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-Sigils of Natachia Battle System


Luigi
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Bravo Luigi.

Azrith001 crea sempre script interessanti e molto personalizabili :rox:

Progetto in corso:

"Hero Walking: Toward Another Life"

Video Old Intro su Youtube

Visite: 11.896!

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*Posizioni raggiunte nei contest*

 

 

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SE VUOI AVERE RENS PER RISORSE, TUTORIAL, DEMO, ECC... LEGGI QUI

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Uao!Sembra un bs fortissimo..Peccato per le sdk.. :rox:

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molti script hanno questo "inconveniente", ma non è male

Non e' che l'sdk sia un inconveniente, ma quando provo qualche demo dove c'e, l'rpg maker neache mi parte..

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Davvero?E come si fà?

Ehi hai messo Hinata come avatar!Bella Marigno!!

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Ora non ho RPG Maker XP tra le mani ma:

 

Di solito all'inizio e alla fine ci sono stringhe che riguardano l'SDK... Ascoltate, postatemi lo script quì sul foro. :rox:

Edited by Marigno
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Ehm ci sono molti script..Ti serve il window base? Edited by Lusianl

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Il Window_Battle_command

 

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

========

# ■ Window_Battle_command

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

#  バトル画面で、戦うか逃げるかを選択するウィンドウです。

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

 

class Window_Battle_command < Window_Selectable

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

# ● オブジェクト初期化

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

def initialize

super(0, 0, 640, 64)

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

self.contents.font.name = $defaultfonttype # "Battle Command" (Initial Battle Choices) window font

self.contents.font.size = $defaultfontsize

self.opacity = 0

@commands = ["Attack", "Sigil", "Gaurd", "Items", "Escape"]

@item_max = 5

@column_max = 5

@txtc = Color.new(255,255,255,255)

@txtc_dis = Color.new(0,0,0,200)

draw_item(0, @txtc)

draw_item(1, @txtc)

draw_item(2, @txtc)

draw_item(3, @txtc)

draw_item(4, $game_temp.battle_can_escape ? @txtc : @txtc_dis)

self.active = false

self.visible = false

self.index = 0

end

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

# ● 項目の描画

# index : 項目番号

# color : 文字色

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

def draw_item(index, color)

self.contents.font.color = color

rect = Rect.new(4 + index * 90, 0, 100 - 10, 32)

self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

self.contents.draw_text(rect, @commands[index], 1)

end

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

# ● カーソルの矩形更新

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

 

Il Battle_status

 

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

=========

# ** BattleStatus Modification (RTAB Version) Credits

# by DerVVulfman

# Version 2.1

# 02-18-07

#

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

# ** A MODIFICATION OF

# ** Real time active battle (RTAB) Ver 1.12-1.16

# ** RTAB engine available at...

# ** http://members.jcom.home.ne.jp/cogwheel/

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

# This script is a response to a friend who wanted the battle status window to

# display the hero(s) information in a different manner. Instead of displaying

# each hero's information directly underneath of them, it displays it along a

# single horizontal line in the style of the Final Fantasy games.

#

# EX: ARSHES HP 204 / SP 199 [Normal ] [=========]

# BASIL HP 184 / SP 49 [Knockout] [=========]

# GLORIA HP 234 / SP 299 [Normal ] [=========]

# HILDA HP 214 / SP 129 [Normal ] [=========]

#

# As a bonus, the system can Right-Justify the display and set the transparency

# of the status window. The only caveat of this is that it doesn't highlight

# the name of the hero in action. But, I have altered the battle command window

# to change its height to appear just over the name (or atb bar) of the current

# hero in action (instead of moving left to right).

 

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

 

# Configuration Section

 

# Behavior Controls

$bstat_align = 1 # Left/Right alignment of text (either 0 or 1)

$bstat_cmnd = 1 # Type of Command Window (0 = Original / 1 = New)

$bstat_min_size = 6 # Minimum # of slots in the window

 

# Positioning System

$bstat_cmnd_ht = 200 # Height of the default 'Command' window 180

$bstat_top = 480 # Bottom most position of the window (480 is default)

$bstat_dist = 40 # Vertical distance between actors (24 is tight)

$bstat_marg = 12 # Margin distance from top (12 is pretty tight)

 

# Opacity settings

$bstat_opa = 0 # Opacity of the window's border

$bstat_b_opa = 0 # Opacity of the window's background

$bcmnd_opa = 0 # Opacity of the Command window's border

$bcmnd_b_opa = 0 # Opacity of the Command window's background

 

 

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

# ** Window_Base

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

# This class is for all in-game windows.

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

 

class Window_Base < Window

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

# * Draw Name (battler)

# actor : actor

# x : draw spot x-coordinate

# y : draw spot y-coordinate

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

def draw_battler_name(actor, x, y)

self.contents.font.color = normal_color

self.contents.draw_text(x, y, 120, 32, actor.name, 2)

end

end

 

 

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

# ** Window_BattleStatus

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

#  It is the window which indicates the status of the party member in the

# battle picture.

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

 

class Window_BattleStatus < Window_Base

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

# * Object Initialization

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

def initialize

y = $game_party.actors.size * (64 - $bstat_dist)

height = ($game_party.actors.size * (64 - $bstat_dist))

if $bstat_min_size > $game_party.actors.size

y = $bstat_min_size * (64 - $bstat_dist)

height = ($bstat_min_size * (64 - $bstat_dist))

end

super(110, 0, 166, 640)

self.back_opacity = $bstat_b_opa

self.opacity = $bstat_opa

self.z = 120

@actor_window = []

offset = $bstat_top - height - $bstat_marg

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

@actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))#(i, (i * 110) + offset ))

end

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

refresh

end

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

# * Dispose

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

def dispose

for window in @actor_window

window.dispose

end

super

end

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

# * Refresh

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

def refresh(number = 0)

if number == 0

cnt = 0

for window in @actor_window

window.refresh(@level_up_flags[cnt])

cnt += 1

end

else

@actor_window[number - 1].refresh(@level_up_flags[number - 1])

end

end

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

# * AT gauge refreshment

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

def at_refresh(number = 0)

if number == 0

for window in @actor_window

window.at_refresh

end

else

@actor_window[number - 1].at_refresh

end

end

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

# * Frame Renewal

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

def update

super

# Establish if using a set window size, or expandable

checkvalue = $game_party.actors.size

if $bstat_min_size > $game_party.actors.size

checkvalue = $bstat_min_size

end

# See if the window size is altered

if self.y != $bstat_top - (checkvalue * (110 - $bstat_dist)) or

$game_party.actors.size != @oldsize

self.y = $bstat_top - (checkvalue * (110 - $bstat_dist))

self.height = (checkvalue * (110 - $bstat_dist))

for window in @actor_window

window.dispose

end

@actor_window = []

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

@actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))

end

@oldsize = $game_party.actors.size

refresh

end

for window in @actor_window

window.update

end

end

end

 

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

# ** Window_ActorStatus

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

#  It is the window which indicates the status of the party member respectively

# in the battle picture.

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

 

class Window_ActorStatus < Window_Base

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

# * Object Initialization

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

def initialize(id, y)

@actor_num = id

super(0, $bstat_top - y, 640, 64)

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

self.opacity = 0

self.z = 120

self.back_opacity = 0

actor = $game_party.actors[@actor_num]

@actor_nm = actor.name

@actor_mhp = actor.maxhp

@actor_msp = actor.maxsp

@actor_hp = actor.hp

@actor_sp = actor.sp

@actor_st = make_battler_state_text(actor, 120, true)

@status_window = []

for i in 0...5

@status_window.push(Window_DetailsStatus.new(actor, i, y))

end

refresh(false)

end

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

# * Dispose

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

def dispose

for i in 0...5

@status_window.dispose

end

super

end

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

# * Refresh

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

def refresh(level_up_flags)

self.contents.clear

actor = $game_party.actors[@actor_num]

@status_window[0].refresh(actor) if @actor_nm != actor.name

@status_window[1].refresh(actor) if

@actor_mhp != actor.maxhp or @actor_hp != actor.hp

@status_window[2].refresh(actor) if

@actor_msp != actor.maxsp or @actor_sp != actor.sp

@status_window[4].refresh(actor, level_up_flags) if

@actor_st != make_battler_state_text(actor, 120, true) or level_up_flags

@actor_nm = actor.name

@actor_mhp = actor.maxhp

@actor_msp = actor.maxsp

@actor_hp = actor.hp

@actor_sp = actor.sp

@actor_st = make_battler_state_text(actor, 120, true)

end

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

# * AT gauge refreshment

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

def at_refresh

@status_window[4].refresh($game_party.actors[@actor_num])

end

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

# * Frame Renewal

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

def update

for window in @status_window

window.update

end

end

end

 

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

# ** Window_DetailsStatus

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

#  It is the window which indicates the status of the actor in individually in the battle picture.

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

 

class Window_DetailsStatus < Window_Base

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

# * Object Initialization

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

def initialize(actor, id, y)

@status_id = id

super(0 , y , 640, 64)

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

self.opacity = 0

self.z = 120

self.back_opacity = 0

refresh(actor, false)

end

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

# * Dispose

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

def dispose

super

end

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

# * Refresh

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

def refresh(actor, level_up_flags = false)

self.contents.clear

if $bstat_align == 0

# Draw Name/Hp etc left to right

case @status_id

when 0

draw_actor_name(actor, 4, -8)

when 1

draw_actor_hp(actor, 152, -8, 80)

when 2

draw_actor_sp(actor, 248, -8, 80)

when 3

if level_up_flags

self.contents.font.color = normal_color

self.contents.draw_text(344, -8, 120, 32, "LEVEL UP!")

else

draw_actor_state(actor, 344, -8)

end

when 4

draw_actor_atg(actor, 488, -8, 50)

end

else

# Draw Name/Hp etc right to left

case @status_id

when 4

if level_up_flags

self.contents.font.color = normal_color

self.contents.draw_text(160, -8, 120, 32, "LEVEL UP!")

else

draw_actor_atg(actor, 0, -8, 120)

end

end

end

end

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

# * Frame renewal

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

def update

#At the time of main phase opacity is lowered a little

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

 

 

 

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

# ** Scene_Battle (Division definition 3)

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

# * It is the class which processes the battle picture.

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

class Scene_Battle

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

# * Setup of actor command window

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

def phase3_setup_command_window

offset = $bstat_top - ($game_party.actors.size * 64)

# Nullifying the party command window

# @party_command_window.active = false

# @party_command_window.visible = false

# Enabling the actor command window

@actor_command_window.active = true

@actor_command_window.visible = true

if $bstat_cmnd == 0

# Get relative position of window in percentages

x_perc = ((@actor_index +1) * 100) / $game_party.actors.size

# Apply position to 640 width of screen

xpos = ((640 * x_perc) / 100)

# Get window width difference in percentages

wperc = (($game_party.actors.size - 1) * 100) / $game_party.actors.size

# Get amount of window to remove

wperc2 = @actor_command_window.width

if $game_party.actors.size > 4

wperc2 = (@actor_command_window.width * wperc) / 100

end

if xpos - wperc2 <0

wperc2 = xpos

end

if xpos - wperc2 > (640 - @actor_command_window.width)

wperc2 = @actor_command_window.width

end

# Apply command window difference

xpos = xpos - wperc2

#(@actor_command_window.width)

# Set position

@actor_command_window.x = -32

@actor_command_window.y = 200

#print wperc

else

@actor_command_window.x = -32

if $bstat_align != 0

@actor_command_window.x = -32

end

checkvalue = ($game_party.actors.size * (64 - $bstat_dist))

if $bstat_min_size > $game_party.actors.size

checkvalue = $bstat_min_size * (64 - $bstat_dist)

end

@actor_command_window.y = 350#($bstat_top - (checkvalue)) -

#(@actor_command_window.height - (@actor_index * (64 - $bstat_dist)))

end

@actor_command_window.back_opacity = $bcmnd_b_opa

 

il battle_sprite

 

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

=========

# ** BattleStatus Modification (RTAB Version) Credits

# by DerVVulfman

# Version 2.1

# 02-18-07

#

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

# ** A MODIFICATION OF

# ** Real time active battle (RTAB) Ver 1.12-1.16

# ** RTAB engine available at...

# ** http://members.jcom.home.ne.jp/cogwheel/

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

# This script is a response to a friend who wanted the battle status window to

# display the hero(s) information in a different manner. Instead of displaying

# each hero's information directly underneath of them, it displays it along a

# single horizontal line in the style of the Final Fantasy games.

#

# EX: ARSHES HP 204 / SP 199 [Normal ] [=========]

# BASIL HP 184 / SP 49 [Knockout] [=========]

# GLORIA HP 234 / SP 299 [Normal ] [=========]

# HILDA HP 214 / SP 129 [Normal ] [=========]

#

# As a bonus, the system can Right-Justify the display and set the transparency

# of the status window. The only caveat of this is that it doesn't highlight

# the name of the hero in action. But, I have altered the battle command window

# to change its height to appear just over the name (or atb bar) of the current

# hero in action (instead of moving left to right).

 

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

 

# Configuration Section

 

# Behavior Controls

$bstat_align = 1 # Left/Right alignment of text (either 0 or 1)

$bstat_cmnd = 1 # Type of Command Window (0 = Original / 1 = New)

$bstat_min_size = 6 # Minimum # of slots in the window

 

# Positioning System

$bstat_cmnd_ht = 200 # Height of the default 'Command' window 180

$bstat_top = 480 # Bottom most position of the window (480 is default)

$bstat_dist = 40 # Vertical distance between actors (24 is tight)

$bstat_marg = 12 # Margin distance from top (12 is pretty tight)

 

# Opacity settings

$bstat_opa = 0 # Opacity of the window's border

$bstat_b_opa = 0 # Opacity of the window's background

$bcmnd_opa = 0 # Opacity of the Command window's border

$bcmnd_b_opa = 0 # Opacity of the Command window's background

 

 

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

# ** Window_Base

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

# This class is for all in-game windows.

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

 

class Window_Base < Window

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

# * Draw Name (battler)

# actor : actor

# x : draw spot x-coordinate

# y : draw spot y-coordinate

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

def draw_battler_name(actor, x, y)

self.contents.font.color = normal_color

self.contents.draw_text(x, y, 120, 32, actor.name, 2)

end

end

 

 

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

# ** Window_BattleStatus

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

#  It is the window which indicates the status of the party member in the

# battle picture.

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

 

class Window_BattleStatus < Window_Base

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

# * Object Initialization

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

def initialize

y = $game_party.actors.size * (64 - $bstat_dist)

height = ($game_party.actors.size * (64 - $bstat_dist))

if $bstat_min_size > $game_party.actors.size

y = $bstat_min_size * (64 - $bstat_dist)

height = ($bstat_min_size * (64 - $bstat_dist))

end

super(110, 0, 166, 640)

self.back_opacity = $bstat_b_opa

self.opacity = $bstat_opa

self.z = 120

@actor_window = []

offset = $bstat_top - height - $bstat_marg

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

@actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))#(i, (i * 110) + offset ))

end

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

refresh

end

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

# * Dispose

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

def dispose

for window in @actor_window

window.dispose

end

super

end

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

# * Refresh

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

def refresh(number = 0)

if number == 0

cnt = 0

for window in @actor_window

window.refresh(@level_up_flags[cnt])

cnt += 1

end

else

@actor_window[number - 1].refresh(@level_up_flags[number - 1])

end

end

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

# * AT gauge refreshment

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

def at_refresh(number = 0)

if number == 0

for window in @actor_window

window.at_refresh

end

else

@actor_window[number - 1].at_refresh

end

end

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

# * Frame Renewal

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

def update

super

# Establish if using a set window size, or expandable

checkvalue = $game_party.actors.size

if $bstat_min_size > $game_party.actors.size

checkvalue = $bstat_min_size

end

# See if the window size is altered

if self.y != $bstat_top - (checkvalue * (110 - $bstat_dist)) or

$game_party.actors.size != @oldsize

self.y = $bstat_top - (checkvalue * (110 - $bstat_dist))

self.height = (checkvalue * (110 - $bstat_dist))

for window in @actor_window

window.dispose

end

@actor_window = []

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

@actor_window.push(Window_ActorStatus.new(i, 64 + i * (110)- $bstat_marg))

end

@oldsize = $game_party.actors.size

refresh

end

for window in @actor_window

window.update

end

end

end

 

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

# ** Window_ActorStatus

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

#  It is the window which indicates the status of the party member respectively

# in the battle picture.

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

 

class Window_ActorStatus < Window_Base

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

# * Object Initialization

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

def initialize(id, y)

@actor_num = id

super(0, $bstat_top - y, 640, 64)

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

self.opacity = 0

self.z = 120

self.back_opacity = 0

actor = $game_party.actors[@actor_num]

@actor_nm = actor.name

@actor_mhp = actor.maxhp

@actor_msp = actor.maxsp

@actor_hp = actor.hp

@actor_sp = actor.sp

@actor_st = make_battler_state_text(actor, 120, true)

@status_window = []

for i in 0...5

@status_window.push(Window_DetailsStatus.new(actor, i, y))

end

refresh(false)

end

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

# * Dispose

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

def dispose

for i in 0...5

@status_window.dispose

end

super

end

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

# * Refresh

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

def refresh(level_up_flags)

self.contents.clear

actor = $game_party.actors[@actor_num]

@status_window[0].refresh(actor) if @actor_nm != actor.name

@status_window[1].refresh(actor) if

@actor_mhp != actor.maxhp or @actor_hp != actor.hp

@status_window[2].refresh(actor) if

@actor_msp != actor.maxsp or @actor_sp != actor.sp

@status_window[4].refresh(actor, level_up_flags) if

@actor_st != make_battler_state_text(actor, 120, true) or level_up_flags

@actor_nm = actor.name

@actor_mhp = actor.maxhp

@actor_msp = actor.maxsp

@actor_hp = actor.hp

@actor_sp = actor.sp

@actor_st = make_battler_state_text(actor, 120, true)

end

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

# * AT gauge refreshment

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

def at_refresh

@status_window[4].refresh($game_party.actors[@actor_num])

end

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

# * Frame Renewal

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

def update

for window in @status_window

window.update

end

end

end

 

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

# ** Window_DetailsStatus

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

#  It is the window which indicates the status of the actor in individually in the battle picture.

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

 

class Window_DetailsStatus < Window_Base

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

# * Object Initialization

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

def initialize(actor, id, y)

@status_id = id

super(0 , y , 640, 64)

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

self.opacity = 0

self.z = 120

self.back_opacity = 0

refresh(actor, false)

end

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

# * Dispose

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

def dispose

super

end

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

# * Refresh

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

def refresh(actor, level_up_flags = false)

self.contents.clear

if $bstat_align == 0

# Draw Name/Hp etc left to right

case @status_id

when 0

draw_actor_name(actor, 4, -8)

when 1

draw_actor_hp(actor, 152, -8, 80)

when 2

draw_actor_sp(actor, 248, -8, 80)

when 3

if level_up_flags

self.contents.font.color = normal_color

self.contents.draw_text(344, -8, 120, 32, "LEVEL UP!")

else

draw_actor_state(actor, 344, -8)

end

when 4

draw_actor_atg(actor, 488, -8, 50)

end

else

# Draw Name/Hp etc right to left

case @status_id

when 4

if level_up_flags

self.contents.font.color = normal_color

self.contents.draw_text(160, -8, 120, 32, "LEVEL UP!")

else

draw_actor_atg(actor, 0, -8, 120)

end

end

end

end

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

# * Frame renewal

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

def update

#At the time of main phase opacity is lowered a little

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

 

 

 

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

# ** Scene_Battle (Division definition 3)

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

# * It is the class which processes the battle picture.

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

class Scene_Battle

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

# * Setup of actor command window

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

def phase3_setup_command_window

offset = $bstat_top - ($game_party.actors.size * 64)

# Nullifying the party command window

# @party_command_window.active = false

# @party_command_window.visible = false

# Enabling the actor command window

@actor_command_window.active = true

@actor_command_window.visible = true

if $bstat_cmnd == 0

# Get relative position of window in percentages

x_perc = ((@actor_index +1) * 100) / $game_party.actors.size

# Apply position to 640 width of screen

xpos = ((640 * x_perc) / 100)

# Get window width difference in percentages

wperc = (($game_party.actors.size - 1) * 100) / $game_party.actors.size

# Get amount of window to remove

wperc2 = @actor_command_window.width

if $game_party.actors.size > 4

wperc2 = (@actor_command_window.width * wperc) / 100

end

if xpos - wperc2 <0

wperc2 = xpos

end

if xpos - wperc2 > (640 - @actor_command_window.width)

wperc2 = @actor_command_window.width

end

# Apply command window difference

xpos = xpos - wperc2

#(@actor_command_window.width)

# Set position

@actor_command_window.x = -32

@actor_command_window.y = 200

#print wperc

else

@actor_command_window.x = -32

if $bstat_align != 0

@actor_command_window.x = -32

end

checkvalue = ($game_party.actors.size * (64 - $bstat_dist))

if $bstat_min_size > $game_party.actors.size

checkvalue = $bstat_min_size * (64 - $bstat_dist)

end

@actor_command_window.y = 350#($bstat_top - (checkvalue)) -

#(@actor_command_window.height - (@actor_index * (64 - $bstat_dist)))

end

@actor_command_window.back_opacity = $bcmnd_b_opa

@actor_command_window.opacity = $bcmnd_opa

@actor_command_window.z = 125

@actor_command_window.index = 0

end

 

Poi ci sono i window_base-RTAB_change-Cooperative skill ver 1.02-real time active battle-windows_battle face-windows-skill_battle e l'animation sistem...

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Sai dirmi quale sono quelle che usano le sdk per favore?

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Ecco la lista degli script

 

SDK setup

Window_base

Window_Status_battle

Window_battle face

Window _Skill battle

Window_item battle

Window_battle command

Real time active battle (RTAB) ver 1.16

Skill casting time counter ver 1.00

Cooperative skill ver 1.02

RTAB changes

Battle_status

Hp/Sp/Od bars

animation sistem

Game_actor

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  • 3 weeks later...
Gli script postati sono tutti? O ne manca qualche uno?

(\__/)

(='.'=)

(")_(")

Questo è Bunny. Ho deciso di aiutarlo nella sua missione di conquista del mondo.

Compagni di Bunny unitevi a me!

 

http://img170.imageshack.us/img170/1858/pizzelartzzennm9.png

I chara da me postati: CLICCA QUI! PER XP - CLICCA QUI! PER XP(2) - CLICCA QUI! PER VX - CLICCA QUI! PER 2K/2K3!

I tileset da me postati:CLICCA QUI! PER XP

I Personaggi Completi da me postati: CLICCA QUI! PER XP

I Face da me postati: CLICCA QUI! PER XP

I Battlers da me postati: CLICCA QUI! PER XP!

Le Windowskin da me postate: CLICCA QUI! PER XP!

Risorse sonore da me postate: CLICCA QUI! PER SCARICARLE!

Guida al Ruby: CLICCA QUI! PER SCARICARLA!

Vi prego di inserirmi nei crediti...Grazie!

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Sono tutti Friday!

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Ok grazie perché io ho difficoltà ad aprire le demo...cmq grazie di nuovo

(\__/)

(='.'=)

(")_(")

Questo è Bunny. Ho deciso di aiutarlo nella sua missione di conquista del mondo.

Compagni di Bunny unitevi a me!

 

http://img170.imageshack.us/img170/1858/pizzelartzzennm9.png

I chara da me postati: CLICCA QUI! PER XP - CLICCA QUI! PER XP(2) - CLICCA QUI! PER VX - CLICCA QUI! PER 2K/2K3!

I tileset da me postati:CLICCA QUI! PER XP

I Personaggi Completi da me postati: CLICCA QUI! PER XP

I Face da me postati: CLICCA QUI! PER XP

I Battlers da me postati: CLICCA QUI! PER XP!

Le Windowskin da me postate: CLICCA QUI! PER XP!

Risorse sonore da me postate: CLICCA QUI! PER SCARICARLE!

Guida al Ruby: CLICCA QUI! PER SCARICARLA!

Vi prego di inserirmi nei crediti...Grazie!

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  • 3 months later...

Ammetto che in effetti sono passati 4 mesi dall'ultimo post in qst topic...

Ma ho trovato una piccola anomalia nello script :blink: :blink: :blink:

 

Il problema è ke quando il personaggio principale subisce danni da un attacco nemico, non c'è alcuna riduzione della Barra HP (I punti vita rimangono intatti), anche se il calcolo dei danni viene comunque fatto.

 

(ES: 700/700 -> subisco un danno da 100HP e +ttosto ke vedere 600/700 vedo ancora 700/700, anke se poi il personaggio rimane con 600HP)

 

Penso sia un problema di visualizzazione perckè la barra viene ridotta una volta finita la battaglia...

 

Spero di essere stato chiaro...

 

PS: Siccome non sono proprio bravo bravo negli script, spero ke qlc1 mi possa aiutare perckè qst script mi piace TRP!!! (Come anke ad altri ho visto :biggrin: :wink: :wink: )

 

PSS:Ho trovato qst problema anke nel RTAB Script di Minkoff postato da DaD

 

 

EDIT:Ho Trovato anke un altro problema, quando si inizia una battaglia con 2 membri nel proprio party, ecco ke il face del 2° membro si trova in un'altra posizione rispetto alla originale...

Proverò a fare qlcs...

Edited by Fc044
........................Loading...........................Wrong Password...Wrong Password......Wrong Password........."Thank you for activating the newest self-destruction system of your pc!"3...2...1... (Damn it!) Boom!----Ke firma idiota, ma nn so ke scrivere!!!----.........................Exiting.............................
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(Scusate il dpp post)

 

YU-HUUU!? C'è nessuno ke si degna a darmi 1 mano???

........................Loading...........................Wrong Password...Wrong Password......Wrong Password........."Thank you for activating the newest self-destruction system of your pc!"3...2...1... (Damn it!) Boom!----Ke firma idiota, ma nn so ke scrivere!!!----.........................Exiting.............................
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certo che sì, ecco qua

 

http://www.jjfez.com/espanol/imagenes%20de%20la%20web/arte%20variado/acuarelas/mano8.JPG

tutta per te!

 

 

ex-lev

 

http://www.rpg2s.net/forum/uploads/monthly_04_2008/post-256-1207331778.gif

 

Adottare una gigacciola?!? Ecco cosa ne penso io:

_____________http://img386.imageshack.us/img386/2594/gigacciolaje7.gif

giorni mesi anni interi mi han fottuto dietro i banchi

mi han rubato la passione maledetti governanti

ma adesso mi organizzo per la nuova libertà

« anarcofricchettanza da domani…vencerá! »

 

tratto da "Anarcosong - Osteria Popolare Berica"

 

 

 

๑۩۞۩๑

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