Lusianl Posted May 27, 2008 Share Posted May 27, 2008 BESTIARIO DescrizionePermette di avere un bestiario come nel xp.. AutoreDargor Screenhttp://img517.imageshack.us/img517/9654/vxbestiary1km4qo6.png Istruzioni per l'usoIncollate questo script sopra main<div style="margin:20px;margin-top:5px" "=""> Spoiler #============================================================================== # ** Bestiary #------------------------------------------------------------------------------ # © Dargor, 2008 # 24/05/08 # Version 1.2 #------------------------------------------------------------------------------ # VERSION HISTORY: # - 1.0 (21/05/08), Initial release # - 1.1 (21/05/08), Minor bugs fixed # - 1.2 (24/05/08), Reseted Bestiary bug fixed #------------------------------------------------------------------------------ # INSTRUCTIONS: # 1) Paste the script above main # 2) Edit the Vocab variables # 2) Edit the constants in the Bestiary module #============================================================================== #============================================================================== # ** Bestiary Configuration #============================================================================== module Bestiary # Enemies that won't appear in the bestiary Excluded_Enemies = [31] # 'Real' Elements, displayed in the bestiary Elements = [9,10,11,12,13,14,15,16] # 'Real' Elements Icon Index Element_Icons = { 9 => 104, 10 => 105, 11 => 106, 12 => 107, 13 => 108, 14 => 109, 15 => 110, 16 => 111, } # Play a BG' in the bestiary Play_BGM = true # BGM List based on enemy ID BGM = { 19 => 'Battle7', 20 => 'Battle7', 21 => 'Battle7', 22 => 'Battle7', 23 => 'Battle7', 24 => 'Battle7', 25 => 'Battle8', 26 => 'Battle8', 27 => 'Battle8', 28 => 'Battle8', 29 => 'Battle8', 30 => 'Battle9' } # Default BGM name BGM.default = 'Battle1' end # Vocabulary Vocab::Hit = 'Hit Rate' Vocab::Eva = 'Evasion' Vocab::Exp = 'EXP' Vocab::UnknownEnemy = '??????' Vocab::UnknownDrop = '??????' #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles system-related data. Also manages vehicles and BGM, etc. # The instance of this class is referenced by $game_system. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :new_enemy attr_accessor :enemy_encountered attr_accessor :enemy_defeated attr_accessor :enemy_drops #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_bestiary_system_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @new_enemy = [] @enemy_encountered = [] @enemy_defeated = [] @enemy_drops = [] for i in 1...$data_enemies.size @new_enemy[i] = true @enemy_encountered[i] = 0 @enemy_defeated[i] = 0 @enemy_drops[i] = [false, false] end dargor_vx_bestiary_system_initialize end end #============================================================================== # ** Game_Troop #------------------------------------------------------------------------------ # This class handles enemy groups and battle-related data. Also performs # battle events. The instance of this class is referenced by $game_troop. #============================================================================== class Game_Troop < Game_Unit #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_bestiary_troop_setup setup alias dargor_vx_bestiary_troop_make_drop_items make_drop_items #-------------------------------------------------------------------------- # * Setup # troop_id : troop ID #-------------------------------------------------------------------------- def setup(troop_id) dargor_vx_bestiary_troop_setup(troop_id) for member in troop.members next if $data_enemies[member.enemy_id] == nil enemy = Game_Enemy.new(@enemies.size, member.enemy_id) $game_system.enemy_encountered[member.enemy_id] += 1 end end #-------------------------------------------------------------------------- # * Create Array of Dropped Items #-------------------------------------------------------------------------- def make_drop_items drop_items = [] for enemy in dead_members for di in [enemy.drop_item1, enemy.drop_item2] next if di.kind == 0 next if rand(di.denominator) != 0 index = [enemy.drop_item1, enemy.drop_item2].index(di) $game_system.enemy_drops[enemy.enemy_id][index] = true if di.kind == 1 drop_items.push($data_items[di.item_id]) elsif di.kind == 2 drop_items.push($data_weapons[di.weapon_id]) elsif di.kind == 3 drop_items.push($data_armors[di.armor_id]) end end end return drop_items end end #============================================================================== # ** Game_Enemy #------------------------------------------------------------------------------ # This class handles enemy characters. It's used within the Game_Troop class # ($game_troop). #============================================================================== class Game_Enemy < Game_Battler #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_bestiary_enemy_perform_collapse perform_collapse #-------------------------------------------------------------------------- # * Perform Collapse #-------------------------------------------------------------------------- def perform_collapse dargor_vx_bestiary_enemy_perform_collapse if $game_temp.in_battle and dead? $game_system.enemy_defeated[@enemy_id] += 1 end end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This is a superclass of all windows in the game. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Get HP Text Color # enemy : enemy #-------------------------------------------------------------------------- def hp_color(actor) return normal_color if actor.is_a?(RPG::Enemy) return knockout_color if actor.hp == 0 return crisis_color if actor.hp < actor.maxhp / 4 return normal_color end #-------------------------------------------------------------------------- # * Draw Enemy MAXHP # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_maxhp(enemy, x, y, width = 120) draw_enemy_hp_gauge(enemy, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::hp) self.contents.font.color = hp_color(enemy) last_font_size = self.contents.font.size xr = x + width self.contents.font.color = normal_color self.contents.draw_text(xr - 80, y, 80, WLH, enemy.maxhp, 2) end #-------------------------------------------------------------------------- # * Draw Enemy HP gauge # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_hp_gauge(enemy, x, y, width = 120) gw = width gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end #-------------------------------------------------------------------------- # * Draw Enemy MAXMP # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_maxmp(enemy, x, y, width = 120) draw_enemy_mp_gauge(enemy, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, Vocab::mp) self.contents.font.color = hp_color(enemy) last_font_size = self.contents.font.size xr = x + width self.contents.font.color = normal_color self.contents.draw_text(xr - 80, y, 80, WLH, enemy.maxmp, 2) end #-------------------------------------------------------------------------- # * Draw Enemy MP gauge # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_mp_gauge(enemy, x, y, width = 120) gw = width gc1 = mp_gauge_color1 gc2 = mp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end #-------------------------------------------------------------------------- # * Draw Enemy Parameters # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate # type : Type of parameters (0-7) #-------------------------------------------------------------------------- def draw_enemy_parameter(enemy, x, y, type) case type when 0 parameter_name = Vocab::atk parameter_value = enemy.atk when 1 parameter_name = Vocab::def parameter_value = enemy.def when 2 parameter_name = Vocab::spi parameter_value = enemy.spi when 3 parameter_name = Vocab::agi parameter_value = enemy.agi when 4 parameter_name = Vocab::Hit parameter_value = enemy.hit when 5 parameter_name = Vocab::Eva parameter_value = enemy.eva when 6 parameter_name = Vocab::Exp parameter_value = enemy.exp when 7 parameter_name = Vocab::gold parameter_value = enemy.gold end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, WLH, parameter_name) self.contents.font.color = normal_color parameter_value = "#{parameter_value}%" if [4,5].include?(type) self.contents.draw_text(x + 100, y, 56, WLH, parameter_value, 2) end #-------------------------------------------------------------------------- # * Draw Enemy Drop # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_enemy_drop(enemy,x,y) self.contents.font.color = system_color self.contents.draw_text(x,y,220,WLH,'Items Dropped') drops = [] drops_index = [] drops << enemy.drop_item1 unless enemy.drop_item1.kind == 0 drops << enemy.drop_item2 unless enemy.drop_item2.kind == 0 drops_index << 0 unless enemy.drop_item1.kind == 0 drops_index << 1 unless enemy.drop_item2.kind == 0 for i in 0...drops.size drop = drops[i] index = drops_index[i] case drop.kind when 1 item = $data_items[drop.item_id] when 2 item = $data_weapons[drop.weapon_id] when 3 item = $data_armors[drop.armor_id] end if $game_system.enemy_drops[enemy.id][index] draw_item_name(item,x,y + (i+1) * WLH) probability = 100 / drop.denominator self.contents.draw_text(x,y + (i+1) * WLH,220,WLH, "#{probability}%",2) else self.contents.font.color = normal_color self.contents.draw_text(x+26,y + (i+1) * WLH,220,WLH,Vocab::UnknownDrop) end end end #-------------------------------------------------------------------------- # * Draw Enemy Encountered # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_enemy_encountered(enemy,x,y) self.contents.font.color = system_color self.contents.draw_text(x,y,120,WLH,'Encountered') times = $game_system.enemy_encountered[enemy.id] self.contents.font.color = normal_color self.contents.draw_text(x + 120,y,36,WLH,times,2) end #-------------------------------------------------------------------------- # * Draw Enemy Defeated # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_enemy_defeated(enemy,x,y) self.contents.font.color = system_color self.contents.draw_text(x,y,120,WLH,'Defeated') times = $game_system.enemy_defeated[enemy.id] self.contents.font.color = normal_color self.contents.draw_text(x + 120,y,36,WLH,times,2) end #-------------------------------------------------------------------------- # * Draw Enemy Weakness # enemy : enemy # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_enemy_weakness(enemy,x,y) enemy = Game_Enemy.new(0, enemy.id) self.contents.font.color = system_color self.contents.draw_text(x,y,120,WLH,'Weakness') weakness = [] for element_id in Bestiary::Elements weakness << element_id if enemy.element_rate(element_id) > 100 end for i in 0...weakness.size element_id = weakness[i] x = 144 * (i % 2) y2 = WLH * (i / 2) icon_index = Bestiary::Element_Icons[element_id] draw_icon(icon_index,x,y2 + (y + WLH)) element = $data_system.elements[element_id] self.contents.font.color = normal_color self.contents.draw_text(x+26,y2 + (y + WLH),120,WLH,element) end end end #============================================================================== # ** Window_EnemyStatus #------------------------------------------------------------------------------ # This window displays full status specs on the bestiary screen. #============================================================================== class Window_EnemyStatus < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0,0,544,416) end #-------------------------------------------------------------------------- # * Setup # enemy : enemy # id : bestiary id #-------------------------------------------------------------------------- def setup(enemy, id) @enemy = enemy @id = id $game_system.new_enemy[enemy.id] = false refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear bitmap = Cache.battler(@enemy.battler_name, @enemy.battler_hue) self.contents.blt(0,32,bitmap,bitmap.rect) self.contents.font.color = normal_color self.contents.draw_text(0,0,272,WLH,"#{@id}: #{@enemy.name}") draw_enemy_maxhp(@enemy,272,WLH * 1,156) draw_enemy_maxmp(@enemy,272,WLH * 2,156) for i in 0..7 draw_enemy_parameter(@enemy, 304, WLH * 3 + (WLH * i), i) end draw_enemy_drop(@enemy,272,WLH * 11) draw_enemy_encountered(@enemy,272,WLH * 14) draw_enemy_defeated(@enemy,272,WLH * 15) draw_enemy_weakness(@enemy,0,WLH * 11) end end #============================================================================== # ** Window_EnemyList #------------------------------------------------------------------------------ # This window displays full status specs on the bestiary screen. #============================================================================== class Window_EnemyList < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def initialize(x,y) super(x,y,544,360) self.index = 0 @column_max = 2 refresh end #-------------------------------------------------------------------------- # * Enemy #-------------------------------------------------------------------------- def enemy return @data[self.index] end #-------------------------------------------------------------------------- # * Enemies #-------------------------------------------------------------------------- def enemies return @data end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @data = [] for item in $data_enemies next if Bestiary::Excluded_Enemies.include?(item.id) @data << item end @data.compact! @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : index #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) item = @data[index] if item != nil rect.width -= 4 if $game_system.enemy_encountered[item.id] > 0 if $game_system.new_enemy[item.id] self.contents.font.color = power_up_color else self.contents.font.color = normal_color end self.contents.draw_text(rect, "#{index+1}:#{item.name}") else self.contents.font.color = normal_color self.contents.draw_text(rect, "#{index+1}:#{Vocab::UnknownEnemy}") end end end end #============================================================================== # ** Scene_Bestiary #------------------------------------------------------------------------------ # This class performs the bestiary screen processing. #============================================================================== class Scene_Bestiary < Scene_Base #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @last_bgm = RPG::BGM.last @help_window = Window_Help.new @list_window = Window_EnemyList.new(0,56) @status_window = Window_EnemyStatus.new @status_window.visible = false @status_window.back_opacity = 255 encountered = 0 for enemy in @list_window.enemies if $game_system.enemy_encountered[enemy.id] > 0 encountered += 1 end end completion1 = "#{encountered}/#{@list_window.enemies.size}" completion2 = (encountered * 100) / @list_window.enemies.size @help_window.set_text("Completion: #{completion1}(#{completion2}%)") end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose @list_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update Processing #-------------------------------------------------------------------------- def update super if @status_window.visible update_status_selection return end if @list_window.active @list_window.update update_list_selection return end end #-------------------------------------------------------------------------- # * Update Status Selection #-------------------------------------------------------------------------- def update_status_selection if Input.trigger?(Input::B) Sound.play_cancel @status_window.visible = false @last_bgm.play return end if Input.trigger?(Input::L) or Input.repeat?(Input::L) Sound.play_cursor loop do @list_window.index = (@list_window.index + 1) @list_window.index %= @list_window.enemies.size break if $game_system.enemy_encountered[@list_window.index+1] > 0 end process_status_window(@list_window.enemy, @list_window.index+1) end if Input.trigger?(Input::R) or Input.repeat?(Input::R) Sound.play_cursor loop do @list_window.index = (@list_window.index - 1) % @list_window.enemies.size break if $game_system.enemy_encountered[@list_window.index+1] > 0 end process_status_window(@list_window.enemy, @list_window.index+1) end end #-------------------------------------------------------------------------- # * Update List Selection #-------------------------------------------------------------------------- def update_list_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new return end if Input.trigger?(Input::C) unless $game_system.enemy_encountered[@list_window.enemy.id] > 0 Sound.play_buzzer return end process_status_window(@list_window.enemy, @list_window.index+1) end end #-------------------------------------------------------------------------- # * Process Status Window #-------------------------------------------------------------------------- def process_status_window(enemy, index) if Bestiary::Play_BGM bgm_name = Bestiary::BGM[enemy.id] if bgm_name.nil? bgm = RPG::BGM.new(Bestiary::BGM.default) bgm.play else bgm = RPG::BGM.new(bgm_name) bgm.play end end @status_window.setup(enemy, index) @status_window.visible = true @list_window.draw_item(index-1) end end Per richiamare il bestiario scriviamo nel call script : $scene = Scene_Bestiary.new AGGIUNTA dell'utente WRATHROOK (messaggio 53): Inserimento del bestiario nel menù sopra od a sostituzione di salva con correzione di alcuni errori. A molta richiesta di tutti ho fatto lo script per mettere il comando del bestiario nel VX! Contenti!?Vi ho pure integrato la possibilità di scegliere o meno se sostituire Salva con Bestiario o se mettere il bestiario sopra salva.Inoltre ho corretto alcuni errori che non sono stati menzionati, come il fatto che entrando nel bestiario e uscendo non si ritornava nel menu, ma direttamente nella mappa. Lo script va inserito prima di Main e dopo lo script del bestiario. Script: #>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # Creato da \/\/rathrook. #>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # OPZIONE BESTIARIO NEL MENU # Versione 0.01 # Risalente al 12 Gennaio 2012 (Ore 14:45) #>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # EFFETTI DELLO SCRIPT # Aggiunge l'opzione "Bestiario" al menù. #>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # COME USARE LO SCRIPT # 1) Inserite lo script sopra main # 2) Andate nella configurazione script (qui sotto) e cambiate le opzioni # secondo le vostre esigenze. #>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # FEATURE LOG # ^^^ 0.01 ^^^ # - Questo script non meriterebbe neanche di esistere... #>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> #>>>>>>>>>>>>>>>> # CONFIGURAZIONE #>>>>>>>>>>>>>>>> module WRATHROOK module COMANDO_BESTIARIO #NOME = "Nome" #Il nome del comando nel bestiario. Deve essere scritto tra virgolette. NOME = "Bestiario" #SOSTITUISCI_SALVA = true/false #Decidi se sostituire o meno il comando salva col comando bestiario. #true: Il comando salva diventerà il comando bestiario. #false: Il comando bestiario andrà sopra il comando salva. SOSTITUISCI_SALVA = false end end #>>>>>>>>>>>>>>>>>>>>> # FINE CONFIGURAZIONE #>>>>>>>>>>>>>>>>>>>>> #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end s7 = WRATHROOK::COMANDO_BESTIARIO::NOME if WRATHROOK::COMANDO_BESTIARIO::SOSTITUISCI_SALVA == true @command_window = Window_Command.new(160, [s1, s2, s3, s4, s7, s6]) else @command_window = Window_Command.new(160, [s1, s2, s3, s4, s7, s5, s6,]) end @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status @command_window.draw_item(4, false) end if $game_system.save_disabled and # If save is forbidden WRATHROOK::COMANDO_BESTIARIO::SOSTITUISCI_SALVA == false; @command_window.draw_item(5, false) # Disable save end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_Bestiary.new when 5 # End Game if WRATHROOK::COMANDO_BESTIARIO::SOSTITUISCI_SALVA == true $scene = Scene_End.new else $scene = Scene_File.new(true, false, false) end when 6 $scene = Scene_End.new end end end end class Scene_File < Scene_Base def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else $scene = Scene_Menu.new(5) end end end class Scene_End < Scene_Base def return_scene if WRATHROOK::COMANDO_BESTIARIO::SOSTITUISCI_SALVA == true $scene = Scene_Menu.new(5) else $scene = Scene_Menu.new(6) end end end class Scene_Bestiary < Scene_Base def update_list_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Menu.new(4) return end if Input.trigger?(Input::C) unless $game_system.enemy_encountered[@list_window.enemy.id] > 0 Sound.play_buzzer return end process_status_window(@list_window.enemy, @list_window.index+1) end end end Sono un po' in ritardo, ma meglio tardi che mai. http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Zahor Posted May 31, 2008 Share Posted May 31, 2008 dove si trova il call script??? http://img513.imageshack.us/img513/5195/cloudbx0.gifhttp://img228.imageshack.us/img228/8339/sanjirotantebr6.gifhttp://img529.imageshack.us/img529/1386/phoenixms2.gifhttp://i27.tinypic.com/2u452u1.gifhttp://www.ff-fan.com/chartest/banners/yuna.jpgWhich Final Fantasy Character Are You?Final Fantasy 7http://img252.imageshack.us/img252/614/finalfantasybannerqj6.jpg Link to comment Share on other sites More sharing options...
Lusianl Posted May 31, 2008 Author Share Posted May 31, 2008 dove si trova il call script???Alla terza pagina dei comandi evento..Prima fila, ultima posizione.. http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Zahor Posted May 31, 2008 Share Posted May 31, 2008 nn funziona...mi dice an error as occurred etc etc... http://img513.imageshack.us/img513/5195/cloudbx0.gifhttp://img228.imageshack.us/img228/8339/sanjirotantebr6.gifhttp://img529.imageshack.us/img529/1386/phoenixms2.gifhttp://i27.tinypic.com/2u452u1.gifhttp://www.ff-fan.com/chartest/banners/yuna.jpgWhich Final Fantasy Character Are You?Final Fantasy 7http://img252.imageshack.us/img252/614/finalfantasybannerqj6.jpg Link to comment Share on other sites More sharing options...
Spaky93 Posted July 11, 2008 Share Posted July 11, 2008 non trovo questo comando evento dov'è? Link to comment Share on other sites More sharing options...
Lusianl Posted July 11, 2008 Author Share Posted July 11, 2008 non trovo questo comando evento dov'è?Cosa non trovi?Il comando "Call script"?Se si, si trova nella terza pagina del menù alla fine della prima colonna!^^ http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Spaky93 Posted July 11, 2008 Share Posted July 11, 2008 Cosa non trovi?Il comando "Call script"?Se si, si trova nella terza pagina del menù alla fine della prima colonna!^^sisi ma nn capisco quale terza pagina..xD Link to comment Share on other sites More sharing options...
Soul Eater Posted July 11, 2008 Share Posted July 11, 2008 Quella degli eventi! Targhettehttp://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png http://www.rpg2s.net/dax_games/r2s_regali5.png Link to comment Share on other sites More sharing options...
Spaky93 Posted July 11, 2008 Share Posted July 11, 2008 Quella degli eventi! quindi devo andare in enventi comuni giusto??e poi??scusa la mia ignoranza ma è la prima volta che faccio un progetto Link to comment Share on other sites More sharing options...
Soul Eater Posted July 11, 2008 Share Posted July 11, 2008 (edited) Non in eventi comuni(o puoi anche andarci), cmq quando apri un progetto se clicchi due volte all'interno di una mappa,comparirà un evento e a destra seci clicchi altre due volte compariranno i comandi degli eventi divisi in 3 pagine, nella terza c'è n'è uno chiamato Call script o qualcosa del genere dipende dalle versioni!Cmq, ti consiglio di impararti un pò il programma,prima di iniziare a prendee scripts ;) Edited July 11, 2008 by Soul Eater Targhettehttp://www.rpg2s.net/awards/mostpolite2.jpghttp://www.rpg2s.net/awards/mostpresent1.jpghttp://i51.tinypic.com/2mfnpt2.png http://www.rpg2s.net/dax_games/r2s_regali5.png Link to comment Share on other sites More sharing options...
Spaky93 Posted July 11, 2008 Share Posted July 11, 2008 Non in eventi comuni(o puoi anche andarci), cmq quando apri un progetto se clicchi due volte all'interno di una mappa,comparirà un evento e a destra seci clicchi altre due volte compariranno i comandi degli eventi divisi in 3 pagine, nella terza c'è n'è uno chiamato Call script o qualcosa del genere dipende dalle versioni!Cmq, ti consiglio di impararti un pò il programma,prima di iniziare a prendee scripts ;) ah sisi ok ora ho capito grazie mille ^^ Link to comment Share on other sites More sharing options...
Eikichi Posted July 11, 2008 Share Posted July 11, 2008 leggiti la guida a rpg maker che ho scritto ^^ Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
Sirjoepanzer Posted October 5, 2008 Share Posted October 5, 2008 mi dà errore... Link to comment Share on other sites More sharing options...
Eikichi Posted October 5, 2008 Share Posted October 5, 2008 mi dà errore... sii più preciso o non ti possiamo aiutare Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
zeromax Posted February 11, 2009 Share Posted February 11, 2009 Grazie mille per lo script!!... Avrei solo una domanda....come faccio a inserire una opzione nel menu che apra il bestiario?? ^^ ty Link to comment Share on other sites More sharing options...
gigi Posted April 3, 2009 Share Posted April 3, 2009 nn funziona...mi dice an error as occurred etc etc... Idem, quancosa come undifined [ ] Link to comment Share on other sites More sharing options...
nomorehero Posted May 15, 2009 Share Posted May 15, 2009 Bellissimo lavoro!!!! Solo una domanda:Avendo messo nel mio progetto il comando ruba con relativo script, esiste un metodo per mettere nelle informazioni del mostro anche gli oggetti che si possono rubare? http://i.imgur.com/NwhgV4X.png Link to comment Share on other sites More sharing options...
UltrasMike Posted May 15, 2009 Share Posted May 15, 2009 Grazie mille per lo script!!... Avrei solo una domanda....come faccio a inserire una opzione nel menu che apra il bestiario?? ^^ ty infatti, sì può fare? perchè sarebbe più comodo Link to comment Share on other sites More sharing options...
nomorehero Posted May 15, 2009 Share Posted May 15, 2009 Io ho inserito un oggetto chiamato "wikipedia" (ok il mio è un gioco comico)Obiettivo none Usa solo nel menù che richiama un evento comune "Bestiario" che ha un call script: $scene = Scene_Bestiary.new. se hai il filtro oggetti nelle note ricorda di mettere *KEY Credo sia il metodo più rapido... http://i.imgur.com/NwhgV4X.png Link to comment Share on other sites More sharing options...
Spartacus Posted June 30, 2009 Share Posted June 30, 2009 Qualcuno potrebbe spiegarmi (dettagliatamente x favore) come posso fare per mettere un tasto nel menù che mi mandi al bestiario???? Non ho tanta familiarità con lo script Link to comment Share on other sites More sharing options...
Ramy Posted October 8, 2009 Share Posted October 8, 2009 Io ho inserito un oggetto chiamato "wikipedia" (ok il mio è un gioco comico)Obiettivo none Usa solo nel menù che richiama un evento comune "Bestiario" che ha un call script: $scene = Scene_Bestiary.new. se hai il filtro oggetti nelle note ricorda di mettere *KEY Credo sia il metodo più rapido... qualcuno potrebbe dirci un modo per mettere un opzione nel menù in modo k quando ci clikki venga il bestiario? grazie Link to comment Share on other sites More sharing options...
KingdomHearts_lover_96 Posted October 14, 2009 Share Posted October 14, 2009 Qualcuno potrebbe spiegarmi (dettagliatamente x favore) come posso fare per mettere un tasto nel menù che mi mandi al bestiario???? Non ho tanta familiarità con lo script Io ti posso aiutare!devi andare nello script del menu che hai ( se hai uno script di menu personalizzato) se hai quello normale vai nello script Scene_Menu.Modifica questa parte: def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end endIn questa : 1 = Vocab::items2 = Vocab::skills3 = Vocab::equips4 = Vocab::statuss5 = Vocab::saves6 = Vocab::game_ends7 = "Bestiario"@command_window = Window_Command.new(160, [s1, s2, s7, s3, s4, s5, s6])@command_window.index = @menu_index@command_window.openness = 0@command_window.openif $game_party.members.size == 0@command_window.draw_item(0, false)@command_window.draw_item(1, false)@command_window.draw_item(2, false)@command_window.draw_item(3, false)endif $game_system.save_disabled@command_window.draw_item(4, false)endend Poi modifica : when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # End Game $scene = Scene_End.new end end end Con questa: case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3,4 # Skill, equipment, status start_actor_selection when 5 # Save $scene = Scene_File.new(true, false, false) when 6 # End Game $scene = Scene_End.new endendend Ed infine devi modificare questa parte : when 1 # skill $scene = Scene_Skill.new(@status_window.index) when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) Con Questa: when 1$scene = Scene_Skill.new(@status_window.index)when 2$scene = Scene_Bestiary.newwhen 3$scene = Scene_Equip.new(@status_window.index)when 4$scene = Scene_Status.new(@status_window.index) http://img248.imageshack.us/img248/5513/signaturen.jpg[L'ho fatta da solo!XD]________________________________________________________________________________ Cercasi grafico e muscista per VX________________________________________________________________________________ Ri-programmazione gioco : Leggende La riprogrammazione del gioco parte del gioco alla storia! Link to comment Share on other sites More sharing options...
gamexxx Posted December 27, 2009 Share Posted December 27, 2009 Scusate siccome uso un bs a tempo reale volevo sapere come si inserisce un mostro nel bestiario senza effettuare la battaglia Link to comment Share on other sites More sharing options...
Kingartur2 Posted December 28, 2009 Share Posted December 28, 2009 Dipende che battle system usi... Per qualsiasi motivo non aprite questo spoiler. Ho detto di non aprirlo ! Se lo apri ancora esplode il mondo. Aaaaaa è un vizio. Contento? Il mondo è esploso, sono tutti morti per colpa della tua curiosità . Vuoi che ti venga anche il morbillo, la varicella e l'AIDS??? O bravo ora sei un malato terminale e nessuno ti puo curare, sono tutti morti ! Se clicchi ancora una volta il PC esplode. E dai smettila !! Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox. http://s8.postimg.org/yntv9nxld/Banner.png http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif Link to comment Share on other sites More sharing options...
Marcoz Posted January 5, 2010 Share Posted January 5, 2010 Nn ho altri menu, ho quello originale.mi da errore nel'ultio end. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now