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aiuto grafico per script menù


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Ciao, ho scaricato lo script per menù di Rinnegatamante, e volevo togliere il sistem e la finestrella orologio per metterci una picture che faccia da sfondo al menù, ci ho provato e riprovato ma riesco solo ad apportare piccole modifiche, non è che qualcuno potrebbe darmi una mano??

 

intanto vi passo lo script per farvi capire che intendo...

 

 

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

# Super Menu Time V.1.2 by Rinnegatamante

#(Si ringrazia mewsterus per la disposizione dei Battlers)

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

# Con questo script si avrà un nuovo menu con:

# 1)Una nuova grafica

# 2)Orario reale impostato nel PC

# 3)Battlers al posto dei Characters dei personaggi

# 4)Numero dei passi e dei soldi in alto

# 5)Altamente personalizzabile!

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

class Game_Time

# Modulo Main #

def initialize

hour = Time.new.hour

$game_variables[1] = hour

if $game_switches[10] == true

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

if hour.between?(0, 3)

$game_screen.start_tone_change(Tone.new(-85, -90, -30, 90), 0)

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

elsif hour.between?(3, 5)

$game_screen.start_tone_change(Tone.new(-55, -60, -25, 60), 0)

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

elsif hour.between?(5, 7)

$game_screen.start_tone_change(Tone.new(-30, -35, -20, 35), 0)

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

elsif hour.between?(7, 9)

$game_screen.start_tone_change(Tone.new(-10, -15, -15, 15), 0)

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

elsif hour.between?(9, 11)

$game_screen.start_tone_change(Tone.new(0, -5, -5, 5), 0)

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

elsif hour.between?(11, 13)

$game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 0)

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

elsif hour.between?(13, 15)

$game_screen.start_tone_change(Tone.new(0, -5, -5, 5), 0)

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

elsif hour.between?(15, 17)

$game_screen.start_tone_change(Tone.new(-10, -15, -15, 15), 0)

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

elsif hour.between?(17, 19)

$game_screen.start_tone_change(Tone.new(-30, -35, -20, 35), 0)

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

elsif hour.between?(19, 21)

$game_screen.start_tone_change(Tone.new(-55, -60, -25, 60), 0)

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

elsif hour.between?(21, 23)

$game_screen.start_tone_change(Tone.new(-85, -90, -30, 90), 0)

end

else

$game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 0)

end

end

end

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

# Window_Time

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

# E' la classe che gestisce l'orologio

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

 

class Window_Time < Window_Base

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

# Aggiornamento Scritte

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

def initialize

super(0, 0, 160, 86)

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

self.contents.font.name = ""

self.contents.font.size = 24

refresh

end

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

# Aggiornamento Scritte

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

def refresh

self.contents.clear

self.contents.font.color = system_color

self.contents.draw_text(4, 0, 120, 32, "Orario:")

text = Time.new.strftime("%I:%M:%S %p ")

self.contents.font.color = normal_color

self.contents.draw_text(4, 30, 120, 32, text, 2)

end

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

# Aggiornamento

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

def update

super

refresh

end

end

class Window_Base

 

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

# \\\\\\

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

def draw_actor_state(actor, x, y, width = 120)

text = make_battler_state_text(actor, width, true)

self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color

self.contents.draw_text(x, y, width, 32, text, 2)

self.contents.font.size = 22

self.contents.font.name = "Arial"

end

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

# \\\\\\\\\

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

def draw_actor_battler(actor, x, y)

if $game_party.actors.size != 0

bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)

src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)

self.contents.blt(x-(bitmap.width/2), y-bitmap.height, bitmap, src_rect)

end

end

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

# @ \\\\\\\\\

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

def draw_actor_exp(actor, x, y, width = 144)

self.contents.font.color = system_color

self.contents.draw_text(x, y, 48, 32, "Exp")

self.contents.font.size = 22

self.contents.font.name = "Arial"

self.contents.font.color = normal_color

self.contents.draw_text(x + width - 48, y, 48, 32, actor.exp_s, 2)

self.contents.font.size = 22

self.contents.font.name = "Arial"

end

end

 

class Window_MenuStatus < Window_Selectable

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

# @ Make the window

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

def initialize

super(0, 240, 640, 0)

self.z -= 30

@column_max = 2

self.active = false

self.index = -1

end

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

# @ Refresh the window

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

def refresh

self.contents = Bitmap.new(608, 448)

self.contents.clear

@item_max = $game_party.actors.size

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

x = i % 2 * 400

y = i / 2 * 232

actor = $game_party.actors

draw_actor_battler(actor, x + 94, y + 208)

draw_actor_name(actor, x, y)

draw_actor_state(actor, x + 88, y)

draw_actor_exp(actor, x, y + 20, 208)

draw_actor_level(actor, x, y + 40)

draw_actor_hp(actor, x, y + 168, 208)

draw_actor_sp(actor, x, y + 188, 208)

self.contents.draw_text(x + 64, y + 40, 144, 32, actor.class_name, 2)

self.contents.font.size = 22

self.contents.font.name = "Arial"

end

end

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

# @ Update the cursor

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

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

else

self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232)

end

end

end

 

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

 

# ¦ Window_Play

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

# Written by mewsterus modificato da: Rinnegatamante

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

 

 

class Window_Play < Window_Selectable

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

# @ Make the window

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

def initialize

super(240, 240, 160, 0)

self.z -= 20

self.active = false

self.index = -1

self.back_opacity = 100

end

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

# @ Refresh the window

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

def refresh

self.contents = Bitmap.new(128, 448)

#self.contents.font.name = $fontface

#self.contents.font.size = $fontsize

self.contents.clear

$fontsize == 22

$fontface == "Arial"

cx = contents.text_size($data_system.words.gold).width

self.contents.font.color = system_color

self.contents.draw_text(128 - cx, 32, cx, 32, $data_system.words.gold, 2)

self.contents.draw_text(0, 0, 128, 32, "Passi: ")

self.contents.font.color = normal_color

self.contents.draw_text(0, 32, 126 - cx, 32, $game_party.gold.to_s, 2)

self.contents.font.color = normal_color

self.contents.draw_text(0, 0, 128, 32, $game_party.steps.to_s, 2)

if $location_enabled

self.contents.draw_text(0,352,128,32,$game_map.name.delete("*").to_s,2)

self.contents.font.color = system_color

self.contents.draw_text(0,320,128,32,"Locazione")

self.contents.font.size = 22

self.contents.font.name = "Arial"

end

end

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

# @ Update the cursor

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

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

else

self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232)

end

end

end

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

# @ Classe che gestisce il Menu

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

class Scene_Menu

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

# @ Accept index

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

def initialize(menu_index = 0, equip_index = 0)

@menu_index = menu_index

@equip_index = equip_index

end

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

# @ Main loop

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

def main

# @sprite = Spriteset_Map.new

@bg_window = Window_Base.new(320, 0, 0, 480)

s1 = $data_system.words.item

s2 = $data_system.words.skill

s3 = $data_system.words.equip

s4 = "Stato"

s5 = "Salva Partita"

s6 = "Esci Dal Gioco"

@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, ])

@command_window.index = @menu_index

@command_window.opacity = 0

@command_window.x = 240

@command_window.y = 60

@command_window.z -= 10

@command_window.visible = false

if $game_party.actors.size == 0

@command_window.disable_item(0)

@command_window.disable_item(1)

@command_window.disable_item(2)

@command_window.disable_item(3)

end

if $game_system.save_disabled

@command_window.disable_item(4)

end

@playtime_window = Window_Time.new

@playtime_window.x = 240

@playtime_window.y = 394

@help_window = Window_Help.new

@help_window.visible = false

@help_window.back_opacity = 100

@status_window = Window_MenuStatus.new

@play_window = Window_Play.new

if $itemdrop_enabled

@itemdrop = Window_Command.new(160, ["Basiliare", "Equipaggiamento", "Cerca"])

else

@itemdrop = Window_Base.new(220, 104, 160, 128)

end

@itemdrop.x = 240

@itemdrop.y = 144

@itemdrop.z -= 5

@itemdrop.active = false

@itemdrop.opacity = 0

@itemdrop.contents_opacity = 0

Graphics.transition

loop do

Graphics.update

Input.update

if @status_window.y > 0

@status_window.y -= 16

@status_window.height += 32

@play_window.y -= 16

@play_window.height += 32

else

@command_window.visible = true

unless @refreshed

@status_window.refresh

@refreshed = true

end

update

if @resize_item

if @bg_window.width < 640

@bg_window.x -= 16

@bg_window.width += 32

else

@resize_item = false

if $itemdrop_enabled

@item_window = Window_Item.new(@itemdrop.index + 20)

else

@item_window = Window_Item.new

end

@item_window.help_window = @help_window

@item_window.active = true

@item_window.x = 0

@item_window.contents_opacity = 255

@item_window.back_opacity = 100

@item_window.opacity = 255

@target_window = Window_Target.new

@target_window.active = false

@target_window.x = 320

@target_window.contents_opacity = 255

@target_window.opacity = 255

unless $ipm_enabled

@target_window.visible = false

end

if $itemdrop_enabled

if @itemdrop.index + 20 > 20

@item_window.width = 640

@item_window.column_max = 2

@target_window.visible = false

end

end

@help_window.visible = true

@itemdrop.opacity = 0

@itemdrop.contents_opacity = 0

end

end

if @resize_skill

if @bg_window.width < 640

@bg_window.x -= 16

@bg_window.width += 32

else

@resize_skill = false

@actor = $game_party.actors[@status_window.index]

@skillstatus_window = Window_SkillStatus.new(@actor)

@skillstatus_window.contents_opacity = 255

@skillstatus_window.back_opacity = 100

@skillstatus_window.opacity = 255

@skillstatus_window.x = 0

@skill_window = Window_Skill.new(@actor)

@skill_window.help_window = @help_window

@skill_window.contents_opacity = 255

@skill_window.back_opacity = 100

@skill_window.opacity = 255

if $ipm_enabled

@skill_window.y = 184

@skilltarget_window = Window_Target.new(@status_window.index)

else

@skill_window.y = 128

@skilltarget_window = Window_Target.new

end

@skilltarget_window.active = false

@skilltarget_window.contents_opacity = 255

@skilltarget_window.opacity = 255

@skilltarget_window.x = 320

@help_window.visible = true

unless $ipm_enabled

@skilltarget_window.visible = false

end

end

end

if @resize_equip

if @bg_window.width < 640

@bg_window.x -= 16

@bg_window.width += 32

else

@resize_equip = false

@actor = $game_party.actors[@status_window.index]

@equiphelp_window = Window_Help.new

@equiphelp_window.back_opacity = 100

@left_window = Window_EquipLeft.new(@actor)

@left_window.contents_opacity = 255

@left_window.back_opacity = 100

@left_window.opacity = 255

@left_window.x = 0

@right_window = Window_EquipRight.new(@actor)

@right_window.help_window = @equiphelp_window

@right_window.index = @equip_index

@right_window.contents_opacity = 255

@right_window.back_opacity = 100

@right_window.opacity = 255

@right_window.y = 64

@item_window1 = Window_EquipItem.new(@actor, 0)

@item_window2 = Window_EquipItem.new(@actor, 1)

@item_window3 = Window_EquipItem.new(@actor, 2)

@item_window4 = Window_EquipItem.new(@actor, 3)

@item_window5 = Window_EquipItem.new(@actor, 4)

@item_window1.help_window = @equiphelp_window

@item_window2.help_window = @equiphelp_window

@item_window3.help_window = @equiphelp_window

@item_window4.help_window = @equiphelp_window

@item_window5.help_window = @equiphelp_window

@item_window1.back_opacity = 100

@item_window2.back_opacity = 100

@item_window3.back_opacity = 100

@item_window4.back_opacity = 100

@item_window5.back_opacity = 100

if $ipm_enabled

@commands = ["Equippaggia", "Opzionale", "Rimuovi", "Svuota", "Annulla"]

@equip_window = Window_SideCommand.new(@commands)

@equip_window.back_opacity = 100

@equip_window.height = 64

@equiphelp_window.y = 416

@right_window.index = -1

@blank_window = Window_Base.new(272, 256, 368, 160)

@blank_window.active = false

@blank_window.back_opacity = 100

end

equip_refresh

end

end

if @resize_status

if @bg_window.width < 448

@bg_window.x -= 16

@bg_window.width += 32

elsif @bg_window.width < 640 and not $ipm_enabled

@bg_window.x -= 16

@bg_window.width += 32

else

@resize_status = false

@actor = $game_party.actors[@status_window.index]

@playerstatus_window = Window_Status.new(@actor)

@playerstatus_window.contents_opacity = 255

@playerstatus_window.opacity = 255

@playerstatus_window.y = 0

end

end

if @resize_save

if @help_window.x < 0

@help_window.x += 64

@savefile_windows[0].x -= 64

@savefile_windows[1].x += 64

@savefile_windows[2].x -= 64

@savefile_windows[3].x += 64

else

@resize_save = false

@savefile_windows_active = true

end

end

if @resize_back

@status_window.index = -1

if @bg_window.width > 0

@bg_window.x += 16

@bg_window.width -= 32

else

@resize_back = false

@command_window.active = true

end

end

end

if $scene != self

break

end

end

@bg_window.dispose

@command_window.dispose

@help_window.dispose

@status_window.cursor_rect.empty

@status_window.contents.clear

@status_window.contents = nil

@play_window.contents.clear

@play_window.contents = nil

for i in 0..20

@status_window.y += 16

@status_window.height -= 32

@play_window.y += 16

@play_window.height -= 32

@itemdrop.opacity -= 25

@itemdrop.contents_opacity -= 25

Graphics.update

end

Graphics.freeze

# @sprite.dispose

@status_window.dispose

@playtime_window.dispose

@itemdrop.dispose

end

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

# @ Update the scene

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

def update

@help_window.update

@command_window.update

@playtime_window.update

@status_window.update

@play_window.update

@play_window.refresh

@itemdrop.update

if @command_window.active

update_command

return

end

if @status_window.active

update_status

return

end

if @itemdrop.active

update_itemdrop

return

end

if @item_window != nil

@item_window.update

@target_window.update

if @item_window.active

update_item

return

end

if @target_window.active

update_target

return

end

end

 

if @left_window != nil

@equiphelp_window.update

@left_window.update

@right_window.update

@eitem_window.update

equip_refresh

if $ipm_enabled

@equip_window.update

if @equip_window.active

update_equip

return

end

end

if @right_window.active

update_right

return

end

if @eitem_window.active

update_eitem

return

end

end

if @playerstatus_window != nil

@playerstatus_window.update

update_playerstatus

end

if @savefile_windows != nil

@help_window.update

for i in @savefile_windows

i.update

end

if @savefile_windows_active

update_save

end

end

end

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

# @ Update the command window

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

def update_command

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Map.new

return

end

if Input.trigger?(Input::C)

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

$game_system.se_play($data_system.buzzer_se)

return

end

case @command_window.index

when 0

$game_system.se_play($data_system.decision_se)

$scene = Scene_Item.new

@command_window.active = false

@resize_item = true

when 1

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 2

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 3

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 4

if $game_system.save_disabled

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@help_window.set_text("Dove vuoi salvare??", 1)

@help_window.back_opacity = 255

@help_window.x = -640

@savefile_windows = []

for i in 0..3

if $ipm_enabled

@savefile_windows.push(Window_Save.new(i))

else

@savefile_windows.push(Window_SaveFile.new(i, nil))

end

@savefile_windows.back_opacity = 255

@savefile_windows.opacity = 255

end

@file_index = $game_temp.last_file_index

@savefile_windows[@file_index].selected = true

@savefile_windows[0].x = 640

@savefile_windows[1].x = -640

@savefile_windows[2].x = 640

@savefile_windows[3].x = -640

@command_window.active = false

@resize_save = true

when 5

$game_system.se_play($data_system.decision_se)

$scene = Scene_End.new

end

return

end

end

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

# @ Update the status window

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

def update_status

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@command_window.active = true

@status_window.active = false

@status_window.index = -1

return

end

if Input.trigger?(Input::C)

@actor_index = @status_window.index

case @command_window.index

when 1 # Magie

# Controlla se la limitazione del personaggio è superiore a 2

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

# Suona SE Annulla

$game_system.se_play($data_system.buzzer_se)

return

end

# Suona SE Azione

$game_system.se_play($data_system.decision_se)

# Vai alla scena delle magie

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

when 2 # Equipaggiamento

# Suona SE Azione

$game_system.se_play($data_system.decision_se)

# Vai alla scena dell'equipaggiamento

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

when 3 # Stato

# Suona SE Azione

$game_system.se_play($data_system.decision_se)

# Vai alla scena dello stato

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

end

return

end

end

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

# @ Update the itemdrop window

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

def update_itemdrop

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

loop do

if @itemdrop.opacity > 0

@itemdrop.opacity -= 25

@itemdrop.contents_opacity -= 25

else

break

end

Graphics.update

end

@itemdrop.active = false

@command_window.active = true

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

@itemdrop.active = false

@resize_item = true

end

end

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

# @ Update the item window

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

def update_item

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@item_window.dispose

@target_window.dispose

@item_window = nil

@target_window = nil

@help_window.visible = false

@resize_back = true

return

end

if Input.trigger?(Input::C)

@item = @item_window.item

unless @item.is_a?(RPG::Item)

$game_system.se_play($data_system.buzzer_se)

return

end

unless $game_party.item_can_use?(@item.id)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

if @item.scope >= 3

@item_window.active = false

unless $ipm_enabled

@target_window.x = (@item_window.index + 1) % 2 * 304

@target_window.visible = true

end

@target_window.active = true

if @item.scope == 4 || @item.scope == 6

@target_window.index = -1

else

@target_window.index = 0

end

else

if @item.common_event_id > 0

$game_temp.common_event_id = @item.common_event_id

$game_system.se_play(@item.menu_se)

if @item.consumable

$game_party.lose_item(@item.id, 1)

@item_window.draw_item(@item_window.index)

end

$scene = Scene_Map.new

return

end

end

return

end

if Input.trigger?(Input::R) and $itemdrop_enabled

$game_system.se_play($data_system.cursor_se)

@itemdrop.index = (@itemdrop.index + 1) % 3

@item_window.dispose

@target_window.dispose

@resize_item = true

return

end

if Input.trigger?(Input::L) and $itemdrop_enabled

$game_system.se_play($data_system.cursor_se)

@itemdrop.index = (@itemdrop.index + 2) % 3

@item_window.dispose

@target_window.dispose

@resize_item = true

return

end

end

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

# @ Update the target window

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

def update_target

if $game_party.item_number(@item.id) == 0

@target_window.active = false

@item_window.refresh

@item_window.active = true

unless $ipm_enabled

@target_window.visible = false

end

return

end

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

unless $game_party.item_can_use?(@item.id)

@item_window.refresh

end

@item_window.active = true

unless $ipm_enabled

@target_window.visible = false

end

@target_window.active = false

return

end

if Input.trigger?(Input::C)

if $game_party.item_number(@item.id) == 0

$game_system.se_play($data_system.buzzer_se)

return

end

if @target_window.index == -1

used = false

for i in $game_party.actors

used |= i.item_effect(@item)

end

end

if @target_window.index >= 0

target = $game_party.actors[@target_window.index]

used = target.item_effect(@item)

end

if used

$game_system.se_play(@item.menu_se)

if @item.consumable

$game_party.lose_item(@item.id, 1)

@item_window.draw_item(@item_window.index)

end

@target_window.refresh

if $game_party.all_dead?

$scene = Scene_Gameover.new

return

end

if @item.common_event_id > 0

$game_temp.common_event_id = @item.common_event_id

$scene = Scene_Map.new

return

end

end

unless used

$game_system.se_play($data_system.buzzer_se)

end

return

end

end

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

# @ Refresh the equip screen

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

def equip_refresh

unless @remove

@item_window1.visible = (@right_window.index == 0)

@item_window2.visible = (@right_window.index == 1)

@item_window3.visible = (@right_window.index == 2)

@item_window4.visible = (@right_window.index == 3)

@item_window5.visible = (@right_window.index == 4)

end

item1 = @right_window.item

case @right_window.index

when -2

@eitem_window = @blank_window

when -1

@eitem_window = @blank_window

when 0

@eitem_window = @item_window1

newmode = 0

when 1

@eitem_window = @item_window2

newmode = 1

when 2

@eitem_window = @item_window3

newmode = 1

when 3

@eitem_window = @item_window4

newmode = 1

when 4

@eitem_window = @item_window5

newmode = 1

end

if @remove

@eitem_window = @blank_window

end

if $ipm_enabled

if newmode != @left_window.mode

@left_window.mode = newmode

@left_window.refresh

end

if @eitem_window.active or @remove

if @eitem_window.active

item2 = @eitem_window.item

end

last_hp = @actor.hp

last_sp = @actor.sp

old_atk = @actor.atk

old_pdef = @actor.pdef

old_mdef = @actor.mdef

old_str = @actor.str

old_dex = @actor.dex

old_agi = @actor.agi

old_int = @actor.int

old_eva = @actor.eva

@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

new_atk = @actor.atk

new_pdef = @actor.pdef

new_mdef = @actor.mdef

new_str = @actor.str

new_dex = @actor.dex

new_agi = @actor.agi

new_int = @actor.int

new_eva = @actor.eva

@left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]

@left_window.changes[0] = new_atk - old_atk

@left_window.changes[1] = new_pdef - old_pdef

@left_window.changes[2] = new_mdef - old_mdef

@left_window.changes[3] = new_str - old_str

@left_window.changes[4] = new_dex - old_dex

@left_window.changes[5] = new_agi - old_agi

@left_window.changes[6] = new_int - old_int

@left_window.changes[7] = new_eva - old_eva

@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

@actor.hp = last_hp

@actor.sp = last_sp

@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,

new_dex, new_agi, new_int, new_eva)

else

@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)

end

else

if @eitem_window.active

item2 = @eitem_window.item

last_hp = @actor.hp

last_sp = @actor.sp

@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

new_atk = @actor.atk

new_pdef = @actor.pdef

new_mdef = @actor.mdef

@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

@actor.hp = last_hp

@actor.sp = last_sp

@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)

else

@left_window.set_new_parameters(nil, nil, nil)

end

end

end

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

# @ Update the equip command window

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

def update_equip

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@equiphelp_window = nil

@equip_window = nil

@left_window = nil

@right_window = nil

@blank_window = nil

@item_window1 = nil

@item_window2 = nil

@item_window3 = nil

@item_window4 = nil

@item_window5 = nil

@resize_back = true

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

case @equip_window.index

when 0

@equip_window.active = false

@right_window.active = true

@right_window.index = @equip_index

when 1

optimize

@left_window.refresh

@right_window.refresh

@item_window1.refresh

@item_window2.refresh

@item_window3.refresh

@item_window4.refresh

@item_window5.refresh

when 2

@remove = true

@equip_window.active = false

@right_window.active = true

@right_window.index = @equip_index

when 3

for i in 0..4

@actor.equip(i, 0)

end

@left_window.refresh

@right_window.refresh

@item_window1.refresh

@item_window2.refresh

@item_window3.refresh

@item_window4.refresh

@item_window5.refresh

when 4

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@equiphelp_window = nil

@equip_window = nil

@left_window = nil

@right_window = nil

@blank_window = nil

@item_window1 = nil

@item_window2 = nil

@item_window3 = nil

@item_window4 = nil

@item_window5 = nil

@resize_back = true

end

return

end

if Input.trigger?(Input::R)

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index+1)%$game_party.actors.size

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@resize_equip = true

return

end

if Input.trigger?(Input::L)

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index-1)%$game_party.actors.size

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@resize_equip = true

return

end

end

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

# @ Update the right window

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

def update_right

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

if $ipm_enabled

@right_window.active = false

@equip_window.active = true

if @right_window.index >= 0

@equip_index = @right_window.index

end

@right_window.index = -1

@remove = false

@equiphelp_window.set_text("")

@left_window.refresh

return

end

@equiphelp_window.dispose

@left_window.dispose

@right_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@equiphelp_window = nil

@left_window = nil

@right_window = nil

@item_window1 = nil

@item_window2 = nil

@item_window3 = nil

@item_window4 = nil

@item_window5 = nil

@resize_back = true

return

end

if Input.trigger?(Input::C)

if @remove

$game_system.se_play($data_system.decision_se)

@actor.equip(@right_window.index, 0)

@left_window.refresh

@right_window.refresh

return

end

if @actor.equip_fix?(@right_window.index)

$game_system.se_play($data_system.buzzer_se)

return

end

if $ipm_enabled

if @eitem_window.data.size == 0

$game_system.se_play($data_system.buzzer_se)

return

end

end

$game_system.se_play($data_system.decision_se)

@right_window.active = false

@eitem_window.active = true

@eitem_window.index = 0

return

end

if Input.trigger?(Input::R) and not $ipm_enabled

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index+1)%$game_party.actors.size

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@resize_equip = true

return

end

if Input.trigger?(Input::L) and not $ipm_enabled

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index-1)%$game_party.actors.size

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@resize_equip = true

return

end

end

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

# @ Update the equip item window

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

def update_eitem

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@right_window.active = true

@eitem_window.active = false

@eitem_window.index = -1

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.equip_se)

item = @eitem_window.item

@actor.equip(@right_window.index, item.id)

@right_window.active = true

@eitem_window.active = false

@eitem_window.index = -1

@right_window.refresh

@eitem_window.refresh

return

end

end

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

# @ Optimize equipment (by RPGAdvocate)

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

def optimize

object = $data_weapons[@actor.weapon_id]

optimal = object.id

current = 0.00

if @actor.weapon_id != 0

current = object.atk

else

optimal = 0

end

max_eval = current

@actor.equip(0, 0)

flag = false

zero_flag = true

for weapon in $data_weapons

if !flag

flag = true

next

end

evaluation = weapon.atk

if evaluation > 0

zero_flag = false

end

if @actor.equippable?(weapon) &&

$game_party.weapon_number(weapon.id) > 0 && evaluation > max_eval

max_eval = evaluation

optimal = weapon.id

end

end

if zero_flag

optimal = 0

end

@actor.equip(0, optimal)

not_equipped = false

for i in 1..4

case i

when 1

if @actor.armor1_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor1_id]

end

when 2

if @actor.armor2_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor2_id]

end

when 3

if @actor.armor3_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor3_id]

end

when 4

if @actor.armor4_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor4_id]

end

end

optimal = object.id

current = 0.00

if not_equipped = false

current = object.pdef * 0.75 + object.mdef * 0.25

else

optimal = 0

end

max_eval = current

@actor.equip(i, 0)

flag = false

zero_flag = true

for armor in $data_armors

if !flag

flag = true

next

end

if armor.kind != i-1

next

end

evaluation = armor.pdef * 0.75 + armor.mdef * 0.25

if evaluation > 0

zero_flag = false

end

if @actor.equippable?(armor) &&

$game_party.armor_number(armor.id) > 0 && evaluation > max_eval

max_eval = evaluation

optimal = armor.id

end

end

if zero_flag

optimal = 0

end

@actor.equip(i, optimal)

end

end

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

# @ Update the large status window

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

def update_playerstatus

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@playerstatus_window.dispose

@playerstatus_window = nil

@resize_back = true

return

end

if Input.trigger?(Input::R)

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index+1)%$game_party.actors.size

@playerstatus_window.dispose

@resize_status = true

return

end

if Input.trigger?(Input::L)

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index-1)%$game_party.actors.size

@playerstatus_window.dispose

@resize_status = true

return

end

end

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

# @ Update the save screen

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

def update_save

if Input.trigger?(Input::C)

$game_system.se_play($data_system.save_se)

file = File.open("Save#{@file_index + 1}.rxdata", "wb")

characters = []

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

actor = $game_party.actors

characters.push([actor.character_name, actor.character_hue])

end

Marshal.dump(characters, file)

Marshal.dump(Graphics.frame_count, file)

$game_system.save_count += 1

$game_system.magic_number = $data_system.magic_number

Marshal.dump($game_system, file)

Marshal.dump($game_switches, file)

Marshal.dump($game_variables, file)

Marshal.dump($game_self_switches, file)

Marshal.dump($game_screen, file)

Marshal.dump($game_actors, file)

Marshal.dump($game_party, file)

Marshal.dump($game_troop, file)

Marshal.dump($game_map, file)

Marshal.dump($game_player, file)

file.close

@savefile_windows[@file_index].refresh

$game_temp.last_file_index = @file_index

for i in 0..10

@help_window.x += 64

@savefile_windows[0].x -= 64

@savefile_windows[1].x += 64

@savefile_windows[2].x -= 64

@savefile_windows[3].x += 64

Graphics.update

end

@savefile_windows_active = false

@command_window.active = true

@help_window.back_opacity = 100

@help_window.visible = false

@help_window.x = 0

return

end

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

for i in 0..10

@help_window.x += 64

@savefile_windows[0].x -= 64

@savefile_windows[1].x += 64

@savefile_windows[2].x -= 64

@savefile_windows[3].x += 64

Graphics.update

end

@savefile_windows_active = false

@command_window.active = true

@help_window.back_opacity = 100

@help_window.visible = false

@help_window.x = 0

return

end

if Input.repeat?(Input::DOWN)

if Input.trigger?(Input::DOWN) or @file_index < 3

$game_system.se_play($data_system.cursor_se)

@savefile_windows[@file_index].selected = false

@file_index = (@file_index + 1) % 4

@savefile_windows[@file_index].selected = true

return

end

end

if Input.repeat?(Input::UP)

if Input.trigger?(Input::UP) or @file_index > 0

$game_system.se_play($data_system.cursor_se)

@savefile_windows[@file_index].selected = false

@file_index = (@file_index + 3) % 4

@savefile_windows[@file_index].selected = true

return

end

end

end

end

 

 

 

http://img174.imageshack.us/img174/9332/bartqv3.gif

http://img16.imageshack.us/img16/6994/sidls7.gif

 

 

 

Tutorial sulla creazione di title per Rpgmaker XP

Tutorial per la creazione di chara stile RTP per RpgMaker XP

 

Partecipante al Rpg2s.net Game Contest 2008/2009

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Gioco in Sviluppo: Arcalea

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

# Super Menu Time V.1.2 by Rinnegatamante

#(Si ringrazia mewsterus per la disposizione dei Battlers)

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

# Con questo script si avrà un nuovo menu con:

# 1)Una nuova grafica

# 2)Orario reale impostato nel PC

# 3)Battlers al posto dei Characters dei personaggi

# 4)Numero dei passi e dei soldi in alto

# 5)Altamente personalizzabile!

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

class Game_Time

# Modulo Main #

def initialize

hour = Time.new.hour

$game_variables[1] = hour

if $game_switches[10] == true

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

if hour.between?(0, 3)

$game_screen.start_tone_change(Tone.new(-85, -90, -30, 90), 0)

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

elsif hour.between?(3, 5)

$game_screen.start_tone_change(Tone.new(-55, -60, -25, 60), 0)

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

elsif hour.between?(5, 7)

$game_screen.start_tone_change(Tone.new(-30, -35, -20, 35), 0)

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

elsif hour.between?(7, 9)

$game_screen.start_tone_change(Tone.new(-10, -15, -15, 15), 0)

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

elsif hour.between?(9, 11)

$game_screen.start_tone_change(Tone.new(0, -5, -5, 5), 0)

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

elsif hour.between?(11, 13)

$game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 0)

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

elsif hour.between?(13, 15)

$game_screen.start_tone_change(Tone.new(0, -5, -5, 5), 0)

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

elsif hour.between?(15, 17)

$game_screen.start_tone_change(Tone.new(-10, -15, -15, 15), 0)

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

elsif hour.between?(17, 19)

$game_screen.start_tone_change(Tone.new(-30, -35, -20, 35), 0)

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

elsif hour.between?(19, 21)

$game_screen.start_tone_change(Tone.new(-55, -60, -25, 60), 0)

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

elsif hour.between?(21, 23)

$game_screen.start_tone_change(Tone.new(-85, -90, -30, 90), 0)

end

else

$game_screen.start_tone_change(Tone.new(0, 0, 0, 0), 0)

end

end

end

 

class Window_Base

 

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

# \\\\\\

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

def draw_actor_state(actor, x, y, width = 120)

text = make_battler_state_text(actor, width, true)

self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color

self.contents.draw_text(x, y, width, 32, text, 2)

self.contents.font.size = 22

self.contents.font.name = "Arial"

end

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

# \\\\\\\\\

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

def draw_actor_battler(actor, x, y)

if $game_party.actors.size != 0

bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)

src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)

self.contents.blt(x-(bitmap.width/2), y-bitmap.height, bitmap, src_rect)

end

end

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

# @ \\\\\\\\\

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

def draw_actor_exp(actor, x, y, width = 144)

self.contents.font.color = system_color

self.contents.draw_text(x, y, 48, 32, "Exp")

self.contents.font.size = 22

self.contents.font.name = "Arial"

self.contents.font.color = normal_color

self.contents.draw_text(x + width - 48, y, 48, 32, actor.exp_s, 2)

self.contents.font.size = 22

self.contents.font.name = "Arial"

end

end

 

class Window_MenuStatus < Window_Selectable

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

# @ Make the window

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

def initialize

super(0, 240, 640, 0)

self.z -= 30

@column_max = 2

self.active = false

self.index = -1

end

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

# @ Refresh the window

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

def refresh

self.contents = Bitmap.new(608, 448)

self.contents.clear

@item_max = $game_party.actors.size

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

x = i % 2 * 400

y = i / 2 * 232

actor = $game_party.actors

draw_actor_battler(actor, x + 94, y + 208)

draw_actor_name(actor, x, y)

draw_actor_state(actor, x + 88, y)

draw_actor_exp(actor, x, y + 20, 208)

draw_actor_level(actor, x, y + 40)

draw_actor_hp(actor, x, y + 168, 208)

draw_actor_sp(actor, x, y + 188, 208)

self.contents.draw_text(x + 64, y + 40, 144, 32, actor.class_name, 2)

self.contents.font.size = 22

self.contents.font.name = "Arial"

end

end

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

# @ Update the cursor

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

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

else

self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232)

end

end

end

 

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

 

# ¦ Window_Play

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

# Written by mewsterus modificato da: Rinnegatamante

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

 

 

class Window_Play < Window_Selectable

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

# @ Make the window

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

def initialize

super(240, 240, 160, 0)

self.z -= 20

self.active = false

self.index = -1

self.back_opacity = 100

end

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

# @ Refresh the window

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

def refresh

self.contents = Bitmap.new(128, 448)

#self.contents.font.name = $fontface

#self.contents.font.size = $fontsize

self.contents.clear

$fontsize == 22

$fontface == "Arial"

cx = contents.text_size($data_system.words.gold).width

self.contents.font.color = system_color

self.contents.draw_text(128 - cx, 32, cx, 32, $data_system.words.gold, 2)

self.contents.draw_text(0, 0, 128, 32, "Passi: ")

self.contents.font.color = normal_color

self.contents.draw_text(0, 32, 126 - cx, 32, $game_party.gold.to_s, 2)

self.contents.font.color = normal_color

self.contents.draw_text(0, 0, 128, 32, $game_party.steps.to_s, 2)

if $location_enabled

self.contents.draw_text(0,352,128,32,$game_map.name.delete("*").to_s,2)

self.contents.font.color = system_color

self.contents.draw_text(0,320,128,32,"Locazione")

self.contents.font.size = 22

self.contents.font.name = "Arial"

end

end

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

# @ Update the cursor

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

def update_cursor_rect

if @index < 0

self.cursor_rect.empty

else

self.cursor_rect.set(@index%2*400-8, @index/2*232-8, 224, 232)

end

end

end

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

# @ Classe che gestisce il Menu

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

class Scene_Menu

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

# @ Accept index

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

def initialize(menu_index = 0, equip_index = 0)

@menu_index = menu_index

@equip_index = equip_index

end

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

# @ Main loop

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

def main

# @sprite = Spriteset_Map.new

@bg_window = Window_Base.new(320, 0, 0, 480)

s1 = $data_system.words.item

s2 = $data_system.words.skill

s3 = $data_system.words.equip

s4 = "Stato"

s5 = "Salva Partita"

s6 = "Esci Dal Gioco"

@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, ])

@ingranaggio_01 = Sprite.new

@ingranaggio_01.bitmap = RPG::Cache.picture ("A")

@command_window.index = @menu_index

@command_window.opacity = 0

@command_window.x = 240

@command_window.y = 60

@command_window.z -= 10

@command_window.visible = false

if $game_party.actors.size == 0

@command_window.disable_item(0)

@command_window.disable_item(1)

@command_window.disable_item(2)

@command_window.disable_item(3)

end

if $game_system.save_disabled

@command_window.disable_item(4)

end

 

@help_window = Window_Help.new

@help_window.visible = false

@help_window.back_opacity = 100

@status_window = Window_MenuStatus.new

@status_window.opacity = 0

@play_window = Window_Play.new

@play_window.opacity = 0

if $itemdrop_enabled

@itemdrop = Window_Command.new(160, ["Basiliare", "Equipaggiamento", "Cerca"])

else

@itemdrop = Window_Base.new(220, 104, 160, 128)

end

@itemdrop.x = 240

@itemdrop.y = 144

@itemdrop.z -= 5

@itemdrop.active = false

@itemdrop.opacity = 0

@itemdrop.contents_opacity = 0

Graphics.transition

loop do

Graphics.update

Input.update

if @status_window.y > 0

@status_window.y -= 16

@status_window.height += 32

@play_window.y -= 16

@play_window.height += 32

else

@command_window.visible = true

unless @refreshed

@status_window.refresh

@refreshed = true

end

update

if @resize_item

if @bg_window.width < 640

@bg_window.x -= 16

@bg_window.width += 32

else

@resize_item = false

if $itemdrop_enabled

@item_window = Window_Item.new(@itemdrop.index + 20)

else

@item_window = Window_Item.new

end

@item_window.help_window = @help_window

@item_window.active = true

@item_window.x = 0

@item_window.contents_opacity = 255

@item_window.back_opacity = 100

@item_window.opacity = 255

@target_window = Window_Target.new

@target_window.active = false

@target_window.x = 320

@target_window.contents_opacity = 255

@target_window.opacity = 255

unless $ipm_enabled

@target_window.visible = false

end

if $itemdrop_enabled

if @itemdrop.index + 20 > 20

@item_window.width = 640

@item_window.column_max = 2

@target_window.visible = false

end

end

@help_window.visible = true

@itemdrop.opacity = 0

@itemdrop.contents_opacity = 0

end

end

if @resize_skill

if @bg_window.width < 640

@bg_window.x -= 16

@bg_window.width += 32

else

@resize_skill = false

@actor = $game_party.actors[@status_window.index]

@skillstatus_window = Window_SkillStatus.new(@actor)

@skillstatus_window.contents_opacity = 255

@skillstatus_window.back_opacity = 100

@skillstatus_window.opacity = 255

@skillstatus_window.x = 0

@skill_window = Window_Skill.new(@actor)

@skill_window.help_window = @help_window

@skill_window.contents_opacity = 255

@skill_window.back_opacity = 100

@skill_window.opacity = 255

if $ipm_enabled

@skill_window.y = 184

@skilltarget_window = Window_Target.new(@status_window.index)

else

@skill_window.y = 128

@skilltarget_window = Window_Target.new

end

@skilltarget_window.active = false

@skilltarget_window.contents_opacity = 255

@skilltarget_window.opacity = 255

@skilltarget_window.x = 320

@help_window.visible = true

unless $ipm_enabled

@skilltarget_window.visible = false

end

end

end

if @resize_equip

if @bg_window.width < 640

@bg_window.x -= 16

@bg_window.width += 32

else

@resize_equip = false

@actor = $game_party.actors[@status_window.index]

@equiphelp_window = Window_Help.new

@equiphelp_window.back_opacity = 100

@left_window = Window_EquipLeft.new(@actor)

@left_window.contents_opacity = 255

@left_window.back_opacity = 100

@left_window.opacity = 255

@left_window.x = 0

@right_window = Window_EquipRight.new(@actor)

@right_window.help_window = @equiphelp_window

@right_window.index = @equip_index

@right_window.contents_opacity = 255

@right_window.back_opacity = 100

@right_window.opacity = 255

@right_window.y = 64

@item_window1 = Window_EquipItem.new(@actor, 0)

@item_window2 = Window_EquipItem.new(@actor, 1)

@item_window3 = Window_EquipItem.new(@actor, 2)

@item_window4 = Window_EquipItem.new(@actor, 3)

@item_window5 = Window_EquipItem.new(@actor, 4)

@item_window1.help_window = @equiphelp_window

@item_window2.help_window = @equiphelp_window

@item_window3.help_window = @equiphelp_window

@item_window4.help_window = @equiphelp_window

@item_window5.help_window = @equiphelp_window

@item_window1.back_opacity = 100

@item_window2.back_opacity = 100

@item_window3.back_opacity = 100

@item_window4.back_opacity = 100

@item_window5.back_opacity = 100

if $ipm_enabled

@commands = ["Equippaggia", "Opzionale", "Rimuovi", "Svuota", "Annulla"]

@equip_window = Window_SideCommand.new(@commands)

@equip_window.back_opacity = 100

@equip_window.height = 64

@equiphelp_window.y = 416

@right_window.index = -1

@blank_window = Window_Base.new(272, 256, 368, 160)

@blank_window.active = false

@blank_window.back_opacity = 100

end

equip_refresh

end

end

if @resize_status

if @bg_window.width < 448

@bg_window.x -= 16

@bg_window.width += 32

elsif @bg_window.width < 640 and not $ipm_enabled

@bg_window.x -= 16

@bg_window.width += 32

else

@resize_status = false

@actor = $game_party.actors[@status_window.index]

@playerstatus_window = Window_Status.new(@actor)

@playerstatus_window.contents_opacity = 255

@playerstatus_window.opacity = 255

@playerstatus_window.y = 0

end

end

if @resize_save

if @help_window.x < 0

@help_window.x += 64

@savefile_windows[0].x -= 64

@savefile_windows[1].x += 64

@savefile_windows[2].x -= 64

@savefile_windows[3].x += 64

else

@resize_save = false

@savefile_windows_active = true

end

end

if @resize_back

@status_window.index = -1

if @bg_window.width > 0

@bg_window.x += 16

@bg_window.width -= 32

else

@resize_back = false

@command_window.active = true

end

end

end

if $scene != self

break

end

end

@bg_window.dispose

@command_window.dispose

@help_window.dispose

@status_window.cursor_rect.empty

@status_window.contents.clear

@status_window.contents = nil

@play_window.contents.clear

@play_window.contents = nil

for i in 0..20

@status_window.y += 16

@status_window.height -= 32

@play_window.y += 16

@play_window.height -= 32

@itemdrop.opacity -= 25

@itemdrop.contents_opacity -= 25

Graphics.update

end

Graphics.freeze

# @sprite.dispose

@status_window.dispose

 

@itemdrop.dispose

end

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

# @ Update the scene

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

def update

@help_window.update

@command_window.update

 

@status_window.update

@play_window.update

@play_window.refresh

@itemdrop.update

if @command_window.active

update_command

return

end

if @status_window.active

update_status

return

end

if @itemdrop.active

update_itemdrop

return

end

if @item_window != nil

@item_window.update

@target_window.update

if @item_window.active

update_item

return

end

if @target_window.active

update_target

return

end

end

 

if @left_window != nil

@equiphelp_window.update

@left_window.update

@right_window.update

@eitem_window.update

equip_refresh

if $ipm_enabled

@equip_window.update

if @equip_window.active

update_equip

return

end

end

if @right_window.active

update_right

return

end

if @eitem_window.active

update_eitem

return

end

end

if @playerstatus_window != nil

@playerstatus_window.update

update_playerstatus

end

if @savefile_windows != nil

@help_window.update

for i in @savefile_windows

i.update

end

if @savefile_windows_active

update_save

end

end

end

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

# @ Update the command window

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

def update_command

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Map.new

return

end

if Input.trigger?(Input::C)

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

$game_system.se_play($data_system.buzzer_se)

return

end

case @command_window.index

when 0

$game_system.se_play($data_system.decision_se)

$scene = Scene_Item.new

@command_window.active = false

@resize_item = true

when 1

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 2

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 3

$game_system.se_play($data_system.decision_se)

@command_window.active = false

@status_window.active = true

@status_window.index = 0

when 4

if $game_system.save_disabled

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

@help_window.set_text("Dove vuoi salvare??", 1)

@help_window.back_opacity = 255

@help_window.x = -640

@savefile_windows = []

for i in 0..3

if $ipm_enabled

@savefile_windows.push(Window_Save.new(i))

else

@savefile_windows.push(Window_SaveFile.new(i, nil))

end

@savefile_windows.back_opacity = 255

@savefile_windows.opacity = 255

end

@file_index = $game_temp.last_file_index

@savefile_windows[@file_index].selected = true

@savefile_windows[0].x = 640

@savefile_windows[1].x = -640

@savefile_windows[2].x = 640

@savefile_windows[3].x = -640

@command_window.active = false

@resize_save = true

when 5

$game_system.se_play($data_system.decision_se)

$scene = Scene_End.new

end

return

end

end

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

# @ Update the status window

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

def update_status

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@command_window.active = true

@status_window.active = false

@status_window.index = -1

return

end

if Input.trigger?(Input::C)

@actor_index = @status_window.index

case @command_window.index

when 1 # Magie

# Controlla se la limitazione del personaggio è superiore a 2

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

# Suona SE Annulla

$game_system.se_play($data_system.buzzer_se)

return

end

# Suona SE Azione

$game_system.se_play($data_system.decision_se)

# Vai alla scena delle magie

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

when 2 # Equipaggiamento

# Suona SE Azione

$game_system.se_play($data_system.decision_se)

# Vai alla scena dell'equipaggiamento

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

when 3 # Stato

# Suona SE Azione

$game_system.se_play($data_system.decision_se)

# Vai alla scena dello stato

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

end

return

end

end

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

# @ Update the itemdrop window

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

def update_itemdrop

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

loop do

if @itemdrop.opacity > 0

@itemdrop.opacity -= 25

@itemdrop.contents_opacity -= 25

else

break

end

Graphics.update

end

@itemdrop.active = false

@command_window.active = true

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

@itemdrop.active = false

@resize_item = true

end

end

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

# @ Update the item window

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

def update_item

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@item_window.dispose

@target_window.dispose

@item_window = nil

@target_window = nil

@help_window.visible = false

@resize_back = true

return

end

if Input.trigger?(Input::C)

@item = @item_window.item

unless @item.is_a?(RPG::Item)

$game_system.se_play($data_system.buzzer_se)

return

end

unless $game_party.item_can_use?(@item.id)

$game_system.se_play($data_system.buzzer_se)

return

end

$game_system.se_play($data_system.decision_se)

if @item.scope >= 3

@item_window.active = false

unless $ipm_enabled

@target_window.x = (@item_window.index + 1) % 2 * 304

@target_window.visible = true

end

@target_window.active = true

if @item.scope == 4 || @item.scope == 6

@target_window.index = -1

else

@target_window.index = 0

end

else

if @item.common_event_id > 0

$game_temp.common_event_id = @item.common_event_id

$game_system.se_play(@item.menu_se)

if @item.consumable

$game_party.lose_item(@item.id, 1)

@item_window.draw_item(@item_window.index)

end

$scene = Scene_Map.new

return

end

end

return

end

if Input.trigger?(Input::R) and $itemdrop_enabled

$game_system.se_play($data_system.cursor_se)

@itemdrop.index = (@itemdrop.index + 1) % 3

@item_window.dispose

@target_window.dispose

@resize_item = true

return

end

if Input.trigger?(Input::L) and $itemdrop_enabled

$game_system.se_play($data_system.cursor_se)

@itemdrop.index = (@itemdrop.index + 2) % 3

@item_window.dispose

@target_window.dispose

@resize_item = true

return

end

end

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

# @ Update the target window

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

def update_target

if $game_party.item_number(@item.id) == 0

@target_window.active = false

@item_window.refresh

@item_window.active = true

unless $ipm_enabled

@target_window.visible = false

end

return

end

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

unless $game_party.item_can_use?(@item.id)

@item_window.refresh

end

@item_window.active = true

unless $ipm_enabled

@target_window.visible = false

end

@target_window.active = false

return

end

if Input.trigger?(Input::C)

if $game_party.item_number(@item.id) == 0

$game_system.se_play($data_system.buzzer_se)

return

end

if @target_window.index == -1

used = false

for i in $game_party.actors

used |= i.item_effect(@item)

end

end

if @target_window.index >= 0

target = $game_party.actors[@target_window.index]

used = target.item_effect(@item)

end

if used

$game_system.se_play(@item.menu_se)

if @item.consumable

$game_party.lose_item(@item.id, 1)

@item_window.draw_item(@item_window.index)

end

@target_window.refresh

if $game_party.all_dead?

$scene = Scene_Gameover.new

return

end

if @item.common_event_id > 0

$game_temp.common_event_id = @item.common_event_id

$scene = Scene_Map.new

return

end

end

unless used

$game_system.se_play($data_system.buzzer_se)

end

return

end

end

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

# @ Refresh the equip screen

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

def equip_refresh

unless @remove

@item_window1.visible = (@right_window.index == 0)

@item_window2.visible = (@right_window.index == 1)

@item_window3.visible = (@right_window.index == 2)

@item_window4.visible = (@right_window.index == 3)

@item_window5.visible = (@right_window.index == 4)

end

item1 = @right_window.item

case @right_window.index

when -2

@eitem_window = @blank_window

when -1

@eitem_window = @blank_window

when 0

@eitem_window = @item_window1

newmode = 0

when 1

@eitem_window = @item_window2

newmode = 1

when 2

@eitem_window = @item_window3

newmode = 1

when 3

@eitem_window = @item_window4

newmode = 1

when 4

@eitem_window = @item_window5

newmode = 1

end

if @remove

@eitem_window = @blank_window

end

if $ipm_enabled

if newmode != @left_window.mode

@left_window.mode = newmode

@left_window.refresh

end

if @eitem_window.active or @remove

if @eitem_window.active

item2 = @eitem_window.item

end

last_hp = @actor.hp

last_sp = @actor.sp

old_atk = @actor.atk

old_pdef = @actor.pdef

old_mdef = @actor.mdef

old_str = @actor.str

old_dex = @actor.dex

old_agi = @actor.agi

old_int = @actor.int

old_eva = @actor.eva

@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

new_atk = @actor.atk

new_pdef = @actor.pdef

new_mdef = @actor.mdef

new_str = @actor.str

new_dex = @actor.dex

new_agi = @actor.agi

new_int = @actor.int

new_eva = @actor.eva

@left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]

@left_window.changes[0] = new_atk - old_atk

@left_window.changes[1] = new_pdef - old_pdef

@left_window.changes[2] = new_mdef - old_mdef

@left_window.changes[3] = new_str - old_str

@left_window.changes[4] = new_dex - old_dex

@left_window.changes[5] = new_agi - old_agi

@left_window.changes[6] = new_int - old_int

@left_window.changes[7] = new_eva - old_eva

@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

@actor.hp = last_hp

@actor.sp = last_sp

@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,

new_dex, new_agi, new_int, new_eva)

else

@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil)

end

else

if @eitem_window.active

item2 = @eitem_window.item

last_hp = @actor.hp

last_sp = @actor.sp

@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)

new_atk = @actor.atk

new_pdef = @actor.pdef

new_mdef = @actor.mdef

@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)

@actor.hp = last_hp

@actor.sp = last_sp

@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)

else

@left_window.set_new_parameters(nil, nil, nil)

end

end

end

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

# @ Update the equip command window

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

def update_equip

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@equiphelp_window = nil

@equip_window = nil

@left_window = nil

@right_window = nil

@blank_window = nil

@item_window1 = nil

@item_window2 = nil

@item_window3 = nil

@item_window4 = nil

@item_window5 = nil

@resize_back = true

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

case @equip_window.index

when 0

@equip_window.active = false

@right_window.active = true

@right_window.index = @equip_index

when 1

optimize

@left_window.refresh

@right_window.refresh

@item_window1.refresh

@item_window2.refresh

@item_window3.refresh

@item_window4.refresh

@item_window5.refresh

when 2

@remove = true

@equip_window.active = false

@right_window.active = true

@right_window.index = @equip_index

when 3

for i in 0..4

@actor.equip(i, 0)

end

@left_window.refresh

@right_window.refresh

@item_window1.refresh

@item_window2.refresh

@item_window3.refresh

@item_window4.refresh

@item_window5.refresh

when 4

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@equiphelp_window = nil

@equip_window = nil

@left_window = nil

@right_window = nil

@blank_window = nil

@item_window1 = nil

@item_window2 = nil

@item_window3 = nil

@item_window4 = nil

@item_window5 = nil

@resize_back = true

end

return

end

if Input.trigger?(Input::R)

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index+1)%$game_party.actors.size

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@resize_equip = true

return

end

if Input.trigger?(Input::L)

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index-1)%$game_party.actors.size

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@resize_equip = true

return

end

end

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

# @ Update the right window

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

def update_right

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

if $ipm_enabled

@right_window.active = false

@equip_window.active = true

if @right_window.index >= 0

@equip_index = @right_window.index

end

@right_window.index = -1

@remove = false

@equiphelp_window.set_text("")

@left_window.refresh

return

end

@equiphelp_window.dispose

@left_window.dispose

@right_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@equiphelp_window = nil

@left_window = nil

@right_window = nil

@item_window1 = nil

@item_window2 = nil

@item_window3 = nil

@item_window4 = nil

@item_window5 = nil

@resize_back = true

return

end

if Input.trigger?(Input::C)

if @remove

$game_system.se_play($data_system.decision_se)

@actor.equip(@right_window.index, 0)

@left_window.refresh

@right_window.refresh

return

end

if @actor.equip_fix?(@right_window.index)

$game_system.se_play($data_system.buzzer_se)

return

end

if $ipm_enabled

if @eitem_window.data.size == 0

$game_system.se_play($data_system.buzzer_se)

return

end

end

$game_system.se_play($data_system.decision_se)

@right_window.active = false

@eitem_window.active = true

@eitem_window.index = 0

return

end

if Input.trigger?(Input::R) and not $ipm_enabled

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index+1)%$game_party.actors.size

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@resize_equip = true

return

end

if Input.trigger?(Input::L) and not $ipm_enabled

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index-1)%$game_party.actors.size

@equiphelp_window.dispose

@equip_window.dispose

@left_window.dispose

@right_window.dispose

@blank_window.dispose

@item_window1.dispose

@item_window2.dispose

@item_window3.dispose

@item_window4.dispose

@item_window5.dispose

@resize_equip = true

return

end

end

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

# @ Update the equip item window

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

def update_eitem

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@right_window.active = true

@eitem_window.active = false

@eitem_window.index = -1

return

end

if Input.trigger?(Input::C)

$game_system.se_play($data_system.equip_se)

item = @eitem_window.item

@actor.equip(@right_window.index, item.id)

@right_window.active = true

@eitem_window.active = false

@eitem_window.index = -1

@right_window.refresh

@eitem_window.refresh

return

end

end

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

# @ Optimize equipment (by RPGAdvocate)

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

def optimize

object = $data_weapons[@actor.weapon_id]

optimal = object.id

current = 0.00

if @actor.weapon_id != 0

current = object.atk

else

optimal = 0

end

max_eval = current

@actor.equip(0, 0)

flag = false

zero_flag = true

for weapon in $data_weapons

if !flag

flag = true

next

end

evaluation = weapon.atk

if evaluation > 0

zero_flag = false

end

if @actor.equippable?(weapon) &&

$game_party.weapon_number(weapon.id) > 0 && evaluation > max_eval

max_eval = evaluation

optimal = weapon.id

end

end

if zero_flag

optimal = 0

end

@actor.equip(0, optimal)

not_equipped = false

for i in 1..4

case i

when 1

if @actor.armor1_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor1_id]

end

when 2

if @actor.armor2_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor2_id]

end

when 3

if @actor.armor3_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor3_id]

end

when 4

if @actor.armor4_id == 0

not_equipped = true

else

object = $data_armors[@actor.armor4_id]

end

end

optimal = object.id

current = 0.00

if not_equipped = false

current = object.pdef * 0.75 + object.mdef * 0.25

else

optimal = 0

end

max_eval = current

@actor.equip(i, 0)

flag = false

zero_flag = true

for armor in $data_armors

if !flag

flag = true

next

end

if armor.kind != i-1

next

end

evaluation = armor.pdef * 0.75 + armor.mdef * 0.25

if evaluation > 0

zero_flag = false

end

if @actor.equippable?(armor) &&

$game_party.armor_number(armor.id) > 0 && evaluation > max_eval

max_eval = evaluation

optimal = armor.id

end

end

if zero_flag

optimal = 0

end

@actor.equip(i, optimal)

end

end

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

# @ Update the large status window

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

def update_playerstatus

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

@playerstatus_window.dispose

@playerstatus_window = nil

@resize_back = true

return

end

if Input.trigger?(Input::R)

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index+1)%$game_party.actors.size

@playerstatus_window.dispose

@resize_status = true

return

end

if Input.trigger?(Input::L)

$game_system.se_play($data_system.cursor_se)

@status_window.index = (@status_window.index-1)%$game_party.actors.size

@playerstatus_window.dispose

@resize_status = true

return

end

end

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

# @ Update the save screen

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

def update_save

if Input.trigger?(Input::C)

$game_system.se_play($data_system.save_se)

file = File.open("Save#{@file_index + 1}.rxdata", "wb")

characters = []

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

actor = $game_party.actors

characters.push([actor.character_name, actor.character_hue])

end

Marshal.dump(characters, file)

Marshal.dump(Graphics.frame_count, file)

$game_system.save_count += 1

$game_system.magic_number = $data_system.magic_number

Marshal.dump($game_system, file)

Marshal.dump($game_switches, file)

Marshal.dump($game_variables, file)

Marshal.dump($game_self_switches, file)

Marshal.dump($game_screen, file)

Marshal.dump($game_actors, file)

Marshal.dump($game_party, file)

Marshal.dump($game_troop, file)

Marshal.dump($game_map, file)

Marshal.dump($game_player, file)

file.close

@savefile_windows[@file_index].refresh

$game_temp.last_file_index = @file_index

for i in 0..10

@help_window.x += 64

@savefile_windows[0].x -= 64

@savefile_windows[1].x += 64

@savefile_windows[2].x -= 64

@savefile_windows[3].x += 64

Graphics.update

end

@savefile_windows_active = false

@command_window.active = true

@help_window.back_opacity = 100

@help_window.visible = false

@help_window.x = 0

return

end

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

for i in 0..10

@help_window.x += 64

@savefile_windows[0].x -= 64

@savefile_windows[1].x += 64

@savefile_windows[2].x -= 64

@savefile_windows[3].x += 64

Graphics.update

end

@savefile_windows_active = false

@command_window.active = true

@help_window.back_opacity = 100

@help_window.visible = false

@help_window.x = 0

return

end

if Input.repeat?(Input::DOWN)

if Input.trigger?(Input::DOWN) or @file_index < 3

$game_system.se_play($data_system.cursor_se)

@savefile_windows[@file_index].selected = false

@file_index = (@file_index + 1) % 4

@savefile_windows[@file_index].selected = true

return

end

end

if Input.repeat?(Input::UP)

if Input.trigger?(Input::UP) or @file_index > 0

$game_system.se_play($data_system.cursor_se)

@savefile_windows[@file_index].selected = false

@file_index = (@file_index + 3) % 4

@savefile_windows[@file_index].selected = true

return

end

end

end

end

 

 

Non ho capito precisamente cosa hai chiesto. Comuqnue in questo script non c'è più l'orologio tutte le finestre sono trasparenti e c'è un immagine di sfondo che dovrai inserire in picture che si chiama => A

poi se vuoi tutte le finestre trasparenti ( intendo dell'intero menù ) basta che mi avvisi a provvedo , anche se ti servono altre modifiche ti posso dare una mano

http://img256.imageshack.us/img256/7639/ihateyou.gif

Un uomo senza religione è come un pesce senza bicicletta.

http://img18.imageshack.us/img18/3668/decasoft1.png

http://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif

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Edit: provato. grazie mille è proprio quello che mi serviva, adesso vedo se la cosa mi serve anche nelle altre finestre e poi ti faccio sapere... cmq grazie ancora, mi sei stato utilissimo, se hai bisogno di grafica originale chiedi pure!! Edited by =SiD=

 

 

http://img174.imageshack.us/img174/9332/bartqv3.gif

http://img16.imageshack.us/img16/6994/sidls7.gif

 

 

 

Tutorial sulla creazione di title per Rpgmaker XP

Tutorial per la creazione di chara stile RTP per RpgMaker XP

 

Partecipante al Rpg2s.net Game Contest 2008/2009

http://www.rpg2s.net/contest/GameContest0809/gc0809-bannerino.jpg

Gioco in Sviluppo: Arcalea

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