6(battler) end #-------------------------------------------------------------------------- # * Call an Aeon #-------------------------------------------------------------------------- def call_aeon(skill_id) refresh_aeons_party @status_window.dispose @old_party = $game_party.actors.dup new_party = [] aeon = Aeon_System::Aeon_Skill[skill_id] for i in aeon[0] new_party.push($game_actors[i]) end case aeon[2] when 2 new_party.push($game_actors[@active_battlers.id]) when 3 for actor in $game_party.actors new_party.push($game_actors[actor.id]) end new_party.delete($game_actors[@active_battlers.id]) end if Aeon_System::Transition != nil Graphics.freeze $game_temp.transition_processing = true $game_temp.transition_name = Aeon_System::Transition end $game_party.actors = new_party.dup refresh_aeons_party @aeon_escape = $game_temp.battle_can_escape $game_temp.battle_can_escape = false @aeon_turn = aeon[1] @turn_called = $game_temp.battle_turn @evocated = true bgm = Aeon_System::BGM Audio.bgm_play("Audio/BGM/" + bgm[skill_id], 100, 100) if bgm.include?(skill_id) and bgm[skill_id] != nil @spriteset.dispose @spriteset = Spriteset_Battle.new @status_window = Window_BattleStatus.new @command.clear end #-------------------------------------------------------------------------- # * Refresh the Party #-------------------------------------------------------------------------- def refresh_aeons_party for i in 0...$game_party.actors.size actor = $game_party.actors[i] command_delete actor.at = 0 actor.atp = 0 $scene.spell_reset(actor) actor.damage_pop = {} actor.damage = {} actor.damage_sp = {} actor.critical = {} actor.recover_hp = {} actor.recover_sp = {} actor.state_p = {} actor.state_m = {} actor.animation = [] actor.current_action.clear end end #-------------------------------------------------------------------------- # * Call the old Party #-------------------------------------------------------------------------- def call_old_party @status_window.dispose if Aeon_System::Transition != nil Graphics.freeze $game_temp.transition_processing = true $game_temp.transition_name = Aeon_System::Transition end $game_party.actors = @old_party.dup $game_system.bgm_play($game_system.battle_bgm) $game_temp.battle_can_escape = @aeon_escape @spriteset.dispose @spriteset = Spriteset_Battle.new @status_window = Window_BattleStatus.new @evocated = false end #-------------------------------------------------------------------------- # * Start After Battle Phase #-------------------------------------------------------------------------- alias tslaeons_scenebattle_start_phase5 start_phase5 def start_phase5 if @evocated call_old_party end if Aeon_System::Experience exp = 0 for enemy in $game_troop.enemies unless enemy.hidden exp += enemy.exp end end for i in 1...$data_actors.size actor = $game_actors[i] if actor.cant_get_exp? == false if actor.evocated == true last_level = actor.level actor.exp += exp actor.evocated = false end end end end # Call old Method tslaeons_scenebattle_start_phase5 end end class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :evocated #-------------------------------------------------------------------------- # * Object Initialization # actor_id : actor ID #-------------------------------------------------------------------------- alias tslaeons_game_actor_initialize initialize def initialize(actor_id) super() @evocated = false # Call old Method tslaeons_game_actor_initialize(actor_id) end end class Game_Party #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :actors # actors end class Window_BattleStatus < Window_Base alias tsl_evocation_windowbattlestatus_refresh refresh def refresh(number = 0) if number == nil number = 0 end tsl_evocation_windowbattlestatus_refresh(number = 0) end alias tsl_evocation_windowbattlestatus_atrefresh at_refresh def at_refresh(number = 0) if number == nil number = 0 end tsl_evocation_windowbattlestatus_atrefresh(number = 0) end end Aeon Development #============================================================================== # ** Aeon Development #------------------------------------------------------------------------------ # Autore: The Sleeping Leonhart # Versione: 2.0 # Data di rilascio: 29/05/2008 #------------------------------------------------------------------------------ # Descrizione: # Questo script permette di visualizzare lo status degli Eoni e di fargli # apprendere nuove abilità, potenziare le statistiche e usare oggetti. #------------------------------------------------------------------------------ # Istruzioni: # Per richiamare il menu dello status inserire il seguente codice # attraverso il comando Script degli eventi: # $scene = Scene_AeonStatus.new # Per personalizzare lo script andate nella sezione Configurazione. #============================================================================== #============================================================================== # Configurazione #============================================================================== module Aeon_Development #========================================================================= # Aeon_Item_Id: Imposta gli oggetti usabili dagli Eoni. #------------------------------------------------------------------------- # Sintassi: # Aeon_Item_Id = [item_ID, ...] # Parametri: # Item_ID: Id dell'oggetto nel database #========================================================================= Aeon_Item_Id = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22] #========================================================================= # Stat_Item: Imposta gli oggetti che aumentano le statistiche. #------------------------------------------------------------------------- # Sintassi: # Attributo_Item = {Item_ID => [N1, N2],...} # Parametri: # Item_ID: Id dell'oggetto nel database # N1: Incremento della statistica # N2: Quantità di ogetti richiesta #========================================================================= Hp_Item = {1=>[500,2]} Sp_Item = {2=>[40,1]} Atk_Item = {3=>[5,2]} Str_Item = {4=>[5,5]} PDef_Item = {5=>[5,5]} MDef_Item = {6=>[5,5]} Agi_Item = {7=>[5,5]} Int_Item = {8=>[5,5]} Dex_Item = {9=>[5,5]} Eva_Item = {10=>[1,99]} #========================================================================= # Skill_Item: Imposta gli oggetti che insegnano le skill. #------------------------------------------------------------------------- # Sintassi: # Skill_Item = {Item_ID => [skill_ID, N2],...} # Parametri: # Item_ID: Id dell'oggetto nel database # Skill_ID: Id della skill nel database che verrà appresa # N2: Quantità di ogetti richiesta #========================================================================= Skill_Item = {1=>[10,5],3=>[25,7]} end $tsl_script = [] if $tsl_script == nil $tsl_script.push("Aeon Development") #Controlla l'esistenza degli script richiesti if $tsl_script.include?("Aeon System") class Game_Battler attr_accessor :atks attr_accessor :pdefs attr_accessor :mdefs attr_accessor :evas alias tslaeonsdevelop_gamebattler_initialize initialize def initialize @atks = 0 @pdefs = 0 @mdefs = 0 @evas = 0 tslaeonsdevelop_gamebattler_initialize end alias tslaeonsdevelop_gamebattler_atk atk def atk value = tslaeonsdevelop_gamebattler_atk value += @atks return value end alias tslaeonsdevelop_gamebattler_pdef pdef def pdef value = tslaeonsdevelop_gamebattler_pdef value += @pdefs return value end alias tslaeonsdevelop_gamebattler_mdef mdef def mdef value = tslaeonsdevelop_gamebattler_mdef value += @mdefs return value end alias tslaeonsdevelop_gamebattler_eva eva def eva value = tslaeonsdevelop_gamebattler_eva value += @evas return value end end class Window_AeonStatus < Window_Base def initialize(actor) super(160, 64, 480, 416) self.contents = Bitmap.new(width - 32, height - 32) @actor = $game_actors[actor] refresh end def refresh self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 0, 192, 0) draw_actor_parameter(@actor, 0, 224, 1) draw_actor_parameter(@actor, 0, 256, 2) draw_actor_parameter(@actor, 0, 288, 3) draw_actor_parameter(@actor, 256, 192, 4) draw_actor_parameter(@actor, 256, 224, 5) draw_actor_parameter(@actor, 256, 256, 6) self.contents.font.color = system_color self.contents.draw_text(256, 288, 120, 32, "Evasione") self.contents.font.color = normal_color self.contents.draw_text(256 + 120, 288, 36, 32, @actor.eva.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(256, 48, 80, 32, "Exp") self.contents.draw_text(256, 80, 80, 32, "Next") self.contents.font.color = normal_color self.contents.draw_text(256 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(256 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) end end class Window_AeonCommand < Window_Selectable def initialize super(0, 64, 160, 416) self.contents = Bitmap.new(width - 32, @item_max * 32) @learned = [] @command = [] $aeons_party = [] refresh self.index = 0 end def refresh self.contents.clear for i in 0...$game_party.actors.size actor = $game_party.actors[i] for j in actor.skills if Aeon_System::Aeon_Skill.include?(j) and not @learned.include?(j) @learned.push(j) end end end for i in 0...@learned.size for j in 0...Aeon_System::Aeon_Skill[@learned[i]][0].size @command.push(Aeon_System::Aeon_Skill[@learned[i]][0][j]) if not @command.include?(Aeon_System::Aeon_Skill[@learned[i]][0][j]) end end @item_max = [@command.size,1].max self.contents = Bitmap.new(width - 32, @item_max * 32) for i in 0..@command.size - 1 $aeons_party[i] = @command[i] draw_item(i) end end def actor return @command[self.index] end def draw_item(index) x = 4 y = index * 32 self.contents.draw_text(x, y, 160, 32, $data_actors[@command[index]].name) end def update_cursor_rect if self.index == -1 self.cursor_rect.set(0, 0, 128, @item_max * 32) else self.cursor_rect.set(0, @index * 32, 128, 32) end end end class Window_AeonChoice < Window_Selectable def initialize super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) @commands = ["Oggetti","Addestra","Alleva"] @item_max = 3 @column_max = 3 draw_item(0, normal_color) draw_item(1, normal_color) draw_item(2, normal_color) self.active = false self.index = 0 end def draw_item(index, color) self.contents.font.color = color rect = Rect.new(index * 160 + 84, 0, 128 - 10, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index], 1) end def update_cursor_rect self.cursor_rect.set(index * 160+80, 0, 128, 32) end end class Window_Aeon_Item < Window_Selectable def initialize super(160, 64, 480, 416) @column_max = 1 refresh self.index = 0 if $game_temp.in_battle self.y = 64 self.height = 272 self.back_opacity = 160 end end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 for j in 0...Aeon_Development::Aeon_Item_Id.size if i == Aeon_Development::Aeon_Item_Id[j] @data.push($data_items [i] ) end end end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.size = 20 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 = $game_party.item_number(item.id) end self.contents.font.color = normal_color x = 4 + index % 1 * (240 + 32) y = index / 1 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(x + 28, y, 212, 32, item.name, 0) self.contents.draw_text(x + 204, y, 16, 32, ":", 1) self.contents.draw_text(x + 220, y, 24, 32, number.to_s, 2) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end class Window_AeonAttribute < Window_Selectable def initialize super(0, 0, 640, 288) @column_max = 1 refresh self.index = 0 end def item return @data[self.index] end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 if Aeon_Development::Hp_Item.include?(i) or Aeon_Development::Sp_Item.include?(i) or Aeon_Development::Atk_Item.include?(i) or Aeon_Development::Str_Item.include?(i) or Aeon_Development::PDef_Item.include?(i) or Aeon_Development::MDef_Item.include?(i) or Aeon_Development::Agi_Item.include?(i) or Aeon_Development::Int_Item.include?(i) or Aeon_Development::Dex_Item.include?(i) or Aeon_Development::Eva_Item.include?(i) @data.push($data_items[i]) end 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 item_max return @item_max end def draw_item(index) item = @data[index] number = $game_party.item_number(item.id) self.contents.font.color = normal_color x = 4 y = index * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 n = 0 lose = 0 text = " [" if Aeon_Development::Hp_Item.include?(item.id) text.concat(" #{$data_system.words.hp} + #{Aeon_Development::Hp_Item[item.id][0]}") n += 1 lose += Aeon_Development::Hp_Item[item.id][1] end if Aeon_Development::Sp_Item.include?(item.id) text.concat(" #{$data_system.words.sp} + #{Aeon_Development::Sp_Item[item.id][0]}") n += 1 lose += Aeon_Development::Sp_Item[item.id][1] end if Aeon_Development::Atk_Item.include?(item.id) text.concat(" #{$data_system.words.atk} + #{Aeon_Development::Atk_Item[item.id][0]}") n += 1 lose += Aeon_Development::Atk_Item[item.id][1] end if Aeon_Development::Str_Item.include?(item.id) text.concat(" #{$data_system.words.str} + #{Aeon_Development::Str_Item[item.id][0]}") n += 1 lose += Aeon_Development::Str_Item[item.id][1] end if Aeon_Development::PDef_Item.include?(item.id) text.concat(" #{$data_system.words.pdef}. + #{Aeon_Development::PDef_Item[item.id][0]}") n += 1 lose += Aeon_Development::PDef_Item[item.id][1] end if Aeon_Development::MDef_Item.include?(item.id) text.concat(" #{$data_system.words.mdef} + #{Aeon_Development::MDef_Item[item.id][0]}") n += 1 lose += Aeon_Development::MDef_Item[item.id][1] end if Aeon_Development::Agi_Item.include?(item.id) text.concat(" #{$data_system.words.agi} + #{Aeon_Development::Agi_Item[item.id][0]}") n += 1 lose += Aeon_Development::Agi_Item[item.id][1] end if Aeon_Development::Int_Item.include?(item.id) text.concat(" #{$data_system.words.int} + #{Aeon_Development::Int_Item[item.id][0]}") n += 1 lose += Aeon_Development::Int_Item[item.id][1] end if Aeon_Development::Dex_Item.include?(item.id) text.concat(" #{$data_system.words.dex} + #{Aeon_Development::Dex_Item[item.id][0]}") n += 1 lose += Aeon_Development::Dex_Item[item.id][1] end if Aeon_Development::Eva_Item.include?(item.id) text.concat(" Evasione + #{Aeon_Development::Eva_Item[item.id][0]}") n += 1 lose += Aeon_Development::Eva_Item[item.id][1] end lost = lose / n lost = lost.to_i text.concat("]") self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 256, 32, item.name) self.contents.font.color = system_color self.contents.draw_text(x + 28 + self.contents.text_size(item.name).width, y, 256-32,32 , text) self.contents.draw_text(x + 28 + self.contents.text_size(item.name).width + self.contents.text_size(text).width, y, 480-32,32 ," x " + lost.to_s) self.contents.font.color = normal_color self.contents.draw_text(x + 512, y, 128,32 ," : " + number.to_s) end def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end class Window_AeonAttributeStatus < Window_Base def initialize(actor) super(0, 288, 640, 192) self.contents = Bitmap.new(width - 32, height - 32) @actor = $game_actors[actor] refresh end def refresh self.contents.clear draw_actor_hp(@actor, 0, 0, 172) draw_actor_sp(@actor, 256, 0, 172) draw_actor_parameter(@actor, 0, 32, 0) draw_actor_parameter(@actor, 0, 64, 1) draw_actor_parameter(@actor, 0, 96, 2) draw_actor_parameter(@actor, 0, 128, 3) draw_actor_parameter(@actor, 256, 32, 4) draw_actor_parameter(@actor, 256, 64, 5) draw_actor_parameter(@actor, 256, 96, 6) self.contents.font.color = system_color self.contents.draw_text(256, 128, 120, 32, "Evasione") self.contents.font.color = normal_color self.contents.draw_text(256 + 120, 128, 36, 32, @actor.eva.to_s, 2) end end class Window_AeonAbilities < Window_Selectable def initialize super(0, 64, 640, 480-64) @column_max = 1 refresh self.index = 0 end def item return @data[self.index] end def item_max return @item_max end def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 if Aeon_Development::Skill_Item.include?(i) @data.push($data_items[i]) end 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] number = $game_party.item_number(item.id) self.contents.font.color = normal_color x = 4 y = index * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 text = " [insegna #{$data_skills[Aeon_Development::Skill_Item[item.id][0]].name}]" self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 480-32, 32, item.name) self.contents.font.color = system_color self.contents.draw_text(x + 28 + self.contents.text_size(item.name).width, y, 480-32,32 , text) self.contents.draw_text(x + 28 + self.contents.text_size(item.name).width + self.contents.text_size(text).width, y, 480-32,32 ," x " + Aeon_Development::Skill_Item[item.id][1].to_s ) self.contents.font.color = normal_color self.contents.draw_text(x + 512, y, 128,32 ," : " + number.to_s) end def update_help @help_window.set_text(self.item == nil ? "" : $data_skills[Aeon_Development::Skill_Item[self.item.id][0]].description) end end class Scene_AeonStatus def main @command_window = Window_AeonCommand.new @target_window = Window_AeonCommand.new @target_window.visible = false @target_window.active = false @index = @command_window.actor @info_window = Window_AeonStatus.new(@index) @help_window = Window_Help.new @item_window = Window_Aeon_Item.new @choice = Window_AeonChoice.new @choice.active = false @item_window.active = false @item_window.visible = false @item_window.help_window = @help_window @help_window.visible = false Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @target_window.dispose @info_window.dispose @choice.dispose @item_window.dispose @help_window.dispose end def update @command_window.update @target_window.update @info_window.update @choice.update @item_window.update @help_window.update if @command_window.active update_command return end if @choice.active update_choice return end if @item_window.active update_item return end if @target_window.active update_target return end end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(4) return end if Input.trigger?(Input::DOWN) @info_window.dispose @index = @command_window.actor @info_window = Window_AeonStatus.new(@index) end if Input.trigger?(Input::UP) @info_window.dispose @index = @command_window.actor @info_window = Window_AeonStatus.new(@index) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) @choice.active = true @command_window.active = false return end end def update_choice if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @choice.active = false @command_window.active = true return end if Input.trigger?(Input::C) case @choice.index when 0 $game_system.se_play($data_system.decision_se) @item_window.active = true @item_window.visible = true @help_window.visible = true @choice.active = false @choice.visible = false @info_window.visible = false when 1 $game_system.se_play($data_system.decision_se) $scene = Scene_AeonAbilities.new(@command_window.actor) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_AeonAttribute.new(@command_window.actor) return end end end def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @choice.active = true @item_window.active = false @item_window.visible = false @help_window.visible = false @choice.visible = true @info_window.visible = 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 @item_window.visible = false @target_window.active = true @target_window.visible = true @command_window.visible = false @info_window.dispose @index = @command_window.actor @info_window = Window_AeonStatus.new(@index) @info_window.visible = 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 end def update_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 @item_window.active = true @item_window.visible = true @command_window.visible = true @target_window.active = false @target_window.visible = false @info_window.visible = false return end unless @target_window.index == -1 if Input.trigger?(Input::DOWN) @info_window.dispose @index = @target_window.actor @info_window = Window_AeonStatus.new(@index) end if Input.trigger?(Input::UP) @info_window.dispose @index = @target_window.actor @info_window = Window_AeonStatus.new(@index) end 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 $aeons_party used |= $game_actors[i].item_effect(@item) end end if @target_window.index >= 0 target = $game_actors[@target_window.actor] used = target.item_effect(@item) end @info_window.refresh 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 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 end class Scene_AeonAttribute def initialize(actor_index) @actor_index = actor_index end def main @actor = $game_actors[@actor_index] @item_window = Window_AeonAttribute.new @info_window = Window_AeonAttributeStatus.new(@actor_index) Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @item_window.dispose @info_window.dispose end def update @item_window.update @info_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_AeonStatus.new return end if Input.trigger?(Input::C) @item = @item_window.item @lose = 0 @n = 0 @number = $game_party.item_number(@item.id) if Aeon_Development::Hp_Item.include?(@item.id) && @number >= Aeon_Development::Hp_Item[@item.id][1] @actor.maxhp += Aeon_Development::Hp_Item[@item.id][0] @lose += Aeon_Development::Hp_Item[@item.id][1] @n += 1 end if Aeon_Development::Sp_Item.include?(@item.id) && @number >= Aeon_Development::Sp_Item[@item.id][1] @actor.maxsp += Aeon_Development::Sp_Item[@item.id][0] @lose += Aeon_Development::Sp_Item[@item.id][1] @n += 1 end if Aeon_Development::Atk_Item.include?(@item.id) && @number >= Aeon_Development::Atk_Item[@item.id][1] @actor.atks += Aeon_Development::Atk_Item[@item.id][0] @lose += Aeon_Development::Atk_Item[@item.id][1] @n += 1 end if Aeon_Development::Str_Item.include?(@item.id) && @number >= Aeon_Development::Str_Item[@item.id][1] @actor.str +=Aeon_Development::Str_Item[@item.id][0] @lose += Aeon_Development::Str_Item[@item.id][1] @n += 1 end if Aeon_Development::PDef_Item.include?(@item.id) && @number >= Aeon_Development::PDef_Item[@item.id][1] @actor.pdefs += Aeon_Development::PDef_Item[@item.id][0] @lose += Aeon_Development::PDef_Item[@item.id][1] @n += 1 end if Aeon_Development::MDef_Item.include?(@item.id) && @number >= Aeon_Development::MDef_Item[@item.id][1] @actor.mdefs += Aeon_Development::MDef_Item[@item.id][0] @lose += Aeon_Development::MDef_Item[@item.id][1] @n += 1 end if Aeon_Development::Agi_Item.include?(@item.id) && @number >= Aeon_Development::Agi_Item[@item.id][1] @actor.agi += Aeon_Development::Agi_Item[@item.id][0] @lose += Aeon_Development::Agi_Item[@item.id][1] @n += 1 end if Aeon_Development::Int_Item.include?(@item.id) && @number >= Aeon_Development::Int_Item[@item.id][1] @actor.int += Aeon_Development::Int_Item[@item.id][0] @lose += Aeon_Development::Int_Item[@item.id][1] @n += 1 end if Aeon_Development::Dex_Item.include?(@item.id) && @number >= Aeon_Development::Dex_Item[@item.id][1] @actor.dex += Aeon_Development::Dex_Item[@item.id][0] @lose += Aeon_Development::Dex_Item[@item.id][1] @n += 1 end if Aeon_Development::Eva_Item.include?(@item.id) && @number >= Aeon_Development::Eva_Item[@item.id][1] @actor.evas += Aeon_Development::Eva_Item[@item.id][0] @lose += Aeon_Development::Eva_Item[@item.id][1] @n += 1 end @index = @item_window.index if @n !=0 $game_party.lose_item(@item.id, (@lose/@n).to_i) $game_system.se_play($data_system.decision_se) else $game_system.se_play($data_system.buzzer_se) end @item_window.dispose @item_window = Window_AeonAttribute.new @info_window.refresh unless @index >= @item_window.item_max @item_window.index=(@index) else @item_window.index=(0) end return end end end class Scene_AeonAbilities def initialize(actor_index) @actor_index = actor_index end def main @actor = $game_actors[@actor_index] @help_window = Window_Help.new @item_window = Window_AeonAbilities.new @item_window.help_window = @help_window Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @item_window.dispose @help_window.dispose end def update @item_window.update @help_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_AeonStatus.new return end if Input.trigger?(Input::C) @item = @item_window.item @number = $game_party.item_number(@item.id) @index = @item_window.index unless @item_window.item == nil or @actor.skill_learn?(Aeon_Development::Skill_Item[@item.id][0]) || @number < Aeon_Development::Skill_Item[@item.id][1] @actor.learn_skill(Aeon_Development::Skill_Item[@item.id][0]) $game_system.se_play($data_system.decision_se) $game_party.lose_item(@item.id, Aeon_Development::Skill_Item[@item.id][1]) else $game_system.se_play($data_system.buzzer_se) end @item_window.dispose @item_window = Window_AeonAbilities.new unless @index >= @item_window.item_max @item_window.index=(@index) else @item_window.index=(0) end return end end end else #Se lo script richiesto non è inserito lo script viene disabilitato print("Aeon Development disabilitato\nL'Aeon Development richiede lo script Aeon System") end Istruzioni per l'usoSono all'interno degli scriptAspetto segnalazioni di bug, suggerimenti, commenti etc... Edited March 18, 2013 by Apo applicato tag code http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Soul Eater Posted August 25, 2007 Share Posted August 25, 2007 Ho provato lo script, che mi sembra davvero carino e interessante, solo che quando l'evocazione batte tutti i mostri presenti in campo da l'errore alla riga 76!!! Targhettehttp://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png http://www.rpg2s.net/dax_games/r2s_regali5.png Link to comment Share on other sites More sharing options...
DarkShika Posted August 25, 2007 Share Posted August 25, 2007 OK, ora voglio provarlo, poi edito il messaggio e ti dico com'è http://www.naruto-kun.com/images/narutotest/shikamaru.jpg Link to comment Share on other sites More sharing options...
Tio Posted August 25, 2007 Share Posted August 25, 2007 Molto interessante come script, bravo Leonheart!Al momento non ho rmxp in questo pc, però appena posso lo provo subito! "Dopo gli ultimi Final Fantasy, ho capito solamente una cosa: che il gioco è bello quando Nomura poco."Making is not dead. You are dead.RELEASE: La Bussola d'Oro | Download | Video di anteprima - La Partenza di Hanna http://i.imgur.com/cFgc2lW.png Prova Standrama! Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted August 26, 2007 Author Share Posted August 26, 2007 Fixato ed aggiornato.Adesso si possono evocare più di un eroe(tipo Magus Sister per intenderci).Domani ci lavorerò un altro pochino sopra. http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
redXIII Posted August 26, 2007 Share Posted August 26, 2007 ancora non lo provato ma sa k è bello complimenti LAST LEGEND tempo di programmazione rimasto in percentuale è:Storia del gioco: 98%Storia dei personaggi: 75%Storia politica mondiale: 80%Applicazione e sviluppo dell'avventura, tempo rimasto in percentuale è:Titleset:40%Charaset:20%Animation:90%Idem,Skill,Armi:50%Scene Animate:10%http://img518.imageshack.us/img518/5919/logoufficialecopiawr2.png Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted August 28, 2007 Author Share Posted August 28, 2007 Problema:Come acquisiscono esperienza l'evocazioni?Faccio che ricevono la stessa esperienza del party o che hanno dei punti esperienza propri tipo AP?Voi cosa ne pensate? http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Soul Eater Posted August 28, 2007 Share Posted August 28, 2007 Io direi Esp del party che è abbastanza semplice:D!!! Targhettehttp://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png http://www.rpg2s.net/dax_games/r2s_regali5.png Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted August 29, 2007 Author Share Posted August 29, 2007 (edited) Ok ora le evocazioni prendono esperienza.(la stessa del party)Ho fixato qualche altro bug ed ho scoperto che lo script è incompatibile con L'RTAB di cogwheel.Purtroppo sono in una fase di stallo non sapendo cosa aggiungere allo scriptqualsiasi suggerimento mi farebbe comodo. Atendo risposte. Edited August 29, 2007 by Sleeping Leonhart http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
redXIII Posted August 29, 2007 Share Posted August 29, 2007 be...su ffx c'era nel menu una specie di status dove vedere lo sviluppo del summon...poi nn so...a me era venuto questo in mente... LAST LEGEND tempo di programmazione rimasto in percentuale è:Storia del gioco: 98%Storia dei personaggi: 75%Storia politica mondiale: 80%Applicazione e sviluppo dell'avventura, tempo rimasto in percentuale è:Titleset:40%Charaset:20%Animation:90%Idem,Skill,Armi:50%Scene Animate:10%http://img518.imageshack.us/img518/5919/logoufficialecopiawr2.png Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted September 4, 2007 Author Share Posted September 4, 2007 (edited) Ho aggiornato lo script!Ora quando si evoca viene mostrata una transizione invece di far apparire le summon di botto,ogni summon può avere la sua musichetta di battagia in più le summon possono essere chiamate solo per un tot di turni. Prossimamente creerò la finestra di status per le summon ed un sistema di apprendimento per esse simile a F.F. X. (Quello con l'uso delle sfere!) Spero che vi piaccia. Edit:Riaggiornato!aggiunto lo Status Menu per le summon.I comandi Addestra e Alleva non sono ancora inplementati Edited September 5, 2007 by Sleeping Leonhart http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted September 5, 2007 Author Share Posted September 5, 2007 (edited) Aggiunto sviluppo attributi tramite oggetti!(alleva)Prossimamente aggiungo addestra!Edit:Scusate il doppio post ho sbagliato, dovevo editare il post vecchio :P Edited September 5, 2007 by Sleeping Leonhart http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Timisci Posted September 5, 2007 Share Posted September 5, 2007 Bravo Sleep. Progetto in corso: "Hero Walking: Toward Another Life" Video Old Intro su Youtube Visite: 11.896! http://img212.imageshack.us/img212/1060/logheryb0.jpg *Posizioni raggiunte nei contest* http://www.rpg2s.net/awards/bestuser1.jpghttp://www.rpg2s.net/awards/beststaff1.jpg http://www.rpg2s.net/awards/bestmaker3.jpghttp://www.rpg2s.net/awards/bestcritical1.jpghttp://www.rpg2s.net/awards/mostcharismatic2.jpg http://www.rpg2s.net/awards/mosthelpful1.jpghttp://www.rpg2s.net/awards/mostpolite1.jpghttp://www.rpg2s.net/awards/mostpresent1.jpg http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif http://img230.imageshack.us/img230/1273/sccontest1batio5.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img103.imageshack.us/img103/1496/sccontest2octou1.gif http://img143.imageshack.us/img143/3755/destroyae4.png http://img141.imageshack.us/img141/3081/comics3od3.gif http://img118.imageshack.us/img118/181/sccontest1octdt9.gif SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI Link to comment Share on other sites More sharing options...
Soul Eater Posted September 6, 2007 Share Posted September 6, 2007 Stai facendo davvero un ottimo lavoro:D!!! Targhettehttp://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png http://www.rpg2s.net/dax_games/r2s_regali5.png Link to comment Share on other sites More sharing options...
Zagros Posted September 6, 2007 Share Posted September 6, 2007 Quando lo finisci è troppo bello! Link to comment Share on other sites More sharing options...
metaldrack Posted September 6, 2007 Share Posted September 6, 2007 scusate...a me non funziona ovvero quando avvio l'evocazione non mi fà attaccare e sopratutto...come si cambiano i personaggi dello script??' I shot him 6 times! I shot him in the heart, but...HE'S NOT HUMAN! Link to comment Share on other sites More sharing options...
Zagros Posted September 6, 2007 Share Posted September 6, 2007 vedi tra le prime righe dovo puoi impostare tutto Link to comment Share on other sites More sharing options...
metaldrack Posted September 7, 2007 Share Posted September 7, 2007 (edited) adesso mi evoca 1 personaggio....però il problema dll'evocazione che non fà niente rimane...succede solo a me o è un bug da correggere????ho tolto lo script delle barre hp mp e atb...e adesso funziona!!!grazie mille se riuscirò a finire il gioco ti crediterò(perchè è tutto un mistero....in 1 è un pò difficile finire un gioco) Edited September 7, 2007 by metaldrack I shot him 6 times! I shot him in the heart, but...HE'S NOT HUMAN! Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted September 7, 2007 Author Share Posted September 7, 2007 (edited) Ho aggiornato tutti e 2 gli script! Ora si può disabilitare l'acquisizione di esperienza per le summon.Le summon possono apprendere skill dagli oggetti(Alleva). Edit:Riaggiornati tutti e due gli script.Ho aggiunto un po di feature alle summon e ho fixato un bug nello script dello sviluppo. Edited September 12, 2007 by Sleeping Leonhart http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Deyan Posted September 14, 2007 Share Posted September 14, 2007 figo ^^ http://img49.imageshack.us/img49/3363/deyan2pq3.jpg ~La mia skeda in Dragon Ball RPG [+]I miei ProgeTTi http://img266.imageshack.us/img266/2444/2977f117d51ip.gif Link to comment Share on other sites More sharing options...
AngelKing Posted September 16, 2007 Share Posted September 16, 2007 No aspetta un attimo ma così è troppo una figata...sto sognando??? Spero di no!!!! Scusami Sleeping Leonhart siccome nn sn molto esperto nell'inserimento ddegli script, x installarli devo creare 2 nuove pag nella finestra script e incollarceli giusto?? Xò....2 quesiti: 1.come le devo chiamare queste nuove pag??2.se c'è qualche altra precisazione che devo sapere x far bfungere bn lo script plz dimmela! Ancor complimenti spero nn mi svegli di botto XD! Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted September 16, 2007 Author Share Posted September 16, 2007 Ma infatti questo topic nn esiste......XD scherzo Allora...Si devi creare una pegina per ciascuno script non importa come le chiami, quella è una tua scelta.L'unica cosa che devi sapere è che forse nn funziona con altri battle system all'infuori(si scrive così?)di quello standard(adesso non mi va di fare niente ma probabilmente lo script lo renderò compatiile con altri BS) per il resto le istruzioni sono all'interno dello sctipt. http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
AngelKing Posted September 16, 2007 Share Posted September 16, 2007 ok e queste nuove pag le metto sopra a main o sotto?? Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted September 16, 2007 Author Share Posted September 16, 2007 Sopra il main (anche perchè penso che se le metti sotto non ti legge lo script, qualsiasi esso sia.) http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
AngelKing Posted September 16, 2007 Share Posted September 16, 2007 ok grazie mille....xò x il momento nn posso usarlo m disp xk nn è cmpatibile cn il bs di ccoa (strabello ç___ç) xò, se riesci a renderlo compatibile anke x quello sarebbe un sogno x davvero *___*! Link to comment Share on other sites More sharing options...
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