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Non mi vanno piu gli script.


Lolindir Falassion
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Allora, avevo nell' editor lo questo script.

 

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

# ** Game_Actor

# Script by MeisMe

# Graphics added by Peaches

# Icons made by Joshie666 & Axerax

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

# This class handles the actor. It's used within the Game_Actors class

# ($game_actors) and refers to the Game_Party class ($game_party).

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

class Game_Actor

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

# * Get the current EXP

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

def now_exp

return @exp - @exp_list[@level]

end

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

# * Get the next level's EXP

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

def next_exp

return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0

end

end

 

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

# ** Window_HUD

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

# This class is used to display HP, SP and Gold on the map.

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

class Window_HUD < Window_Base

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

# * Object Initialization

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

def initialize

super(-16, -16, 672, 150)

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

self.opacity = 0

self.contents.font.size = 14

self.contents.font.name = "Arial"

@actors = []

@old_hp = []

@old_sp = []

@old_exp = []

@old_level = []

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

@actors.push($game_party.actors)

@old_hp.push(@actors.hp)

@old_sp.push(@actors.sp)

@old_exp.push(@actors.now_exp)

@old_level.push(@actors.level)

end

@old_gold = $game_party.gold

refresh

end

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

# * Refresh

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

def refresh

self.contents.clear

self.contents.font.color = system_color

#self.contents.draw_text(6, 0, 32, 14, $data_system.words.hp + "")

#self.contents.draw_text(6, 14, 32, 14, $data_system.words.sp + "")

self.contents.draw_text(6, 28, 32, 14, "")

#self.contents.draw_text(6, 42, 32, 14, $data_system.words.gold + "")

self.contents.font.color = normal_color

#Images

 

case @actors.size

when 1

bitmap = RPG::Cache.picture("HUD Graphic")

self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))

when 2

bitmap = RPG::Cache.picture("HUD Graphic2")

self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))

when 3

bitmap = RPG::Cache.picture("HUD Graphic2")

self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))

when 4

bitmap = RPG::Cache.picture("HUD Graphic3")

self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))

when 5

bitmap = RPG::Cache.picture("HUD Graphic3")

self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))

end

 

#bitmap = RPG::Cache.picture("HUD Graphic")

#self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))

bitmap = RPG::Cache.icon("HP Symbol")

self.contents.blt(3, 10, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("SP Symbol")

self.contents.blt(3, 30, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("EXP Symbol")

self.contents.blt(3, 50, bitmap, Rect.new(0, 0, 24, 24))

bitmap = RPG::Cache.icon("Gold")

self.contents.blt(25, 67, bitmap, Rect.new(0, 0, 24, 24))

 

if $game_switches[99] == true

if $game_variables[99] == 0

self.contents.draw_text(x, y, 210, 14, $game_party.item_number[1])

elsif $game_variables[8] == 1

self.contents.draw_text(x, y, 210, 14, $game_party.item_number(2))

elsif $game_variables[8] ==2

self.contents.draw_text(x, y, 110, 14, @actors.name)

end

end

x = 32

for i in 0...@actors.size

y = 6

self.contents.draw_text(x, y, 110, 14, @actors.name)

self.contents.draw_text(x, y, 110, 14, "Lv: #{@actors.level}", 2)

y += 16

draw_hp_bar(@actors, x, y, 112, 5)

y += 19

draw_sp_bar(@actors, x, y, 104, 5)

y += 19

draw_exp_bar(@actors, x, y, 88, 5)

y += 19

x += 130

end

x = 32

self.contents.draw_text(45, 73, 110, 14, $game_party.gold.to_s)

end

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

# * Frame Update

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

def update

super

if @actors.size != $game_party.actors.size

@actors = []

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

@actors.push($game_party.actors)

end

refresh

return

end

for i in 0...@actors.size

if @old_hp != @actors.hp or

@old_sp != @actors.sp or

@old_exp != @actors.now_exp or

@old_level != @actors.level or

@old_gold != $game_party.gold

refresh

@old_hp = @actors.hp

@old_sp = @actors.sp

@old_exp = @actors.now_exp

@old_level = @actors.level

@old_gold = $game_party.gold

end

end

end

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

# * Draw HP Bar

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

def draw_hp_bar(actor, x, y, length, thick)

width = length

height = thick

c1 = Color.new(255, 0, 0)

c2 = Color.new(155, 0, 0)

e1 = actor.hp

e2 = actor.maxhp

self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))

self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))

w = width * e1 / e2

for i in 0..height

r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height

g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height

b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height

a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height

self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))

end

end

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

# * Draw SP Bar

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

def draw_sp_bar(actor, x, y, length, thick)

width = length

height = thick

c1 = Color.new(0, 0, 255)

c2 = Color.new(0, 0, 155)

e1 = actor.sp

e2 = actor.maxsp

self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255))

self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0))

w = width * e1 / e2

for i in 0..height

r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height

g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height

b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height

a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height

self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))

end

end

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

# * Draw EXP Bar

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

def draw_exp_bar(actor, x, y, length, thick)

width = length

height = thick

c1 = Color.new(158, 208, 9)

c2 = Color.new(58, 108, 0)

e1 = actor.now_exp

e2 = actor.next_exp

if actor.next_exp == 0

e1 = 1

e2 = 1

end

self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))

self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))

w = width * e1 / e2

for i in 0..height

r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height

g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height

b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height

a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height

self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))

end

end

end

 

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

# ** Scene_Map

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

# This class performs map screen processing.

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

class Scene_Map

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

# * Object Aliasing

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

alias hud_scene_map_main main

alias hud_scene_map_update update

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

# * Object Initialization

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

def main

@HUD = Window_HUD.new

hud_scene_map_main

@HUD.dispose

end

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

# * Frame Update

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

def update

@HUD.update

hud_scene_map_update

end

end

 

 

 

 

poi ho inserito lo script del menu ad anelli e non mi va piu.

Cosa faccio????????????????????????????

 

Lo script del menù e questo

 

 

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

========

# ¡ Window_RingMenu

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

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

# Edited by MakirouAru

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

class Window_RingMenu < Window_Base

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

# › ƒNƒ‰ƒX’è”

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

STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€”

MOVING_FRAMES = 5 # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€”

RING_R = 64 # ƒŠƒ“ƒO‚Ì”¼Œa

ICON_ITEM = RPG::Cache.icon("Menu0") # uƒAƒCƒeƒ€vƒƒjƒ…[‚̃AƒCƒRƒ“

ICON_SKILL = RPG::Cache.icon("4") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“

ICON_EQUIP = RPG::Cache.icon("Menu2") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“

ICON_STATUS = RPG::Cache.icon("Menu3") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“

ICON_SAVE = RPG::Cache.icon("3") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“

ICON_EXIT = RPG::Cache.icon("2") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“

ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“

SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE

MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“

MODE_WAIT = 2 # ‘Ò‹@

MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“

MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“

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

# › ƒAƒNƒZƒT

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

attr_accessor :index

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

def initialize( center_x, center_y )

super(0, 0, 640, 480)

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

self.contents.font.name = "Arial"

self.opacity = 0

self.back_opacity = 0

s1 = "Oggetti"

s2 = "Abilità"

s3 = "Equipaggiamento"

s4 = "Status"

s5 = "Salva"

s6 = "Esci"

@commands = [ s1, s2, s3, s4, s5, s6 ]

@item_max = 6

@index = 0

@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]

@disabled = [ false, false, false, false, false, false ]

@cx = center_x - 16

@cy = center_y - 16

setup_move_start

refresh

end

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

# œ ƒtƒŒ[ƒ€XV

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

def update

super

refresh

end

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

# œ ‰æ–ÊÄ•‰æ

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

def refresh

self.contents.clear

# ƒAƒCƒRƒ“‚ð•‰æ

case @mode

when MODE_START

refresh_start

when MODE_WAIT

refresh_wait

when MODE_MOVER

refresh_move(1)

when MODE_MOVEL

refresh_move(0)

end

# ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\ަ

rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)

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

end

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

# › ‰æ–ÊÄ•‰æ(‰Šú‰»Žž)

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

def refresh_start

d1 = 2.0 * Math::PI / @item_max

d2 = 1.0 * Math::PI / STARTUP_FRAMES

r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES

for i in 0...@item_max

j = i - @index

d = d1 * j + d2 * @steps

x = @cx + ( r * Math.sin( d ) ).to_i

y = @cy - ( r * Math.cos( d ) ).to_i

draw_item(x, y, i)

end

@steps -= 1

if @steps < 1

@mode = MODE_WAIT

end

end

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

# › ‰æ–ÊÄ•‰æ(‘Ò‹@Žž)

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

def refresh_wait

d = 2.0 * Math::PI / @item_max

for i in 0...@item_max

j = i - @index

x = @cx + ( RING_R * Math.sin( d * j ) ).to_i

y = @cy - ( RING_R * Math.cos( d * j ) ).to_i

draw_item(x, y, i)

end

end

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

# › ‰æ–ÊÄ•‰æ(‰ñ“]Žž)

# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è

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

def refresh_move( mode )

d1 = 2.0 * Math::PI / @item_max

d2 = d1 / MOVING_FRAMES

d2 *= -1 if mode != 0

for i in 0...@item_max

j = i - @index

d = d1 * j + d2 * @steps

x = @cx + ( RING_R * Math.sin( d ) ).to_i

y = @cy - ( RING_R * Math.cos( d ) ).to_i

draw_item(x, y, i)

end

@steps -= 1

if @steps < 1

@mode = MODE_WAIT

end

end

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

# œ €–Ú‚Ì•‰æ

# x :

# y :

# i : €–Ú”Ô†

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

def draw_item(x, y, i)

#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s

rect = Rect.new(0, 0, @items.width, @items.height)

if @index == i

self.contents.blt( x, y, @items, rect )

if @disabled[@index]

self.contents.blt( x, y, ICON_DISABLE, rect )

end

else

self.contents.blt( x, y, @items, rect, 128 )

if @disabled[@index]

self.contents.blt( x, y, ICON_DISABLE, rect, 128 )

end

end

end

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

# œ €–ڂ𖳌ø‚É‚·‚é

# index : €–Ú”Ô†

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

def disable_item(index)

@disabled[index] = true

end

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

# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚Ì€”õ

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

def setup_move_start

@mode = MODE_START

@steps = STARTUP_FRAMES

if SE_STARTUP != nil and SE_STARTUP != ""

Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)

end

end

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

# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚Ì€”õ

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

def setup_move_move(mode)

if mode == MODE_MOVER

@index -= 1

@index = @items.size - 1 if @index < 0

elsif mode == MODE_MOVEL

@index += 1

@index = 0 if @index >= @items.size

else

return

end

@mode = mode

@steps = MOVING_FRAMES

end

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

# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©

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

def animation?

return @mode != MODE_WAIT

end

end

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

# ¡ Window_MenuStatus

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

# @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B

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

 

class Window_RingMenuStatus < Window_Selectable

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

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

def initialize

super(204, 64, 232, 352)

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

refresh

self.active = false

self.index = -1

end

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

# œ ƒŠƒtƒŒƒbƒVƒ…

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

def refresh

self.contents.clear

self.contents.font.name = "Arial"

@item_max = $game_party.actors.size

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

x = 80

y = 80 * i

actor = $game_party.actors

draw_actor_graphic(actor, x - 40, y + 80)

draw_actor_name(actor, x, y + 24)

end

end

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

# œ ƒJ[ƒ\ƒ‹‚Ì‹éŒXV

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

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

else

self.cursor_rect.set(0, @index * 80, self.width - 32, 80)

end

end

end

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

# #¡ Scene_RingMenu

# ¡ Scene_Menu

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

# @ƒƒjƒ…[‰æ–ʂ̈—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B

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

 

#class Scene_RingMenu

class Scene_Menu

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

# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»

# menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u

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

def initialize(menu_index = 0)

@menu_index = menu_index

end

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

# œ ƒƒCƒ“ˆ—

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

def main

# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬

@spriteset = Spriteset_Map.new

# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬

px = $game_player.screen_x - 15

py = $game_player.screen_y - 24

@command_window = Window_RingMenu.new(px,py)

@command_window.index = @menu_index

# ƒp[ƒeƒBl”‚ª 0 l‚Ìê‡

if $game_party.actors.size == 0

# ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»

@command_window.disable_item(0)

@command_window.disable_item(1)

@command_window.disable_item(2)

@command_window.disable_item(3)

end

@command_window.z = 100

# ƒZ[ƒu‹ÖŽ~‚Ìê‡

if $game_system.save_disabled

# ƒZ[ƒu‚𖳌ø‚É‚·‚é

@command_window.disable_item(4)

end

# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬

@status_window = Window_RingMenuStatus.new

@status_window.x = 160

@status_window.y = 0

@status_window.z = 200

@status_window.visible = false

# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs

Graphics.transition

# ƒƒCƒ“ƒ‹[ƒv

loop do

# ƒQ[ƒ€‰æ–Ê‚ðXV

Graphics.update

# “ü—Íî•ñ‚ðXV

Input.update

# ƒtƒŒ[ƒ€XV

update

# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f

if $scene != self

break

end

end

# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ

Graphics.freeze

# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú

@spriteset.dispose

# ƒEƒBƒ“ƒhƒE‚ð‰ð•ú

@command_window.dispose

@status_window.dispose

end

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

# œ ƒtƒŒ[ƒ€XV

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

def update

# ƒEƒBƒ“ƒhƒE‚ðXV

@command_window.update

@status_window.update

# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_command ‚ðŒÄ‚Ô

if @command_window.active

update_command

return

end

# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_status ‚ðŒÄ‚Ô

if @status_window.active

update_status

return

end

end

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

# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)

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

def update_command

# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::B)

# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t

$game_system.se_play($data_system.cancel_se)

# ƒ}ƒbƒv‰æ–Ê‚ÉØ‚è‘Ö‚¦

$scene = Scene_Map.new

return

end

# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::C)

# ƒp[ƒeƒBl”‚ª 0 l‚ÅAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚Ìê‡

if $game_party.actors.size == 0 and @command_window.index < 4

# ƒuƒU[ SE ‚ð‰‰‘t

$game_system.se_play($data_system.buzzer_se)

return

end

# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò

case @command_window.index

when 0 # ƒAƒCƒeƒ€

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒAƒCƒeƒ€‰æ–Ê‚ÉØ‚è‘Ö‚¦

$scene = Scene_Item.new

when 1 # ƒXƒLƒ‹

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

@command_window.active = false

@status_window.active = true

@status_window.visible = true

@status_window.index = 0

when 2 # ‘•”õ

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

@command_window.active = false

@status_window.active = true

@status_window.visible = true

@status_window.index = 0

when 3 # ƒXƒe[ƒ^ƒX

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

@command_window.active = false

@status_window.active = true

@status_window.visible = true

@status_window.index = 0

when 4 # ƒZ[ƒu

# ƒZ[ƒu‹ÖŽ~‚Ìê‡

if $game_system.save_disabled

# ƒuƒU[ SE ‚ð‰‰‘t

$game_system.se_play($data_system.buzzer_se)

return

end

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒZ[ƒu‰æ–Ê‚ÉØ‚è‘Ö‚¦

$scene = Scene_Save.new

when 5 # ƒQ[ƒ€I—¹

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒQ[ƒ€I—¹‰æ–Ê‚ÉØ‚è‘Ö‚¦

$scene = Scene_End.new

end

return

end

# ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̈—‚ðs‚í‚È‚¢

return if @command_window.animation?

# ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.press?(Input::UP) or Input.press?(Input::LEFT)

$game_system.se_play($data_system.cursor_se)

@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)

return

end

# «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)

$game_system.se_play($data_system.cursor_se)

@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)

return

end

end

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

# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)

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

def update_status

# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::B)

# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t

$game_system.se_play($data_system.cancel_se)

# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

@command_window.active = true

@status_window.active = false

@status_window.visible = false

@status_window.index = -1

return

end

# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡

if Input.trigger?(Input::C)

# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò

case @command_window.index

when 1 # ƒXƒLƒ‹

# ‚±‚̃AƒNƒ^[‚Ìs“®§ŒÀ‚ª 2 ˆÈã‚Ìê‡

if $game_party.actors[@status_window.index].restriction >= 2

# ƒuƒU[ SE ‚ð‰‰‘t

$game_system.se_play($data_system.buzzer_se)

return

end

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒXƒLƒ‹‰æ–Ê‚ÉØ‚è‘Ö‚¦

$scene = Scene_Skill.new(@status_window.index)

when 2 # ‘•”õ

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ‘•”õ‰æ–Ê‚ÉØ‚è‘Ö‚¦

$scene = Scene_Equip.new(@status_window.index)

when 3 # ƒXƒe[ƒ^ƒX

# Œˆ’è SE ‚ð‰‰‘t

$game_system.se_play($data_system.decision_se)

# ƒXƒe[ƒ^ƒX‰æ–Ê‚ÉØ‚è‘Ö‚¦

$scene = Scene_Status.new(@status_window.index)

end

return

end

end

end

 

 

Vi prego datemi una mano.

HO UN GIOCO CHE E' RIMASTO SENZA HUD !

http://d.imagehost.org/0552/029-Church02.png

Il nostro forum si occupa di provvedere a quei membri della Lega Maghi che non possono andare avanti con le loro avventure e di reclutare nuovi membri per la nostra organizzazione.

E' in pratica un GDR in cui siete dei giovani maghi/guerrieri/ninja/qualsiasi cosa che scrivono la loro storia

compiendo missioni pericolose , sconfiggendo nemici implacabili e molto altro.

Se pensate di avere la stoffa per fare i maghi venite da noi altrimenti vuol dire che il coraggio vi manca del tutto.

http://d.imagehost.org/0552/029-Church02.png

 

[url="http://lmgf.forumfree.net"][img=http://img90.imageshack.us/img90/696/logolmgkk7.jpg][/url][font="Arial Black"][size=2][u]Giochi in creazione:[/u][/size][/font] [color="#FF0000"][size=3]World of Worlds[/size][/color].....visitate il post del progetto [url="http://www.rpg2s.net/forum/index.php?showtopic=5553&st=0&p=80651entry80651"]Link[/url][url="http://legamaghi.forumfree.net/?t=32435772"][img=http://image.forumfree.it/3/3/8/8/9/4/1/1222434507.png][/url]

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5 answers to this question

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  • 0

Dei ====== lo sapevo già e li ho già modificati sul editor.

 

Ma non ho toccato niente in questi script del cavolo.

http://d.imagehost.org/0552/029-Church02.png

Il nostro forum si occupa di provvedere a quei membri della Lega Maghi che non possono andare avanti con le loro avventure e di reclutare nuovi membri per la nostra organizzazione.

E' in pratica un GDR in cui siete dei giovani maghi/guerrieri/ninja/qualsiasi cosa che scrivono la loro storia

compiendo missioni pericolose , sconfiggendo nemici implacabili e molto altro.

Se pensate di avere la stoffa per fare i maghi venite da noi altrimenti vuol dire che il coraggio vi manca del tutto.

http://d.imagehost.org/0552/029-Church02.png

 

[url="http://lmgf.forumfree.net"][img=http://img90.imageshack.us/img90/696/logolmgkk7.jpg][/url][font="Arial Black"][size=2][u]Giochi in creazione:[/u][/size][/font] [color="#FF0000"][size=3]World of Worlds[/size][/color].....visitate il post del progetto [url="http://www.rpg2s.net/forum/index.php?showtopic=5553&st=0&p=80651entry80651"]Link[/url][url="http://legamaghi.forumfree.net/?t=32435772"][img=http://image.forumfree.it/3/3/8/8/9/4/1/1222434507.png][/url]

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  • 0
Metti troppi script nel tuo gioco...

 

 

non diciamo fesserie. :sisi: se gli script sono compatibili l'uno con l'altro se ne possono mettere un infinità :rovatfl:

 

evidentemente i due script che hai inserito non sono compatibili fra di loro.

 

prova a inseririli uno per volta e a testare il gioco. se separatamente funzionano è un problema di compatibilità...

Edited by Eikichi

Finrod, GDR PBF

2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- Cappuccio

Mi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contest

http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg

 

 

 

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  • 0

Ora mi funzionano . ho tolto il Service Deplovment Kit e mi funzionano.

Grazie (a tutti anche a dodo) :blink:

http://d.imagehost.org/0552/029-Church02.png

Il nostro forum si occupa di provvedere a quei membri della Lega Maghi che non possono andare avanti con le loro avventure e di reclutare nuovi membri per la nostra organizzazione.

E' in pratica un GDR in cui siete dei giovani maghi/guerrieri/ninja/qualsiasi cosa che scrivono la loro storia

compiendo missioni pericolose , sconfiggendo nemici implacabili e molto altro.

Se pensate di avere la stoffa per fare i maghi venite da noi altrimenti vuol dire che il coraggio vi manca del tutto.

http://d.imagehost.org/0552/029-Church02.png

 

[url="http://lmgf.forumfree.net"][img=http://img90.imageshack.us/img90/696/logolmgkk7.jpg][/url][font="Arial Black"][size=2][u]Giochi in creazione:[/u][/size][/font] [color="#FF0000"][size=3]World of Worlds[/size][/color].....visitate il post del progetto [url="http://www.rpg2s.net/forum/index.php?showtopic=5553&st=0&p=80651entry80651"]Link[/url][url="http://legamaghi.forumfree.net/?t=32435772"][img=http://image.forumfree.it/3/3/8/8/9/4/1/1222434507.png][/url]

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