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Level Up in Battaglia


Lloyd91
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ho uno script che mi dice (in battaglia) quando il pg sale di livello (mi Ci Viene Scritto Level Up)... ma vorrei che ci fosse un suono ( è + carino) un suono che ho già... potrebbe essere un qualcosa che riguarda le variabili ( e penso proprio anke perkè è l'unica cosa, tra l'altro la + importante, che nn riesco a capire di RGP T_T)

 

qualcuno può illuminarmi?

 

Grazie

Progetto in CorsoTitolo: FullMetal Alchemist: L'Alchimista di AcciaioTrama: Basato sull'anime e non sul mangaPersonaggi: Da Fare La maggior Parte (e nn so dove cercarli)Musiche: Ne ho AbbastanzaScript: Manca MoltoDemo: ...tra moltissimo tempo...Il Maghetto... ^_^... certo che è ingenuo ... >_>"http://www.ff-fan.com/chartest/banners/vivi.jpgmhuahuhauh Kuja *,.,* XDhttp://www.ff-fan.com/chartest/banners/kuja.jpg
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Dipende dallo script che usi... Posta lo script così si trova la riga da modificare/aggiungere...

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Dipende dallo script che usi... Posta lo script così si trova la riga da modificare/aggiungere...

 

 

La Mia niubbiaggine si dimostra anke qua.. non so se mostro lo script giusto.... cmnq è dove c'è scritto quando il pg sale di livello mostra "Nuovo Livello" ed è lì che dovrei inserire il suono, ho provato ma con pessimi risultati...

 

#==============================================================================

# ** Window_BattleStatus

#------------------------------------------------------------------------------

# This window displays the status of all party members on the battle screen.

#==============================================================================

 

class Window_BattleStatus < Window_Base

#--------------------------------------------------------------------------

# * Object Initialization

#--------------------------------------------------------------------------

def initialize

super(0, 320, 640, 160)

self.contents = Bitmap.new(width - 32, height - 32)

@level_up_flags = [false, false, false, false]

refresh

end

#--------------------------------------------------------------------------

# * Dispose

#--------------------------------------------------------------------------

def dispose

super

end

#--------------------------------------------------------------------------

# * Set Level Up Flag

# actor_index : actor index

#--------------------------------------------------------------------------

def level_up(actor_index)

@level_up_flags[actor_index] = true

end

#--------------------------------------------------------------------------

# * Refresh

#--------------------------------------------------------------------------

def refresh

self.contents.clear

@item_max = $game_party.actors.size

for i in 0...$game_party.actors.size

actor = $game_party.actors

actor_x = i * 160 + 4

draw_actor_name(actor, actor_x, 0)

draw_actor_hp(actor, actor_x, 32, 120)

draw_actor_sp(actor, actor_x, 64, 120)

if @level_up_flags

self.contents.font.color = normal_color

self.contents.draw_text(actor_x, 96, 120, 32, "Nuovo Livello!")

else

draw_actor_state(actor, actor_x, 96)

end

end

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

super

# Slightly lower opacity level during main phase

if $game_temp.battle_main_phase

self.contents_opacity -= 4 if self.contents_opacity > 191

else

self.contents_opacity += 4 if self.contents_opacity < 255

end

end

end

 

 

e ora voglio deridermi Avevo Aggiunto

 

$game_system.se_play($data_system.LevelUp)

 

là dove mi diceva Nuovo Livello lì sotto, prima di else

 

mi aspetto che voi mi prendiate in giro per questa cavolata... ma dovrò imparare pur da qualke parte.... capace ho sbagliato ad aggiungere anke lo script perkè questa è la finestra....

Progetto in CorsoTitolo: FullMetal Alchemist: L'Alchimista di AcciaioTrama: Basato sull'anime e non sul mangaPersonaggi: Da Fare La maggior Parte (e nn so dove cercarli)Musiche: Ne ho AbbastanzaScript: Manca MoltoDemo: ...tra moltissimo tempo...Il Maghetto... ^_^... certo che è ingenuo ... >_>"http://www.ff-fan.com/chartest/banners/vivi.jpgmhuahuhauh Kuja *,.,* XDhttp://www.ff-fan.com/chartest/banners/kuja.jpg
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#==============================================================================

# ** Scene_Battle (part 1)

#------------------------------------------------------------------------------

# This class performs battle screen processing.

#==============================================================================

 

class Scene_Battle

#--------------------------------------------------------------------------

# * Main Processing

#--------------------------------------------------------------------------

def main

# Initialize each kind of temporary battle data

$game_temp.in_battle = true

$game_temp.battle_turn = 0

$game_temp.battle_event_flags.clear

$game_temp.battle_abort = false

$game_temp.battle_main_phase = false

$game_temp.battleback_name = $game_map.battleback_name

$game_temp.forcing_battler = nil

# Initialize battle event interpreter

$game_system.battle_interpreter.setup(nil, 0)

# Prepare troop

@troop_id = $game_temp.battle_troop_id

$game_troop.setup(@troop_id)

# Make actor command window

s1 = $data_system.words.attack

s2 = $data_system.words.skill

s3 = $data_system.words.guard

s4 = $data_system.words.item

@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])

@actor_command_window.y = 160

@actor_command_window.back_opacity = 160

@actor_command_window.active = false

@actor_command_window.visible = false

# Make other windows

@party_command_window = Window_PartyCommand.new

@help_window = Window_Help.new

@help_window.back_opacity = 160

@help_window.visible = false

@status_window = Window_BattleStatus.new

@message_window = Window_Message.new

# Make sprite set

@spriteset = Spriteset_Battle.new

# Initialize wait count

@wait_count = 0

# Execute transition

if $data_system.battle_transition == ""

Graphics.transition(20)

else

Graphics.transition(40, "Graphics/Transitions/" +

$data_system.battle_transition)

end

# Start pre-battle phase

start_phase1

# Main loop

loop do

# Update game screen

Graphics.update

# Update input information

Input.update

# Frame update

update

# Abort loop if screen is changed

if $scene != self

break

end

end

# Refresh map

$game_map.refresh

# Prepare for transition

Graphics.freeze

# Dispose of windows

@actor_command_window.dispose

@party_command_window.dispose

@help_window.dispose

@status_window.dispose

@message_window.dispose

if @skill_window != nil

@skill_window.dispose

end

if @item_window != nil

@item_window.dispose

end

if @result_window != nil

@result_window.dispose

end

# Dispose of sprite set

@spriteset.dispose

# If switching to title screen

if $scene.is_a?(Scene_Title)

# Fade out screen

Graphics.transition

Graphics.freeze

end

# If switching from battle test to any screen other than game over screen

if $BTEST and not $scene.is_a?(Scene_Gameover)

$scene = nil

end

end

#--------------------------------------------------------------------------

# * Determine Battle Win/Loss Results

#--------------------------------------------------------------------------

def judge

# If all dead determinant is true, or number of members in party is 0

if $game_party.all_dead? or $game_party.actors.size == 0

# If possible to lose

if $game_temp.battle_can_lose

# Return to BGM before battle starts

$game_system.bgm_play($game_temp.map_bgm)

# Battle ends

battle_end(2)

# Return true

return true

end

# Set game over flag

$game_temp.gameover = true

# Return true

return true

end

# Return false if even 1 enemy exists

for enemy in $game_troop.enemies

if enemy.exist?

return false

end

end

# Start after battle phase (win)

start_phase5

# Return true

return true

end

#--------------------------------------------------------------------------

# * Battle Ends

# result : results (0:win 1:lose 2:escape)

#--------------------------------------------------------------------------

def battle_end(result)

# Clear in battle flag

$game_temp.in_battle = false

# Clear entire party actions flag

$game_party.clear_actions

# Remove battle states

for actor in $game_party.actors

actor.remove_states_battle

end

# Clear enemies

$game_troop.enemies.clear

# Call battle callback

if $game_temp.battle_proc != nil

$game_temp.battle_proc.call(result)

$game_temp.battle_proc = nil

end

# Switch to map screen

$scene = Scene_Map.new

end

#--------------------------------------------------------------------------

# * Battle Event Setup

#--------------------------------------------------------------------------

def setup_battle_event

# If battle event is running

if $game_system.battle_interpreter.running?

return

end

# Search for all battle event pages

for index in 0...$data_troops[@troop_id].pages.size

# Get event pages

page = $data_troops[@troop_id].pages[index]

# Make event conditions possible for reference with c

c = page.condition

# Go to next page if no conditions are appointed

unless c.turn_valid or c.enemy_valid or

c.actor_valid or c.switch_valid

next

end

# Go to next page if action has been completed

if $game_temp.battle_event_flags[index]

next

end

# Confirm turn conditions

if c.turn_valid

n = $game_temp.battle_turn

a = c.turn_a

b = c.turn_b

if (b == 0 and n != a) or

(b > 0 and (n < 1 or n < a or n % b != a % b))

next

end

end

# Confirm enemy conditions

if c.enemy_valid

enemy = $game_troop.enemies[c.enemy_index]

if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp

next

end

end

# Confirm actor conditions

if c.actor_valid

actor = $game_actors[c.actor_id]

if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp

next

end

end

# Confirm switch conditions

if c.switch_valid

if $game_switches[c.switch_id] == false

next

end

end

# Set up event

$game_system.battle_interpreter.setup(page.list, 0)

# If this page span is [battle] or [turn]

if page.span <= 1

# Set action completed flag

$game_temp.battle_event_flags[index] = true

end

return

end

end

#--------------------------------------------------------------------------

# * Frame Update

#--------------------------------------------------------------------------

def update

# If battle event is running

if $game_system.battle_interpreter.running?

# Update interpreter

$game_system.battle_interpreter.update

# If a battler which is forcing actions doesn't exist

if $game_temp.forcing_battler == nil

# If battle event has finished running

unless $game_system.battle_interpreter.running?

# Rerun battle event set up if battle continues

unless judge

setup_battle_event

end

end

# If not after battle phase

if @phase != 5

# Refresh status window

@status_window.refresh

end

end

end

# Update system (timer) and screen

$game_system.update

$game_screen.update

# If timer has reached 0

if $game_system.timer_working and $game_system.timer == 0

# Abort battle

$game_temp.battle_abort = true

end

# Update windows

@help_window.update

@party_command_window.update

@actor_command_window.update

@status_window.update

@message_window.update

# Update sprite set

@spriteset.update

# If transition is 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 message window is showing

if $game_temp.message_window_showing

return

end

# If effect is showing

if @spriteset.effect?

return

end

# 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

# Switch to title screen

$scene = Scene_Title.new

return

end

# If battle is aborted

if $game_temp.battle_abort

# Return to BGM used before battle started

$game_system.bgm_play($game_temp.map_bgm)

# Battle ends

battle_end(1)

return

end

# If waiting

if @wait_count > 0

# Decrease wait count

@wait_count -= 1

return

end

# If battler forcing an action doesn't exist,

# and battle event is running

if $game_temp.forcing_battler == nil and

$game_system.battle_interpreter.running?

return

end

# Branch according to phase

case @phase

when 1 # pre-battle phase

update_phase1

when 2 # party command phase

update_phase2

when 3 # actor command phase

update_phase3

when 4 # main phase

update_phase4

when 5 # after battle phase

update_phase5

end

end

end

 

 

 

 

 

 

 

 

 

 

 

 

Penso sia questo :P (scusate il doppio post)

Progetto in CorsoTitolo: FullMetal Alchemist: L'Alchimista di AcciaioTrama: Basato sull'anime e non sul mangaPersonaggi: Da Fare La maggior Parte (e nn so dove cercarli)Musiche: Ne ho AbbastanzaScript: Manca MoltoDemo: ...tra moltissimo tempo...Il Maghetto... ^_^... certo che è ingenuo ... >_>"http://www.ff-fan.com/chartest/banners/vivi.jpgmhuahuhauh Kuja *,.,* XDhttp://www.ff-fan.com/chartest/banners/kuja.jpg
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