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Cerco il BS completo di KH


Caios
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Mi dispiace molto.... non sò se il mio Progi ci stia ancora lavorando.... quel poveraccio è sempre così impegnato e io essendo grafico non sò fare nulla, anche se ho cominciato a intendermi un pò di programmazione creando una menù.... se mai finirà lo vedrai immediatamente :tongue:

The Zodiac Brave Story
http://img201.imageshack.us/img201/7397/finalfantasytacticstheloy2.jpg

"A warrior takes sword in hand,
clasping a gem to his heart.
Engraving vanishing memories
into the sword,
He places finaly honed skills
into the stone,
Spoken from the sword
handed down from the stone"...


...Now the story can be told...


Idzule Reborn 01%
<div style="margin:20px;margin-top:5px" "="">





http://img237.imageshack.us/img237/9992/wallerinloveom7.png
Più di 200 scenari realizzati completamente a mano....
Nuovi chara creati da zero!
Menù Personalizzato!
La forza non è tutto! Muoviti mentre combatti!
Viaggia sulla mappa di Idzule è incontra personaggi che hanno fatto la storia di queste terre!
Combatterai con vecchi Boss e avrai il supporto degli spiriti al tuo fianco mentre avrai un quesito che ti perseguiterà per tutto il viaggio: avere la felicità.

PS: Il gioco non uscira prima di due anni!

 

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Scusate il doppio...

Nessuno, ma nessuno nessuno, sa dove trovarlo!!???

Io vorrei iniziare il mio Proj, ma cosi' non lo iniziero' mai!!!

Ho inviato sia Mail che MP a Pro, ma non risponde :(

Aiuto!!

Edited by Caios
Che cos'e' la firma?
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mmm si scusami ho avuto da fare ^^

il massimo che posso fare comunque è darti l'ultima versione che avevo rilasciato, perchè non credo che lo continuerò, se non in un futuro abbastanza lontano :\

 

comunque sicuramente esisterà un progetto simile fatto da inglesi, mi pareva di aver visto uno script di un sistema di battaglia di KH...

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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ora sto per uscire :\ appena torno te lo passo e ti faccio una guidina che spiega come si usa :P

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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Interessa molto anche me, qualcuno potrebbe inviarmelo.

Grazie in anticipo.

Fiero membro della:

[img]http://img87.imageshack.us/img87/9409/yumenosoftgw5.png[/img]

[url="http://rpg2s.net/forum/index.php?showtopic=1529"][img]http://img225.imageshack.us/img225/8845/tenshibanxd5.png[/img][/url] [color="#0000FF"][b]A [i][url="http://yumeno.altervista.org/"][color="#9932CC"]YumeNo-Soft[/color][/url][/i] Production[/b][/color]
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tutti che lo vogliono ;O;ma perchè lo volete, fa schifo xD è il primo bs che abbia mai sviluppato, è un ammasso di codice senza senso xDD

§ EDIT §

 

A questa versione cosa manca?

Ci sono le fusioni?

mmm questo bs si basa su Kingdom hearts 1, quindi io a quel tempo manco me le sognavo le fusioni, sorry ;_;

 

 

sapete una cosa? quasi quasi mi è tornata voglia di continuarlo ;O;

xD

sto uppando il file ora, ho la connessione lenta e non so se riesco a finire stasera, scusate entrambi ;_;

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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Grazie infinite, a me serviva proprio il bs di KH 1, se funziona bene anche solo la metà di quello che ho visto nel gioco francese KH keyblader's war, ti sei guadagnato il primo posto nella lista dei crediti.

P.S.

Siamo noi che dovremmo scusarci per occupare tutta la tua (limitatissima) banda di upload.

Fiero membro della:

[img]http://img87.imageshack.us/img87/9409/yumenosoftgw5.png[/img]

[url="http://rpg2s.net/forum/index.php?showtopic=1529"][img]http://img225.imageshack.us/img225/8845/tenshibanxd5.png[/img][/url] [color="#0000FF"][b]A [i][url="http://yumeno.altervista.org/"][color="#9932CC"]YumeNo-Soft[/color][/url][/i] Production[/b][/color]
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non ricordo esattamente, ricordo che l'avevo visto, in via di sviluppo, non so a che punto fosse...

 

comunque questa è l'ultima versione che ho rilasciato del BS.

Consiglio vivamente di:

1) usare questo progetto come progetto base o in alternativa copiare la cartella data e le risorse nell'altro progetto ed inserire in seguito mappe e script aggiuntivi

2) questo bs è compatibile con ogni tipo di menu e bs esterno (non su mappa, però), ma potrebbe dare pesanti problemi con script che modificano la gestione grafica del progetto, oppure che modificano le impostazioni della mappa.

3) funzionamento:

in linea generale, per creare una persona a cui parlare, contornatela con eventi trasparenti (senza grafica) e inserite in essi come commento alla prima riga "parla". per creare dei nemici dovete creare prima di tutto degli eventi con la grafica di battaglia, settate velocità di camminata e simili.

a questo punto dovete inserire 3 commenti, in questo ordine:

-"nemico" per fare in modo che l'evento diventi un nemico contro cui combattere

-"1" o un qualsiasi altro numero, che equivale all'id del nemico da cui prenderà le statistiche per il combattimento (per esempio, se il terzo nemico del database "mostri" ha 90 hp, se noi scriviamo "3" nel commento durante il combattimento il mostro in questione avrà apputo 90hp :) )

-nel terzo commento dovete inserire una parola che deciderà che tipo di comportamento assumerà il mostro (per il momento ne sono settati 2 soltanto,se volete ne creo altri o vi spiego come fare).per il momento sono settati solo "guerriero", che si avvicina all'eroe attacca da vicino finchè non crepa (per intenderci, lo shadow di kingdom hearts) e "magogiallo", che scappa dall'eroe e lo colpisce da distanza con magie di tuono (per intenderci il maghetto giallo volante ^^ )

 

il progetto supporta sprite da 9 frame. il nome dell'eroe ne decide la grafica. per esempio, se l'eroe si chiama "Sora" il charset di camminata dovrà chiamarsi "Sora", quello di attacco "SoraAttacca", quello delle magie "SoraMagie" e così via. stessa cosa per i nemici.

Lo script supporta anche charset da 4 frame di camminata, ma SOLO per gli npc (non per i nemici, non per gli eroi). per fare in modo di usare una grafica a 4 frame in un evento basta scrivere come primo commento all'evento "normalsprite".

 

questo è tutto, se avete domande sono qui ^^

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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Grazie!!!!!!!!

Pro sei il migliore RPGtista che io conosca!

 

§ EDIT §

 

Uffi, mi da lo stesso errore per andare nei crediti, qualcosa che dice calcolo danni 14...

Edited by Caios
Che cos'e' la firma?
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ame non lo fa quindi mi sa che hai qualche problema con rpg maker...

mi puoi dire che versione stai usando? magari posso aiutarti ^^

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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scusa, mi sono accorto ora del motivo dell'errore:

apri il progetto, vai nello script editor, nella classe Scene_Map, cancellala e incollaci il contenuto del file che ho allegato qui, ;_;

kh.txt

spero ora funzioni ^^

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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oi progi..... sai che sono sempre qui, se ti serve qualcosa...

sono impegnato co sta scuola ma cerco di liberarmi, se vuoi posso aiutarti nelle finestre in script.... (perchè tu ne hai bisogno eh? XDXDXD)

The Zodiac Brave Story
http://img201.imageshack.us/img201/7397/finalfantasytacticstheloy2.jpg

"A warrior takes sword in hand,
clasping a gem to his heart.
Engraving vanishing memories
into the sword,
He places finaly honed skills
into the stone,
Spoken from the sword
handed down from the stone"...


...Now the story can be told...


Idzule Reborn 01%
<div style="margin:20px;margin-top:5px" "="">





http://img237.imageshack.us/img237/9992/wallerinloveom7.png
Più di 200 scenari realizzati completamente a mano....
Nuovi chara creati da zero!
Menù Personalizzato!
La forza non è tutto! Muoviti mentre combatti!
Viaggia sulla mappa di Idzule è incontra personaggi che hanno fatto la storia di queste terre!
Combatterai con vecchi Boss e avrai il supporto degli spiriti al tuo fianco mentre avrai un quesito che ti perseguiterà per tutto il viaggio: avere la felicità.

PS: Il gioco non uscira prima di due anni!

 

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Scusa, ma non mi fa incollare lo script.

eeeeh? in che senso? tu come fai scusa? °° uff il punto è che non posso star lì a riuppare tutto, ci metto quasi 2 ore ._. c'è qualche anima buona che può farmi il lavoro, grazie? ;O;

 

@waller: sisi, se dovessi aver bisogno ti chiamerò ;) tanto per ora sono troppo incasinato per poter continuare

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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ma è lunghissimo >_

class Scene_Map
 def main
   $danni = nil if $battle == false #antibug che evita casini quando si esce dal menu
   @ind = 0 #azzera il contatore di nemici
   @item = Item.new #finestra oggetti
   @enemies_id = Enemies_Id.new
   if $start != true
   $battle = false
   $game_system.windowskin_name = $data_system.windowskin_name
   for i in $game_map.events.keys.sort
     character = $game_map.events[i]
   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
     character.through = true
     $game_map.events[i].transparent = true
     @enemies_id[@ind] = $game_map.events[i].list[1].parameters[0].to_i
     @ind += 1
   end
   end
   end
   $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil and $start
   @wait = 0
   if @ind > 0
   @morti = []
   @timer = []
   @chara = []
   for i in 1..@ind
   @timer[i - 1] = 0
   @chara[i - 1] = ""
   end
   end
   @s1 = "Attacca"
   s2 = "Magia"
   s3 = "Oggetti"
   s4 = "..."
   @command_window = Window_Command2.new(140, [@s1, s2, s3, s4])
   @command_window.index = 0
   @command_window.opacity = 160
   @command_window.y = 480 - @command_window.height
   @command_window.index = 0
   @magic_window = Window_Command2.new(140, ["Fire", "Blizzard", "Thunder", "Heal"])
   @magic_window.visible = false
   @magic_window.active = false
   @magic_window.opacity = 160
   @fire_magic = Sprite.new
   @fire_magic.bitmap = RPG::Cache.character("Fire", 0)
   @fire_magic.visible = false
   @fire_magic.z = 1
   @bliz_magic = Sprite.new
   @bliz_magic.bitmap = RPG::Cache.character("Blizzard", 0)
   @bliz_magic.visible = false
   @bliz_magic.z = 1
   @spriteset = Spriteset_Map.new
   @barre = Barre.new
   @message_window = Window_Message.new
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   @barre.dispose
   @item.dispose
   @command_window.dispose
   @magic_window.dispose
   # Dispose of sprite set
   @spriteset.dispose
   # Dispose of message window
   @message_window.dispose
   @fire_magic.dispose
   # If switching to title screen
   if $scene.is_a?(Scene_Title)
     # Fade out screen
     Graphics.transition
     Graphics.freeze
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   update_AI if $start
   if $start
   for k in 1..@ind
   if $danni != nil and $danni.enemies_hp[k - 1] < 1
     $game_actors[1].exp += $data_enemies[@enemies_id[k - 1]].exp unless @morti[k - 1]
     @morti[k - 1] = true
   end
   end
   numero_morti = 0
   if @morti != nil and @morti.size > 1
   for l in 1..@morti.size
     if @morti[l - 1]
     numero_morti += 1
     end
   end
   elsif @morti != nil and @morti.size == 1
     if @morti[0]
     numero_morti = 1
     end
   end
   if numero_morti == @ind
   $danni = nil
   $start = false
   $battle = false
   $game_map.autoplay
   $game_system.windowskin_name = $data_system.windowskin_name
   end
   ind = 0
   for i in $game_map.events.keys.sort
     character = $game_map.events[i]
   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
     if @morti[ind]
     character.through = true unless character.transparent
     character.transparent = true unless character.transparent
     character.animation_id = 48 unless character.transparent
     $game_map.need_refresh = true unless character.transparent
     end
     ind += 1
     end
   end
   end
   $danni = Calculator.new(@enemies_id) if $battle == true and $danni == nil
   @item.update
   @magic_window.update
   if @SoraAnimMagia == true
     character = $game_player
     @wait +=1
     case @wait
     when 1
     character.pattern = 1
     when 5
     character.pattern = 2
     when 10
     character.pattern = 3
     when 15
     character.pattern = 4
     when 20
     character.pattern = 5
     @wait = 0
     @SoraAnimMagia = false
     @movimento_magia = true
     actor = $game_actors[1]
     actor.set_graphic($game_actors[1].name, 0, "", 0)
     $game_player.refresh
   end
   end
   #muove la magia Fire
   if @movimento_magia == true
     if @fire == true
     for i in 1..15
     if i <=15
     if @dir == 2
     @fire_magic.y += 1
     elsif @dir == 4
       @fire_magic.x -= 1
     elsif @dir == 6
       @fire_magic.x += 1
     elsif @dir == 8
       @fire_magic.y -= 1
     end
     controlla_magia
     end
     end
     elsif @bliz == true
     for i in 1..15
     if i <=15
     if @dir == 2
     @bliz_magic.y += 1
     elsif @dir == 4
       @bliz_magic.x -= 1
     elsif @dir == 6
       @bliz_magic.x += 1
     elsif @dir == 8
       @bliz_magic.y -= 1
     end
     controlla_magia
     end
     end
     elsif @thunder == true
     controlla_magia
     elsif @heal == true
     controlla_magia
     end
   end
   #aggiorna l'img della magia Fire
   @fire_magic.update
   @bliz_magic.update
   #fa in modo che vicinpo alle persone, il comando "Attacca" diventi "Parla"
   for i in $game_map.events.keys.sort
   character = $game_map.events[i]
   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["parla"])
   if $parla[i] != true
   if character.x == $game_player.x
   if character.y == $game_player.y
     $parla[i] = true
     @i = i
     @command_window.dispose
     @command_window = nil
     command_window_actions
   end
   end
   else
   if character.x != $game_player.x
     $parla[i] = false
     @i = i
     @command_window.dispose
     @command_window = nil
     command_window_actions
   end
   if character.y != $game_player.y
     $parla[i] = false
     @i = i
     @command_window.dispose
     @command_window = nil
     command_window_actions
   end
   end
 end
   end
   @command_window.update
   #imposta l'attacco di Sora
   if $sora_attacca == true
   @wait += 1
   if @wait == 20
   actor = $game_actors[1]
   actor.set_graphic($game_actors[1].name, 0, "", 0)
   $game_player.refresh
   $sora_attacca = false
   @combo = false
   @wait = 0
   end
   end
   if Input.trigger?(Input::B)
     if @magic_window.active == true
       if $start == true
       if @movimento_magia != true
         $game_system.se_play($data_system.cancel_se)
         @magic_window.active = false
         @magic_window.visible = false
         @command_window.active = true
       end
       end
     end
   end
   #Imposta le funzioni del menù laterale
   if Input.trigger?(Input::C)
     if @magic_window.active == true
     case @magic_window.index
     when 0
     if $game_actors[1].sp > 20
     $game_actors[1].sp -= 20
     if @movimento_magia != true
     Audio.se_play("Audio/SE/Fire", 100, 100)
     actor = $game_actors[1]
     actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0)
     $game_player.refresh
     @fire_magic.visible = true
     character = $game_player
     if character.direction == 2
       @dir = 2
       @fire_magic.x = $game_player.screen_x-16
       @fire_magic.y = $game_player.screen_y-16
     end
     if character.direction == 4
       @dir = 4
       @fire_magic.x = $game_player.screen_x-40
       @fire_magic.y = $game_player.screen_y-32
     end
     if character.direction == 6
       @dir = 6
       @fire_magic.x = $game_player.screen_x+32
       @fire_magic.y = $game_player.screen_y-32
     end
     if character.direction == 8
       @dir = 8
       @fire_magic.x = $game_player.screen_x-16
       @fire_magic.y = $game_player.screen_y-90
     end
     @SoraAnimMagia = true
     @fire = true
     end
     end
     when 1
     if $game_actors[1].sp > 40
     $game_actors[1].sp -= 40
     @magic_window.visible = false
     @magic_window.active = false
     @command_window.active = true
     if @movimento_magia != true
     Audio.se_play("Audio/SE/Bliz", 100, 100)
     actor = $game_actors[1]
     actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0)
     $game_player.refresh
     @bliz_magic.visible = true
     character = $game_player
     if character.direction == 2
       @dir = 2
       @bliz_magic.x = $game_player.screen_x-16
       @bliz_magic.y = $game_player.screen_y-16
     end
     if character.direction == 4
       @dir = 4
       @bliz_magic.x = $game_player.screen_x-40
       @bliz_magic.y = $game_player.screen_y-32
     end
     if character.direction == 6
       @dir = 6
       @bliz_magic.x = $game_player.screen_x+32
       @bliz_magic.y = $game_player.screen_y-32
     end
     if character.direction == 8
       @dir = 8
       @bliz_magic.x = $game_player.screen_x-16
       @bliz_magic.y = $game_player.screen_y-90
     end
     @SoraAnimMagia = true
     @bliz = true
     end
     end
     when 2
     if $game_actors[1].sp > 60
     $game_actors[1].sp -= 60
     @magic_window.visible = false
     @magic_window.active = false
     @command_window.active = true
     if @movimento_magia != true
     Audio.se_play("Audio/SE/Thunder", 100, 100)
     actor = $game_actors[1]
     actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0)
     $game_player.refresh
     @SoraAnimMagia = true
     @thunder = true
     end
     end
     when 3
     if $game_actors[1].sp > 40
     $game_actors[1].sp -= 40
     @magic_window.visible = false
     @magic_window.active = false
     @command_window.active = true
     if @movimento_magia != true
     Audio.se_play("Audio/SE/Heal", 100, 100)
     actor = $game_actors[1]
     actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0)
     $game_player.refresh
     @SoraAnimMagia = true
     @heal = true
     end
     end
     end
     end
     # Branch by command window cursor position
     if @command_window.active == true
     case @command_window.index
     when 0 #Attacca
     if @s1 == "Attacca"
     actor = $game_actors[1]
     actor.set_graphic($game_actors[1].name + "Attacco", 0, "", 0)
     $game_player.refresh
     character = $game_player
     character.move_forward
     character.move_forward if character.pattern < 4 or @combo == false
     @combo = true
     $sora_attacca = true
     @wait = 0
     end
     when 1#Magie
     @magic_window.visible = true
     @magic_window.active = true
     @command_window.active = false
     when 2#oggetti
     @command_window.active = false
     @item.active = true
     when 3#extra
     end
     end
   end
     if $start == true
     if $game_system.windowskin_name != "Red"
     $battle = true
     start
     $game_system.windowskin_name = "Red"
     end
     else
     for i in $game_map.events.keys.sort
     character = $game_map.events[i]
     if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
     character.through = true
     character.transparent = true
     end
     end
   end
   # Loop
   loop do
     # Update map, interpreter, and player order
     # (this update order is important for when conditions are fulfilled 
     # to run any event, and the player isn't provided the opportunity to
     # move in an instant)
     $game_map.update
     $game_system.map_interpreter.update
     $game_player.update if @SoraAnimMagia != true
     # Update system (timer), screen
     $game_system.update
     $game_screen.update
     # Abort loop if player isn't place moving
     unless $game_temp.player_transferring
       break
     end
     # Run place move
     transfer_player
     # Abort loop if transition processing
     if $game_temp.transition_processing
       break
     end
   end
   # Update sprite set
   @spriteset.update
   @barre.update
   unless $start and $battle
     $danni = nil
   end
   # Update message window
   @message_window.update
   # If game over
   if $game_temp.gameover
     # Switch to game over screen
     $scene = Scene_Gameover.new
     return
   end
   # If returning to title screen
   if $game_temp.to_title
     # Change to title screen
     $scene = Scene_Title.new
     return
   end
   # If transition processing
   if $game_temp.transition_processing
     # Clear transition processing flag
     $game_temp.transition_processing = false
     # Execute transition
     if $game_temp.transition_name == ""
       Graphics.transition(20)
     else
       Graphics.transition(40, "Graphics/Transitions/" +
         $game_temp.transition_name)
     end
   end
   # If showing message window
   if $game_temp.message_window_showing
     return
   end
   # If encounter list isn't empty, and encounter count is 0
   if $game_player.encounter_count == 0 and $game_map.encounter_list != []
     # If event is running or encounter is not forbidden
     unless $game_system.map_interpreter.running? or
            $game_system.encounter_disabled
       # Confirm troop
       n = rand($game_map.encounter_list.size)
       troop_id = $game_map.encounter_list[n]
       # If troop is valid
       if $data_troops[troop_id] != nil
         # Set battle calling flag
         $game_temp.battle_calling = true
         $game_temp.battle_troop_id = troop_id
         $game_temp.battle_can_escape = true
         $game_temp.battle_can_lose = false
         $game_temp.battle_proc = nil
       end
     end
   end
   # If B button was pressed
   if Input.trigger?(Input::B)
     # If event is running, or menu is not forbidden
     unless $game_system.map_interpreter.running? or
            $game_system.menu_disabled
       # Set menu calling flag or beep flag
       $game_temp.menu_calling = true
       $game_temp.menu_beep = true
     end
   end
   # If debug mode is ON and F9 key was pressed
   if $DEBUG and Input.press?(Input::F9)
     # Set debug calling flag
     $game_temp.debug_calling = true
   end
   # If player is not moving
   unless $game_player.moving?
     # Run calling of each screen
     if $game_temp.battle_calling
       call_battle
     elsif $game_temp.shop_calling
       call_shop
     elsif $game_temp.name_calling
       call_name
     elsif $game_temp.menu_calling
       call_menu
     elsif $game_temp.save_calling
       call_save
     elsif $game_temp.debug_calling
       call_debug
     end
   end
 end
 def call_battle
   # Clear battle calling flag
   $game_temp.battle_calling = false
   # Clear menu calling flag
   $game_temp.menu_calling = false
   $game_temp.menu_beep = false
   # Make encounter count
   $game_player.make_encounter_count
   # Memorize map BGM and stop BGM
   $game_temp.map_bgm = $game_system.playing_bgm
   $game_system.bgm_stop
   # Play battle start SE
   $game_system.se_play($data_system.battle_start_se)
   # Play battle BGM
   $game_system.bgm_play($game_system.battle_bgm)
   # Straighten player position
   $game_player.straighten
   # Switch to battle screen
   $scene = Scene_Battle.new
 end
 def call_shop
   $game_temp.shop_calling = false
   $game_player.straighten
   $scene = Scene_Shop.new
 end
 def call_name
   # Clear name input call flag
   $game_temp.name_calling = false
   # Straighten player position
   $game_player.straighten
   # Switch to name input screen
   $scene = Scene_Name.new
 end
 def call_menu
   if $battle != true
   # Clear menu call flag
   $game_temp.menu_calling = false
   # If menu beep flag is set
   if $game_temp.menu_beep
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Clear menu beep flag
     $game_temp.menu_beep = false
   end
   # Straighten player position
   $game_player.straighten
   # Switch to menu screen
   $scene = Scene_Menu.new
   end
 end
 def call_save
   # Straighten player position
   $game_player.straighten
   # Switch to save screen
   $scene = Scene_Save.new
 end
 def call_debug
   # Clear debug call flag
   $game_temp.debug_calling = false
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Straighten player position
   $game_player.straighten
   # Switch to debug screen
   $scene = Scene_Debug.new
 end
 def transfer_player
   $danni = nil
   # Clear player place move call flag
   $game_temp.player_transferring = false
   # If move destination is different than current map
   if $game_map.map_id != $game_temp.player_new_map_id
     # Set up a new map
     $game_map.setup($game_temp.player_new_map_id)
   end
   # Set up player position
   $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
   # Set player direction
   case $game_temp.player_new_direction
   when 2  # down
     $game_player.turn_down
   when 4  # left
     $game_player.turn_left
   when 6  # right
     $game_player.turn_right
   when 8  # up
     $game_player.turn_up
   end
   # Straighten player position
   $game_player.straighten
   # Update map (run parallel process event)
   $game_map.update
   # Remake sprite set
   @spriteset.dispose
   @spriteset = Spriteset_Map.new
   @barre.dispose
   @barre = Barre.new
   @morti = []
   @ind = 0
   refresh_item
   @enemies_id = nil
   @enemies_id = Enemies_Id.new
   if $start != true
   $battle = false
   $game_system.windowskin_name = $data_system.windowskin_name
   for i in $game_map.events.keys.sort
     character = $game_map.events[i]
   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
     character.through = true
     $game_map.events[i].transparent = true
     @enemies_id[@ind] = $game_map.events[i].list[1].parameters[0].to_i
     @ind += 1
   end
   end
   end
   if @ind > 0
   @morti = []
   @timer = []
   @chara = []
   for i in 1..@ind
   @timer[i - 1] = 0
   @chara[i - 1] = ""
   end
   end
   $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil
   @spriteset.update
   # If processing transition
   if $game_temp.transition_processing
     # Clear transition processing flag
     $game_temp.transition_processing = false
     # Execute transition
     Graphics.transition(20)
   end
   # Run automatic change for BGM and BGS set on the map
   $game_map.autoplay
   # Frame reset
   Graphics.frame_reset
   # Update input information
   Input.update
 end
 def start
   for i in $game_map.events.keys.sort
     character = $game_map.events[i]
   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
     character.through = false
     $game_map.events[i].transparent = false
     $game_map.events[i].animation_id = 48
     $game_map.need_refresh = true
     $game_system.bgm_play($game_system.battle_bgm)
   end
   end
 end
 def command_window_actions
   if $parla[@i] == true
   @s1 = "Parla"
   else
   @s1 = "Attacca"
   end
   s2 = "Magia"
   s3 = "Oggetti"
   s4 = "..."
   @command_window = Window_Command2.new(140, [@s1, s2, s3, s4])
   @command_window.index = 0
   @command_window.opacity = 160
   @command_window.y = 480 - @command_window.height
   @command_window.index = 0
   if $parla[@i] == true
   @command_window.active = false
   else
   @command_window.active = true
   end
   @i = nil
 end
 def controlla_magia
   ind = 0
   for i in $game_map.events.keys.sort
   character = $game_map.events[i]
   if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
     if @fire_magic.y == character.screen_y-32 and @fire_magic.x == character.screen_x-16
       $game_map.events[i].animation_id = 27
       $danni.hero_magic(150, ind)
     end
     if @bliz_magic.y == character.screen_y-32 and @bliz_magic.x == character.screen_x-16
       $game_map.events[i].animation_id = 27
       $danni.hero_magic(200, ind)
     end
     ind = ind + 1
   end
   end
   if @fire == true
     if @fire_magic.y < -40 or @fire_magic.y > 640
     @movimento_magia = false
     @fire = false
     elsif @fire_magic.x < -40 or @fire_magic.x > 640
     @movimento_magia = false
     @fire = false
     end
   end
   if @bliz == true
     if @bliz_magic.y < -40 or @bliz_magic.y > 640
     @movimento_magia = false
     @bliz = false
     elsif @bliz_magic.x < -40 or @bliz_magic.x > 640
     @movimento_magia = false
     @bliz = false
     end
   end
   if @thunder == true
     $game_player.animation_id = 35
     @movimento_magia = false
     @thunder = false
     if ind > 1
     for i in 1..ind
     $danni.hero_magic(50, i - 1) if $start == true
     end
     else
     $danni.hero_magic(50, 0) if $start == true
     end
   end
   if @heal == true
     $game_player.animation_id = 15
     $game_actors[1].hp += 200
     @movimento_magia = false
     @heal = false
   end
   @magic_window.visible = false
   @magic_window.active = false
   @command_window.active = true
 end
 def refresh_item
   @item.dispose
   @item = nil
   @item = Item.new
   @command_window.dispose
   @s1 = "Attacca"
   s2 = "Magia"
   s3 = "Oggetti"
   s4 = "..."
   @command_window = Window_Command2.new(140, [@s1, s2, s3, s4])
   @command_window.index = 0
   @command_window.opacity = 160
   @command_window.y = 480 - @command_window.height
   @command_window.index = 0
 end
end

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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Scusa Pro, ma l'altro tipo di CODE cosi' e' incopiabile! XD (anzi, l'altro CODe non c'e', boh)

 

Cosi' allora senza nessun code, questo e' solo un esempio, non copiatelo perche' non va!

 

class Scene_Map def main $danni = nil if $battle == false #antibug che evita casini quando si esce dal menu @ind = 0 #azzera il contatore di nemici @item = Item.new #finestra oggetti @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events.transparent = true @enemies_id[@ind] = $game_map.events.list[1].parameters[0].to_i @ind += 1 end end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil and $start @wait = 0 if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 @magic_window = Window_Command2.new(140, ["Fire", "Blizzard", "Thunder", "Heal"]) @magic_window.visible = false @magic_window.active = false @magic_window.opacity = 160 @fire_magic = Sprite.new @fire_magic.bitmap = RPG::Cache.character("Fire", 0) @fire_magic.visible = false @fire_magic.z = 1 @bliz_magic = Sprite.new @bliz_magic.bitmap = RPG::Cache.character("Blizzard", 0) @bliz_magic.visible = false @bliz_magic.z = 1 @spriteset = Spriteset_Map.new @barre = Barre.new @message_window = Window_Message.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end # Prepare for transition Graphics.freeze @barre.dispose @item.dispose @command_window.dispose @magic_window.dispose # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose @fire_magic.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update update_AI if $start if $start for k in 1..@ind if $danni != nil and $danni.enemies_hp[k - 1] < 1 $game_actors[1].exp += $data_enemies[@enemies_id[k - 1]].exp unless @morti[k - 1] @morti[k - 1] = true end end numero_morti = 0 if @morti != nil and @morti.size > 1 for l in 1..@morti.size if @morti[l - 1] numero_morti += 1 end end elsif @morti != nil and @morti.size == 1 if @morti[0] numero_morti = 1 end end if numero_morti == @ind $danni = nil $start = false $battle = false $game_map.autoplay $game_system.windowskin_name = $data_system.windowskin_name end ind = 0 for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @morti[ind] character.through = true unless character.transparent character.transparent = true unless character.transparent character.animation_id = 48 unless character.transparent $game_map.need_refresh = true unless character.transparent end ind += 1 end end end $danni = Calculator.new(@enemies_id) if $battle == true and $danni == nil @item.update @magic_window.update if @SoraAnimMagia == true character = $game_player @wait +=1 case @wait when 1 character.pattern = 1 when 5 character.pattern = 2 when 10 character.pattern = 3 when 15 character.pattern = 4 when 20 character.pattern = 5 @wait = 0 @SoraAnimMagia = false @movimento_magia = true actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh end end #muove la magia Fire if @movimento_magia == true if @fire == true for i in 1..15 if i <=15 if @dir == 2 @fire_magic.y += 1 elsif @dir == 4 @fire_magic.x -= 1 elsif @dir == 6 @fire_magic.x += 1 elsif @dir == 8 @fire_magic.y -= 1 end controlla_magia end end elsif @bliz == true for i in 1..15 if i <=15 if @dir == 2 @bliz_magic.y += 1 elsif @dir == 4 @bliz_magic.x -= 1 elsif @dir == 6 @bliz_magic.x += 1 elsif @dir == 8 @bliz_magic.y -= 1 end controlla_magia end end elsif @thunder == true controlla_magia elsif @heal == true controlla_magia end end #aggiorna l'img della magia Fire @fire_magic.update @bliz_magic.update #fa in modo che vicinpo alle persone, il comando "Attacca" diventi "Parla" for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["parla"]) if $parla != true if character.x == $game_player.x if character.y == $game_player.y $parla = true @i = i @command_window.dispose @command_window = nil command_window_actions end end else if character.x != $game_player.x $parla = false @i = i @command_window.dispose @command_window = nil command_window_actions end if character.y != $game_player.y $parla = false @i = i @command_window.dispose @command_window = nil command_window_actions end end end end @command_window.update #imposta l'attacco di Sora if $sora_attacca == true @wait += 1 if @wait == 20 actor = $game_actors[1] actor.set_graphic($game_actors[1].name, 0, "", 0) $game_player.refresh $sora_attacca = false @combo = false @wait = 0 end end if Input.trigger?(Input::B) if @magic_window.active == true if $start == true if @movimento_magia != true $game_system.se_play($data_system.cancel_se) @magic_window.active = false @magic_window.visible = false @command_window.active = true end end end end #Imposta le funzioni del menù laterale if Input.trigger?(Input::C) if @magic_window.active == true case @magic_window.index when 0 if $game_actors[1].sp > 20 $game_actors[1].sp -= 20 if @movimento_magia != true Audio.se_play("Audio/SE/Fire", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @fire_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @fire_magic.x = $game_player.screen_x-40 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @fire_magic.x = $game_player.screen_x+32 @fire_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @fire_magic.x = $game_player.screen_x-16 @fire_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @fire = true end end when 1 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Bliz", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0) $game_player.refresh @bliz_magic.visible = true character = $game_player if character.direction == 2 @dir = 2 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-16 end if character.direction == 4 @dir = 4 @bliz_magic.x = $game_player.screen_x-40 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 6 @dir = 6 @bliz_magic.x = $game_player.screen_x+32 @bliz_magic.y = $game_player.screen_y-32 end if character.direction == 8 @dir = 8 @bliz_magic.x = $game_player.screen_x-16 @bliz_magic.y = $game_player.screen_y-90 end @SoraAnimMagia = true @bliz = true end end when 2 if $game_actors[1].sp > 60 $game_actors[1].sp -= 60 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Thunder", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @thunder = true end end when 3 if $game_actors[1].sp > 40 $game_actors[1].sp -= 40 @magic_window.visible = false @magic_window.active = false @command_window.active = true if @movimento_magia != true Audio.se_play("Audio/SE/Heal", 100, 100) actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0) $game_player.refresh @SoraAnimMagia = true @heal = true end end end end # Branch by command window cursor position if @command_window.active == true case @command_window.index when 0 #Attacca if @s1 == "Attacca" actor = $game_actors[1] actor.set_graphic($game_actors[1].name + "Attacco", 0, "", 0) $game_player.refresh character = $game_player character.move_forward character.move_forward if character.pattern < 4 or @combo == false @combo = true $sora_attacca = true @wait = 0 end when 1#Magie @magic_window.visible = true @magic_window.active = true @command_window.active = false when 2#oggetti @command_window.active = false @item.active = true when 3#extra end end end if $start == true if $game_system.windowskin_name != "Red" $battle = true start $game_system.windowskin_name = "Red" end else for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true character.transparent = true end end end # Loop loop do # Update map, interpreter, and player order # (this update order is important for when conditions are fulfilled # to run any event, and the player isn't provided the opportunity to # move in an instant) $game_map.update $game_system.map_interpreter.update $game_player.update if @SoraAnimMagia != true # Update system (timer), screen $game_system.update $game_screen.update # Abort loop if player isn't place moving unless $game_temp.player_transferring break end # Run place move transfer_player # Abort loop if transition processing if $game_temp.transition_processing break end end # Update sprite set @spriteset.update @barre.update unless $start and $battle $danni = nil end # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $game_temp.battle_calling = true $game_temp.battle_troop_id = troop_id $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil end end end # If B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end end end def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # Memorize map BGM and stop BGM $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end def call_shop $game_temp.shop_calling = false $game_player.straighten $scene = Scene_Shop.new end def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end def call_menu if $battle != true # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end end def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end def transfer_player $danni = nil # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new @barre.dispose @barre = Barre.new @morti = [] @ind = 0 refresh_item @enemies_id = nil @enemies_id = Enemies_Id.new if $start != true $battle = false $game_system.windowskin_name = $data_system.windowskin_name for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = true $game_map.events.transparent = true @enemies_id[@ind] = $game_map.events.list[1].parameters[0].to_i @ind += 1 end end end if @ind > 0 @morti = [] @timer = [] @chara = [] for i in 1..@ind @timer[i - 1] = 0 @chara[i - 1] = "" end end $danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil @spriteset.update # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end def start for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) character.through = false $game_map.events.transparent = false $game_map.events.animation_id = 48 $game_map.need_refresh = true $game_system.bgm_play($game_system.battle_bgm) end end end def command_window_actions if $parla[@i] == true @s1 = "Parla" else @s1 = "Attacca" end s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 if $parla[@i] == true @command_window.active = false else @command_window.active = true end @i = nil end def controlla_magia ind = 0 for i in $game_map.events.keys.sort character = $game_map.events if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"]) if @fire_magic.y == character.screen_y-32 and @fire_magic.x == character.screen_x-16 $game_map.events.animation_id = 27 $danni.hero_magic(150, ind) end if @bliz_magic.y == character.screen_y-32 and @bliz_magic.x == character.screen_x-16 $game_map.events.animation_id = 27 $danni.hero_magic(200, ind) end ind = ind + 1 end end if @fire == true if @fire_magic.y < -40 or @fire_magic.y > 640 @movimento_magia = false @fire = false elsif @fire_magic.x < -40 or @fire_magic.x > 640 @movimento_magia = false @fire = false end end if @bliz == true if @bliz_magic.y < -40 or @bliz_magic.y > 640 @movimento_magia = false @bliz = false elsif @bliz_magic.x < -40 or @bliz_magic.x > 640 @movimento_magia = false @bliz = false end end if @thunder == true $game_player.animation_id = 35 @movimento_magia = false @thunder = false if ind > 1 for i in 1..ind $danni.hero_magic(50, i - 1) if $start == true end else $danni.hero_magic(50, 0) if $start == true end end if @heal == true $game_player.animation_id = 15 $game_actors[1].hp += 200 @movimento_magia = false @heal = false end @magic_window.visible = false @magic_window.active = false @command_window.active = true end def refresh_item @item.dispose @item = nil @item = Item.new @command_window.dispose @s1 = "Attacca" s2 = "Magia" s3 = "Oggetti" s4 = "..." @command_window = Window_Command2.new(140, [@s1, s2, s3, s4]) @command_window.index = 0 @command_window.opacity = 160 @command_window.y = 480 - @command_window.height @command_window.index = 0 endend

Che cos'e' la firma?
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eeeeeh? mah, riproviamo :\ non capisco perchè ti dia tutti sti problemi >_>

class Scene_Map
 def main
$danni = nil if $battle == false #antibug che evita casini quando si esce dal menu
@ind = 0 #azzera il contatore di nemici
@item = Item.new #finestra oggetti
@enemies_id = Enemies_Id.new
if $start != true
$battle = false
$game_system.windowskin_name = $data_system.windowskin_name
for i in $game_map.events.keys.sort
  character = $game_map.events[i]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
  character.through = true
  $game_map.events[i].transparent = true
  @enemies_id[@ind] = $game_map.events[i].list[1].parameters[0].to_i
  @ind += 1
end
end
end
$danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil and $start
@wait = 0
if @ind > 0
@morti = []
@timer = []
@chara = []
for i in 1..@ind
@timer[i - 1] = 0
@chara[i - 1] = ""
end
end
@s1 = "Attacca"
s2 = "Magia"
s3 = "Oggetti"
s4 = "..."
@command_window = Window_Command2.new(140, [@s1, s2, s3, s4])
@command_window.index = 0
@command_window.opacity = 160
@command_window.y = 480 - @command_window.height
@command_window.index = 0
@magic_window = Window_Command2.new(140, ["Fire", "Blizzard", "Thunder", "Heal"])
@magic_window.visible = false
@magic_window.active = false
@magic_window.opacity = 160
@fire_magic = Sprite.new
@fire_magic.bitmap = RPG::Cache.character("Fire", 0)
@fire_magic.visible = false
@fire_magic.z = 1
@bliz_magic = Sprite.new
@bliz_magic.bitmap = RPG::Cache.character("Blizzard", 0)
@bliz_magic.visible = false
@bliz_magic.z = 1
@spriteset = Spriteset_Map.new
@barre = Barre.new
@message_window = Window_Message.new
Graphics.transition
loop do
  Graphics.update
  Input.update
  update
  if $scene != self
	break
  end
end
# Prepare for transition
Graphics.freeze
@barre.dispose
@item.dispose
@command_window.dispose
@magic_window.dispose
# Dispose of sprite set
@spriteset.dispose
# Dispose of message window
@message_window.dispose
@fire_magic.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
  # Fade out screen
  Graphics.transition
  Graphics.freeze
end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
update_AI if $start
if $start
for k in 1..@ind
if $danni != nil and $danni.enemies_hp[k - 1] < 1
  $game_actors[1].exp += $data_enemies[@enemies_id[k - 1]].exp unless @morti[k - 1]
  @morti[k - 1] = true
end
end
numero_morti = 0
if @morti != nil and @morti.size > 1
for l in 1..@morti.size
  if @morti[l - 1]
  numero_morti += 1
  end
end
elsif @morti != nil and @morti.size == 1
  if @morti[0]
  numero_morti = 1
  end
end
if numero_morti == @ind
$danni = nil
$start = false
$battle = false
$game_map.autoplay
$game_system.windowskin_name = $data_system.windowskin_name
end
ind = 0
for i in $game_map.events.keys.sort
  character = $game_map.events[i]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
  if @morti[ind]
  character.through = true unless character.transparent
  character.transparent = true unless character.transparent
  character.animation_id = 48 unless character.transparent
  $game_map.need_refresh = true unless character.transparent
  end
  ind += 1
  end
end
end
$danni = Calculator.new(@enemies_id) if $battle == true and $danni == nil
@item.update
@magic_window.update
if @SoraAnimMagia == true
  character = $game_player
  @wait +=1
  case @wait
  when 1
  character.pattern = 1
  when 5
  character.pattern = 2
  when 10
  character.pattern = 3
  when 15
  character.pattern = 4
  when 20
  character.pattern = 5
  @wait = 0
  @SoraAnimMagia = false
  @movimento_magia = true
  actor = $game_actors[1]
  actor.set_graphic($game_actors[1].name, 0, "", 0)
  $game_player.refresh
end
end
#muove la magia Fire
if @movimento_magia == true
  if @fire == true
  for i in 1..15
  if i <=15
  if @dir == 2
  @fire_magic.y += 1
  elsif @dir == 4
	@fire_magic.x -= 1
  elsif @dir == 6
	@fire_magic.x += 1
  elsif @dir == 8
	@fire_magic.y -= 1
  end
  controlla_magia
  end
  end
  elsif @bliz == true
  for i in 1..15
  if i <=15
  if @dir == 2
  @bliz_magic.y += 1
  elsif @dir == 4
	@bliz_magic.x -= 1
  elsif @dir == 6
	@bliz_magic.x += 1
  elsif @dir == 8
	@bliz_magic.y -= 1
  end
  controlla_magia
  end
  end
  elsif @thunder == true
  controlla_magia
  elsif @heal == true
  controlla_magia
  end
end
#aggiorna l'img della magia Fire
@fire_magic.update
@bliz_magic.update
#fa in modo che vicinpo alle persone, il comando "Attacca" diventi "Parla"
for i in $game_map.events.keys.sort
character = $game_map.events[i]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["parla"])
if $parla[i] != true
if character.x == $game_player.x
if character.y == $game_player.y
  $parla[i] = true
  @i = i
  @command_window.dispose
  @command_window = nil
  command_window_actions
end
end
else
if character.x != $game_player.x
  $parla[i] = false
  @i = i
  @command_window.dispose
  @command_window = nil
  command_window_actions
end
if character.y != $game_player.y
  $parla[i] = false
  @i = i
  @command_window.dispose
  @command_window = nil
  command_window_actions
end
end
 end
end
@command_window.update
#imposta l'attacco di Sora
if $sora_attacca == true
@wait += 1
if @wait == 20
actor = $game_actors[1]
actor.set_graphic($game_actors[1].name, 0, "", 0)
$game_player.refresh
$sora_attacca = false
@combo = false
@wait = 0
end
end
if Input.trigger?(Input::B)
  if @magic_window.active == true
	if $start == true
	if @movimento_magia != true
	  $game_system.se_play($data_system.cancel_se)
	  @magic_window.active = false
	  @magic_window.visible = false
	  @command_window.active = true
	end
	end
  end
end
#Imposta le funzioni del menù laterale
if Input.trigger?(Input::C)
  if @magic_window.active == true
  case @magic_window.index
  when 0
  if $game_actors[1].sp > 20
  $game_actors[1].sp -= 20
  if @movimento_magia != true
  Audio.se_play("Audio/SE/Fire", 100, 100)
  actor = $game_actors[1]
  actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0)
  $game_player.refresh
  @fire_magic.visible = true
  character = $game_player
  if character.direction == 2
	@dir = 2
	@fire_magic.x = $game_player.screen_x-16
	@fire_magic.y = $game_player.screen_y-16
  end
  if character.direction == 4
	@dir = 4
	@fire_magic.x = $game_player.screen_x-40
	@fire_magic.y = $game_player.screen_y-32
  end
  if character.direction == 6
	@dir = 6
	@fire_magic.x = $game_player.screen_x+32
	@fire_magic.y = $game_player.screen_y-32
  end
  if character.direction == 8
	@dir = 8
	@fire_magic.x = $game_player.screen_x-16
	@fire_magic.y = $game_player.screen_y-90
  end
  @SoraAnimMagia = true
  @fire = true
  end
  end
  when 1
  if $game_actors[1].sp > 40
  $game_actors[1].sp -= 40
  @magic_window.visible = false
  @magic_window.active = false
  @command_window.active = true
  if @movimento_magia != true
  Audio.se_play("Audio/SE/Bliz", 100, 100)
  actor = $game_actors[1]
  actor.set_graphic($game_actors[1].name + "Magia", 0, "", 0)
  $game_player.refresh
  @bliz_magic.visible = true
  character = $game_player
  if character.direction == 2
	@dir = 2
	@bliz_magic.x = $game_player.screen_x-16
	@bliz_magic.y = $game_player.screen_y-16
  end
  if character.direction == 4
	@dir = 4
	@bliz_magic.x = $game_player.screen_x-40
	@bliz_magic.y = $game_player.screen_y-32
  end
  if character.direction == 6
	@dir = 6
	@bliz_magic.x = $game_player.screen_x+32
	@bliz_magic.y = $game_player.screen_y-32
  end
  if character.direction == 8
	@dir = 8
	@bliz_magic.x = $game_player.screen_x-16
	@bliz_magic.y = $game_player.screen_y-90
  end
  @SoraAnimMagia = true
  @bliz = true
  end
  end
  when 2
  if $game_actors[1].sp > 60
  $game_actors[1].sp -= 60
  @magic_window.visible = false
  @magic_window.active = false
  @command_window.active = true
  if @movimento_magia != true
  Audio.se_play("Audio/SE/Thunder", 100, 100)
  actor = $game_actors[1]
  actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0)
  $game_player.refresh
  @SoraAnimMagia = true
  @thunder = true
  end
  end
  when 3
  if $game_actors[1].sp > 40
  $game_actors[1].sp -= 40
  @magic_window.visible = false
  @magic_window.active = false
  @command_window.active = true
  if @movimento_magia != true
  Audio.se_play("Audio/SE/Heal", 100, 100)
  actor = $game_actors[1]
  actor.set_graphic($game_actors[1].name + "Oggetti", 0, "", 0)
  $game_player.refresh
  @SoraAnimMagia = true
  @heal = true
  end
  end
  end
  end
  # Branch by command window cursor position
  if @command_window.active == true
  case @command_window.index
  when 0 #Attacca
  if @s1 == "Attacca"
  actor = $game_actors[1]
  actor.set_graphic($game_actors[1].name + "Attacco", 0, "", 0)
  $game_player.refresh
  character = $game_player
  character.move_forward
  character.move_forward if character.pattern < 4 or @combo == false
  @combo = true
  $sora_attacca = true
  @wait = 0
  end
  when 1#Magie
  @magic_window.visible = true
  @magic_window.active = true
  @command_window.active = false
  when 2#oggetti
  @command_window.active = false
  @item.active = true
  when 3#extra
  end
  end
end
  if $start == true
  if $game_system.windowskin_name != "Red"
  $battle = true
  start
  $game_system.windowskin_name = "Red"
  end
  else
  for i in $game_map.events.keys.sort
  character = $game_map.events[i]
  if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
  character.through = true
  character.transparent = true
  end
  end
end
# Loop
loop do
  # Update map, interpreter, and player order
  # (this update order is important for when conditions are fulfilled 
  # to run any event, and the player isn't provided the opportunity to
  # move in an instant)
  $game_map.update
  $game_system.map_interpreter.update
  $game_player.update if @SoraAnimMagia != true
  # Update system (timer), screen
  $game_system.update
  $game_screen.update
  # Abort loop if player isn't place moving
  unless $game_temp.player_transferring
	break
  end
  # Run place move
  transfer_player
  # Abort loop if transition processing
  if $game_temp.transition_processing
	break
  end
end
# Update sprite set
@spriteset.update
@barre.update
unless $start and $battle
  $danni = nil
end
# Update message window
@message_window.update
# If game over
if $game_temp.gameover
  # Switch to game over screen
  $scene = Scene_Gameover.new
  return
end
# If returning to title screen
if $game_temp.to_title
  # Change to title screen
  $scene = Scene_Title.new
  return
end
# If transition processing
if $game_temp.transition_processing
  # Clear transition processing flag
  $game_temp.transition_processing = false
  # Execute transition
  if $game_temp.transition_name == ""
	Graphics.transition(20)
  else
	Graphics.transition(40, "Graphics/Transitions/" +
	  $game_temp.transition_name)
  end
end
# If showing message window
if $game_temp.message_window_showing
  return
end
# If encounter list isn't empty, and encounter count is 0
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
  # If event is running or encounter is not forbidden
  unless $game_system.map_interpreter.running? or
		 $game_system.encounter_disabled
	# Confirm troop
	n = rand($game_map.encounter_list.size)
	troop_id = $game_map.encounter_list[n]
	# If troop is valid
	if $data_troops[troop_id] != nil
	  # Set battle calling flag
	  $game_temp.battle_calling = true
	  $game_temp.battle_troop_id = troop_id
	  $game_temp.battle_can_escape = true
	  $game_temp.battle_can_lose = false
	  $game_temp.battle_proc = nil
	end
  end
end
# If B button was pressed
if Input.trigger?(Input::B)
  # If event is running, or menu is not forbidden
  unless $game_system.map_interpreter.running? or
		 $game_system.menu_disabled
	# Set menu calling flag or beep flag
	$game_temp.menu_calling = true
	$game_temp.menu_beep = true
  end
end
# If debug mode is ON and F9 key was pressed
if $DEBUG and Input.press?(Input::F9)
  # Set debug calling flag
  $game_temp.debug_calling = true
end
# If player is not moving
unless $game_player.moving?
  # Run calling of each screen
  if $game_temp.battle_calling
	call_battle
  elsif $game_temp.shop_calling
	call_shop
  elsif $game_temp.name_calling
	call_name
  elsif $game_temp.menu_calling
	call_menu
  elsif $game_temp.save_calling
	call_save
  elsif $game_temp.debug_calling
	call_debug
  end
end
 end
 def call_battle
# Clear battle calling flag
$game_temp.battle_calling = false
# Clear menu calling flag
$game_temp.menu_calling = false
$game_temp.menu_beep = false
# Make encounter count
$game_player.make_encounter_count
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
 end
 def call_shop
$game_temp.shop_calling = false
$game_player.straighten
$scene = Scene_Shop.new
 end
 def call_name
# Clear name input call flag
$game_temp.name_calling = false
# Straighten player position
$game_player.straighten
# Switch to name input screen
$scene = Scene_Name.new
 end
 def call_menu
if $battle != true
# Clear menu call flag
$game_temp.menu_calling = false
# If menu beep flag is set
if $game_temp.menu_beep
  # Play decision SE
  $game_system.se_play($data_system.decision_se)
  # Clear menu beep flag
  $game_temp.menu_beep = false
end
# Straighten player position
$game_player.straighten
# Switch to menu screen
$scene = Scene_Menu.new
end
 end
 def call_save
# Straighten player position
$game_player.straighten
# Switch to save screen
$scene = Scene_Save.new
 end
 def call_debug
# Clear debug call flag
$game_temp.debug_calling = false
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Straighten player position
$game_player.straighten
# Switch to debug screen
$scene = Scene_Debug.new
 end
 def transfer_player
$danni = nil
# Clear player place move call flag
$game_temp.player_transferring = false
# If move destination is different than current map
if $game_map.map_id != $game_temp.player_new_map_id
  # Set up a new map
  $game_map.setup($game_temp.player_new_map_id)
end
# Set up player position
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# Set player direction
case $game_temp.player_new_direction
when 2  # down
  $game_player.turn_down
when 4  # left
  $game_player.turn_left
when 6  # right
  $game_player.turn_right
when 8  # up
  $game_player.turn_up
end
# Straighten player position
$game_player.straighten
# Update map (run parallel process event)
$game_map.update
# Remake sprite set
@spriteset.dispose
@spriteset = Spriteset_Map.new
@barre.dispose
@barre = Barre.new
@morti = []
@ind = 0
refresh_item
@enemies_id = nil
@enemies_id = Enemies_Id.new
if $start != true
$battle = false
$game_system.windowskin_name = $data_system.windowskin_name
for i in $game_map.events.keys.sort
  character = $game_map.events[i]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
  character.through = true
  $game_map.events[i].transparent = true
  @enemies_id[@ind] = $game_map.events[i].list[1].parameters[0].to_i
  @ind += 1
end
end
end
if @ind > 0
@morti = []
@timer = []
@chara = []
for i in 1..@ind
@timer[i - 1] = 0
@chara[i - 1] = ""
end
end
$danni = Calculator.new(@enemies_id) if @ind > 0 and $danni == nil
@spriteset.update
# If processing transition
if $game_temp.transition_processing
  # Clear transition processing flag
  $game_temp.transition_processing = false
  # Execute transition
  Graphics.transition(20)
end
# Run automatic change for BGM and BGS set on the map
$game_map.autoplay
# Frame reset
Graphics.frame_reset
# Update input information
Input.update
 end
 def start
for i in $game_map.events.keys.sort
  character = $game_map.events[i]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
  character.through = false
  $game_map.events[i].transparent = false
  $game_map.events[i].animation_id = 48
  $game_map.need_refresh = true
  $game_system.bgm_play($game_system.battle_bgm)
end
end
 end
 def command_window_actions
if $parla[@i] == true
@s1 = "Parla"
else
@s1 = "Attacca"
end
s2 = "Magia"
s3 = "Oggetti"
s4 = "..."
@command_window = Window_Command2.new(140, [@s1, s2, s3, s4])
@command_window.index = 0
@command_window.opacity = 160
@command_window.y = 480 - @command_window.height
@command_window.index = 0
if $parla[@i] == true
@command_window.active = false
else
@command_window.active = true
end
@i = nil
 end
 def controlla_magia
ind = 0
for i in $game_map.events.keys.sort
character = $game_map.events[i]
if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["nemico"])
  if @fire_magic.y == character.screen_y-32 and @fire_magic.x == character.screen_x-16
	$game_map.events[i].animation_id = 27
	$danni.hero_magic(150, ind)
  end
  if @bliz_magic.y == character.screen_y-32 and @bliz_magic.x == character.screen_x-16
	$game_map.events[i].animation_id = 27
	$danni.hero_magic(200, ind)
  end
  ind = ind + 1
end
end
if @fire == true
  if @fire_magic.y < -40 or @fire_magic.y > 640
  @movimento_magia = false
  @fire = false
  elsif @fire_magic.x < -40 or @fire_magic.x > 640
  @movimento_magia = false
  @fire = false
  end
end
if @bliz == true
  if @bliz_magic.y < -40 or @bliz_magic.y > 640
  @movimento_magia = false
  @bliz = false
  elsif @bliz_magic.x < -40 or @bliz_magic.x > 640
  @movimento_magia = false
  @bliz = false
  end
end
if @thunder == true
  $game_player.animation_id = 35
  @movimento_magia = false
  @thunder = false
  if ind > 1
  for i in 1..ind
  $danni.hero_magic(50, i - 1) if $start == true
  end
  else
  $danni.hero_magic(50, 0) if $start == true
  end
end
if @heal == true
  $game_player.animation_id = 15
  $game_actors[1].hp += 200
  @movimento_magia = false
  @heal = false
end
@magic_window.visible = false
@magic_window.active = false
@command_window.active = true
 end
 def refresh_item
@item.dispose
@item = nil
@item = Item.new
@command_window.dispose
@s1 = "Attacca"
s2 = "Magia"
s3 = "Oggetti"
s4 = "..."
@command_window = Window_Command2.new(140, [@s1, s2, s3, s4])
@command_window.index = 0
@command_window.opacity = 160
@command_window.y = 480 - @command_window.height
@command_window.index = 0
 end
end

Progetti:

 http://i.imgur.com/jmLkIqi.png

http://i54.tinypic.com/2rh4ojq.png

https://github.com/ProGM

 

Crea anche tu il tuo gioco per Game Boy!
http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png


http://i.imgur.com/BEu6G.gif

http://i.imgur.com/H1ARhq7.gif

http://i.imgur.com/Af6ijZN.gif

AOT: Associazione Odiamo la Telecom:

http://i.imgur.com/aYJs89E.png

"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"

Flame


http://i30.tinypic.com/i27ypj.png

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io non ho capito il problema....

cmq non è composto da un solo script ma da diversi, ti conviene fa un gioco con una copia del rar.

 

@progm: ma dici sul serio?..... e che dovrei fà? so tre mesi che sto provando a lavorarci ma non capisco come aggiungere gli alleati anche se sò riuscito a far partire il caterpillar e far apparire le barre di vita anche degli altri membri..... inoltre ho fatto un menù che va bene per qualsiasi gioco e per un gioco simile è piùccheperfetto, ce devo solo fà le vesti grafiche adatte... appena sei su msn dimmelo, io ce posso stà solo il sabato e la domenica praticamente, ci sò troppi compiti!!!

The Zodiac Brave Story
http://img201.imageshack.us/img201/7397/finalfantasytacticstheloy2.jpg

"A warrior takes sword in hand,
clasping a gem to his heart.
Engraving vanishing memories
into the sword,
He places finaly honed skills
into the stone,
Spoken from the sword
handed down from the stone"...


...Now the story can be told...


Idzule Reborn 01%
<div style="margin:20px;margin-top:5px" "="">





http://img237.imageshack.us/img237/9992/wallerinloveom7.png
Più di 200 scenari realizzati completamente a mano....
Nuovi chara creati da zero!
Menù Personalizzato!
La forza non è tutto! Muoviti mentre combatti!
Viaggia sulla mappa di Idzule è incontra personaggi che hanno fatto la storia di queste terre!
Combatterai con vecchi Boss e avrai il supporto degli spiriti al tuo fianco mentre avrai un quesito che ti perseguiterà per tutto il viaggio: avere la felicità.

PS: Il gioco non uscira prima di due anni!

 

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