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Squall_Leonheart
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Salve,apro un nuovo topic poichè l'argomento è diverso..

Stavolta cercavo di fare due cose..Far si che premendo A nel menù si apra la finestra degli status e poi volevo mettere visibile il parametro lp allegato al license board(Possibilmente se mi dite come richiamare la scena perchè mi da solo errori)

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Cosa intendi per gli status? perchè lo status te lo apre diverso a seconda del PG che vai a selezionare nella window_status del main menù :\

ad ogni modo il comando è semplice XD

 

def update_command

# If X button was pressed

if Input.trigger?(Input::X)

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to status screen

$scene = Scene_Status.new

return

end

end

 

In ogni caso dovresti specificare l'index fra parentesi tonde :\ se l'attore è solo uno lascialo così... altrimenti il comando originale per richiamare lo scene status è: $scene = Scene_Status.new(@status_window.index)

nel menù standard (a 4 PG) l'index va da 0 a 3... 0 è il primo PG, 1 il secondo, 2 il terzo e 3 il quarto U.U però se ci metti (@status_window.index) quando non stai sulla status_window ti da errore (perchè se non è attiva l'index della status window è impostata a -1...

 

Per visualizzare gli LP... eeh... credo di non poterti aiutare XD non uso qullo script e non mi ci sono mai interessato più di tanto =.=''

 

 

Membro # 8-8-8 [Hachi] della:

http://img3.imageshack.us/img3/9636/bannergm.png

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Ciao grazie della risposta..Funziona però siccome uso il compact menù modificato da me blocca tutti gli altri comandi...

Ora ti posto la mia versione cosi magari mi dici come fare precisamente..

#==============================================================================# ** Compact Menu#------------------------------------------------------------------------------#  Autore: The Sleeping Leonhart#  Versione: 1.1#  Data di rilascio: 2/06/2008#------------------------------------------------------------------------------#  Descrizione:#	Menu che permette l'uso di oggetti, magie ed equipaggiamento tutto nella#	stessa schermata#------------------------------------------------------------------------------#  Istruzioni:#	Editate le immagini per adattare il menu al vostro gusto.#	Le immagini dei membri del party vanno messe nella cartella Pictures#	e vanno chiamate come la grafica del loro Battler.#============================================================================== class Game_Actor < Game_Battler  def now_exp	return @exp - @exp_list[@level]  end  def next_exp	return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0  endend class Window_Base < Window  def draw_actor_exps(actor, x, y)	self.contents.font.color = system_color	self.contents.draw_text(x, y, 28, 32, "Exp")	self.contents.font.color = normal_color	if actor.now_exp != 0	  text = (actor.now_exp.to_f / actor.next_exp.to_f)*100.00	  text = text.round	else	  text = 0	end	self.contents.draw_text(x + 40, y, 84, 32, text.to_s+"%")  end  def draw_actor_parameter(actor, x, y, type)	case type	when 0	  parameter_name = $data_system.words.atk	  parameter_value = actor.atk	when 1	  parameter_name = $data_system.words.pdef	  parameter_value = actor.pdef	when 2	  parameter_name = $data_system.words.mdef	  parameter_value = actor.mdef	when 3	  parameter_name = $data_system.words.str	  parameter_value = actor.str	when 4	  parameter_name = $data_system.words.dex	  parameter_value = actor.dex	when 5	  parameter_name = $data_system.words.agi	  parameter_value = actor.agi	when 6	  parameter_name = $data_system.words.int	  parameter_value = actor.int	when 7	  parameter_name = "Evasione"	  parameter_value = actor.eva	end	self.contents.font.color = system_color	self.contents.draw_text(x, y, 120, 32, parameter_name)	self.contents.font.color = normal_color	self.contents.draw_text(x + 88, y, 36, 32, parameter_value.to_s, 2)  endend class Window_MenuStatus < Window_Selectable  def initialize(actor)	super(0, 0, 405, 96+32)	self.contents = Bitmap.new(width - 32, height - 32)	self.opacity = 100	@actor = actor	refresh	self.active = false	self.index = -1  end  def refresh	self.contents.clear	@item_max = 1	x = -0	y = 0	actor = @actor	self.contents.font.size = 18	draw_actor_name(actor, x + 100, y)	draw_actor_face(actor, x, y + 100)	draw_actor_class(actor, x + 180, y + 30)	draw_actor_hp(actor, x + 180, y)	draw_actor_sp(actor, x + 180, y + 15)	draw_actor_state(actor, x + 100, y + 18)	draw_actor_level(actor, x + 100, y + 36)	draw_actor_exps(actor, x + 100, y + 54)   end  def update_cursor_rect	if @index < 0	  self.cursor_rect.empty	else	  self.cursor_rect.set(0, @index * 96, self.width - 32, 96)	end  endend class Window_MenuSkill < Window_Selectable  def initialize(actor)	super(20, 305, 380, 56)	@actor = actor	@column_max = 10	@row_max = 1	refresh	self.opacity = 0	self.index = 0  end  def skill	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	for i in 0...@actor.skills.size	  skill = $data_skills[@actor.skills[i]]	  if skill != nil		@data.push(skill)	  end	end	@item_max = @data.size	if @item_max > 0	  self.contents = Bitmap.new(width-32, row_max*32)	  for i in 0...@item_max		draw_item(i)	  end	end  end  def draw_item(index)	skill = @data[index]	if @actor.skill_can_use?(skill.id)	  self.contents.font.color = normal_color	else	  self.contents.font.color = disabled_color	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(skill.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24,skill.sp_cost.to_s)  end  def update_help	@help_window.set_text(self.skill == nil ? "" : self.skill.name+": "+self.skill.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuItem < Window_Selectable  def initialize	super(10, 365, 278, 56+24)	@column_max = 10	refresh	self.index = 0	self.opacity = 0  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	for i in 1...$data_items.size	  if $game_party.item_number(i) > 0		@data.push($data_items[i])	  end	end	@item_max = @data.size	if @item_max > 0	  self.contents = Bitmap.new(width - 32, row_max * 32)	  for i in 0...@item_max		draw_item(i)	  end	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Item	  number = $game_party.item_number(item.id)	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	if item.is_a?(RPG::Item) and	   $game_party.item_can_use?(item.id)	  self.contents.font.color = normal_color	else	  self.contents.font.color = disabled_color	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, 24, 24)	self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x + 12, y + 4, 24, 32, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  if @index < 0		self.cursor_rect.empty		return	  end	  row = @index / @column_max	  if row < self.top_row		self.top_row = row	  end	  if row > self.top_row + 1		self.top_row = row - 1	  end	  cursor_width = self.width / @column_max - 32	  self.oy = (self.oy/32)*24	  x = @index % @column_max * 24	  y = @index / @column_max * 24 - (self.oy/24)*24	  self.cursor_rect.set(x, y, 24, 24)	 else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_Target < Window_Selectable  def initialize	super(0, 0, $game_party.actors.size*48+32, 96)	self.contents = Bitmap.new(width - 32, height - 32)	self.z += 10	@column_max = @item_max = $game_party.actors.size	refresh  end  def refresh	self.contents.clear	for i in 0...$game_party.actors.size	  x = 48*i+24	  y = 52	  actor = $game_party.actors[i]	  draw_actor_graphic(actor, x, y)	end  end  def update_cursor_rect	if @index <= -2	  self.cursor_rect.set((@index + 10) * 48, 0, 48, 64)	elsif @index == -1	  self.cursor_rect.set(0, 0, @item_max * 48, 64)	else	  self.cursor_rect.set(@index * 48, 0, 48, 64)	end  endend class Window_MenuEquipped < Window_Selectable  def initialize(actor)	super(0, 158, 368, 96)	self.contents = Bitmap.new(width - 32, height - 32)	self.opacity = 0	self.active = false	self.index = 0	@actor = actor	refresh  end  def item	return @data[self.index]  end  def refresh	self.contents.clear	@data = []	@data.push($data_weapons[@actor.weapon_id])	@data.push($data_armors[@actor.armor3_id])	@item_max = @data.size	self.contents.font.color = system_color	self.contents.font.size = 16	self.contents.draw_text(16, 0, 92, 32, $data_system.words.weapon)	self.contents.draw_text(16, 26, 92, 32, $data_system.words.armor3)	draw_item_name(@data[0], 76, 0)	draw_item_name(@data[1], 76, 26)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(12, @index * 26+9, 244, 16)	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuArmor < Window_Selectable  def initialize(actor)	super(10, 243, 272, 56)	@actor = actor	@column_max = 10	@row_max = 1	self.index = 0	self.opacity = 0	self.active = false	refresh  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	armor_set = $data_classes[@actor.class_id].armor_set	for i in 1...$data_armors.size	  if $game_party.armor_number(i) > 0 and armor_set.include?(i)		if $data_armors[i].kind == 2		  @data.push($data_armors[i])		end	  end	end	@data.push(nil)	@item_max = @data.size	self.contents = Bitmap.new(width - 32, row_max * 32)	for i in 0...@item_max-1	  draw_item(i)	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Window_MenuWeapon < Window_Selectable  def initialize(actor)	super(10, 243-24, 272, 56)	@actor = actor	@column_max = 10	@row_max = 1	self.index = 0	self.opacity = 0	self.active = false	refresh  end  def item	return @data[self.index]  end  def refresh	if self.contents != nil	  self.contents.dispose	  self.contents = nil	end	@data = []	weapon_set = $data_classes[@actor.class_id].weapon_set	for i in 1...$data_weapons.size	  if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)		@data.push($data_weapons[i])	  end	end	@data.push(nil)	@item_max = @data.size	self.contents = Bitmap.new(width - 32, row_max * 32)	for i in 0...@item_max-1	  draw_item(i)	end  end  def draw_item(index)	item = @data[index]	case item	when RPG::Weapon	  number = $game_party.weapon_number(item.id)	when RPG::Armor	  number = $game_party.armor_number(item.id)	end	x = index % 10 * 24	y = index / 10 * 24	rect = Rect.new(x, y, self.width / @column_max - 32, 32)	self.contents.font.size = 14	bitmap = RPG::Cache.icon(item.icon_name)	opacity = self.contents.font.color == normal_color ? 255 : 128	self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opacity)	self.contents.draw_text(x+12,y+8,128,24, number.to_s)  end  def update_help	@help_window.set_text(self.item == nil ? "" : self.item.name+": "+self.item.description)  end  def update_cursor_rect	if self.active	  self.cursor_rect.set(@index % 10 * 24, 0, 24, 24)	  self.oy = index / 10 * 24	else	  self.cursor_rect.set(0, 0, 0, 0)	end  endend class Scene_Menu  def initialize(menu_index = 0)	@menu_index = menu_index  end   def main	@actor_index = 0	@target = ""	scene_window	Graphics.transition	loop do	  Graphics.update	  Input.update	  update	  if $scene != self		break	  end	end	Graphics.freeze	scene_dispose  end   def scene_window	@actor = $game_party.actors[@actor_index]	@map = Spriteset_Map.new	@bg = Sprite.new	@bg.bitmap = Bitmap.new("Graphics/Pictures/Menù")	@pg = Sprite.new	@pg.bitmap = Bitmap.new("Graphics/Pictures/"+@actor.battler_name)	@pg.x = 400	@pg.y = 150	@arrow = Sprite.new	@arrow.x = 274	@arrow.y = 170	@arrow.bitmap = Bitmap.new("Graphics/Pictures/Arrow")	@lr = Sprite.new	@lr.x = -75	@lr.y = -24	@lr.bitmap = Bitmap.new("Graphics/Pictures/QW") if $game_party.actors.size > 1	s1 = ""	@command_window = Window_Command.new(160, [s1, s1, s1, s1, s1, s1,s1])	@menu_index = 3 if @menu_index == 4	@menu_index = 4 if @menu_index == 5	@command_window.index = @menu_index	@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.opacity = 0	@help_window.y = 430	@item_window = Window_MenuItem.new	@skill_window = Window_MenuSkill.new(@actor)	@status_window = Window_MenuStatus.new(@actor)	@target_window = Window_Target.new	@right_window = Window_MenuEquipped.new(@actor)	@item_window1 = Window_MenuWeapon.new(@actor)	@item_window2 = Window_MenuArmor.new(@actor)	@skill_window.help_window = @help_window	@item_window.help_window = @help_window	@right_window.help_window = @help_window	@item_window1.help_window = @help_window	@item_window2.help_window = @help_window	@item_window.active = false	@help_window.visible = false	@skill_window.active = false	@target_window.visible = false	@target_window.active = false  end   def scene_dispose	@command_window.dispose	@item_window.dispose	@item_window1.dispose	@item_window2.dispose	@skill_window.dispose	@status_window.dispose	@target_window.dispose	@right_window.dispose	@help_window.dispose	@map.dispose	@bg.dispose	@pg.dispose	@arrow.dispose	@lr.dispose  end   def update	@command_window.update	@item_window.update	@item_window1.update	@item_window2.update	@skill_window.update	@status_window.update	@target_window.update	@right_window.update	@map.update	case @right_window.index	when 0	  @item_equip_window = @item_window1	when 1	  @item_equip_window = @item_window2	end	if $game_party.actors.size > 1	  if Input.trigger?(Input::R)		$game_system.se_play($data_system.cursor_se)		@actor_index += 1		@actor_index %= $game_party.actors.size		scene_dispose		scene_window		return	  end	  if Input.trigger?(Input::L)		$game_system.se_play($data_system.cursor_se)		@actor_index += $game_party.actors.size - 1		@actor_index %= $game_party.actors.size		scene_dispose		scene_window		return	  end	end	if @command_window.active	  update_command	  return	end	if @item_window.active	  update_item	  return	end	if @skill_window.active	  update_skill	  return	end	if @right_window.active	  update_right	  return	end	if @item_equip_window.active	  update_equip_item	  return	end	if @target_window.active	  update_item_target if @target == "Oggetti"	  update_skill_target if @target == "Speciali"	  return	end  end   def update_command	case @command_window.index	when 2	  @help_window.set_text("Visualizza e usa gli oggetti.")	  @arrow.x = 0	  @arrow.y = 355	when 1	  @help_window.set_text("Visualizza e usa le tecniche speciali.")	  @arrow.x = 0	  @arrow.y = 290	when 0	  @help_window.set_text("Equipaggia eventuali Armi e Armature.")	  @arrow.x = 0	  @arrow.y = 155	when 4	  @help_window.set_text("Salva i progressi Gioco.")	  @arrow.x = 530	  @arrow.y = 10	when 5	  @help_window.set_text("Esci dal Gioco.")	  @arrow.x = 590	  @arrow.y = 10	when 3	  @help_window.set_text("Carica i progressi Gioco.")	  @arrow.x = 470	  @arrow.y = 10	when 6	  @help_window.set_text("Apre il menù di sviluppo.")	  @arrow.x = 430	  @arrow.y = 10 	end	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 2		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@item_window.active = true	  when 1		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@skill_window.active = true	  when 0		$game_system.se_play($data_system.decision_se)		@command_window.active = false		@right_window.active = true	  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)		$scene = Scene_Save.new	  when 3  		$game_system.se_play($data_system.decision_se)		$scene = Scene_Loading.new	  when 6  		$game_system.se_play($data_system.decision_se)		$scene = Scene_LBoard.new($game_party.actors[@index])	  when 5		$game_system.se_play($data_system.decision_se)		$scene = Scene_End.new	  end	  return	end  end     def update_item	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @item_window.active = false	  @item_window.help_window.visible = false	  @command_window.active = 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		@target_window.x = 287		@target_window.y = 355		@target_window.visible = true		@target_window.active = true		@target = "Oggetti"		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  end   def update_item_target	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	  @target = ""	  @item_window.active = true	  @target_window.visible = false	  @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		@status_window.refresh	  end	  unless used		$game_system.se_play($data_system.buzzer_se)	  end	  return	end  end   def update_skill	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @skill_window.active = false	  @skill_window.help_window.visible = false	  @command_window.active = true	  return	end	if Input.trigger?(Input::C)	  @skill = @skill_window.skill	  if @skill == nil or not @actor.skill_can_use?(@skill.id)		$game_system.se_play($data_system.buzzer_se)		return	  end	  $game_system.se_play($data_system.decision_se)	  if @skill.scope >= 3		@skill_window.active = false		@target_window.x = 287		@target_window.y = 299		@target_window.visible = true		@target_window.active = true		@target = "skill"		if @skill.scope == 4 || @skill.scope == 6		  @target_window.index = -1		elsif @skill.scope == 7		  @target_window.index = @actor_index - 10		else		  @target_window.index = 0		end	  else		if @skill.common_event_id > 0		  $game_temp.common_event_id = @skill.common_event_id		  $game_system.se_play(@skill.menu_se)		  @status_window.refresh		  @skill_window.refresh		  @target_window.refresh		  $scene = Scene_Map.new		  return		end	  end	  return	end  end   def update_skill_target	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @skill_window.active = true	  @target_window.visible = false	  @target_window.active = false	  @target = ""	  return	end	if Input.trigger?(Input::C)	  unless @actor.skill_can_use?(@skill.id)		$game_system.se_play($data_system.buzzer_se)		return	  end	  if @target_window.index == -1		used = false		for i in $game_party.actors		  used |= i.skill_effect(@actor, @skill)		end	  end	  if @target_window.index <= -2		target = $game_party.actors[@target_window.index + 10]		used = target.skill_effect(@actor, @skill)	  end	  if @target_window.index >= 0		target = $game_party.actors[@target_window.index]		used = target.skill_effect(@actor, @skill)	  end	  if used		$game_system.se_play(@skill.menu_se)		@actor.sp -= @skill.sp_cost		@status_window.refresh		@skill_window.refresh		@target_window.refresh		if $game_party.all_dead?		  $scene = Scene_Gameover.new		  return		end		if @skill.common_event_id > 0		  $game_temp.common_event_id = @skill.common_event_id		  $scene = Scene_Map.new		  return		end	  end	  unless used		$game_system.se_play($data_system.buzzer_se)	  end	  return	end  end     def update_right	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @right_window.active = false	  @right_window.help_window.visible = false	  @command_window.active = true	  return	end	if Input.trigger?(Input::C)	  if @actor.equip_fix?(@right_window.index)		$game_system.se_play($data_system.buzzer_se)		return	  end	  $game_system.se_play($data_system.decision_se)	  @right_window.active = false	  @item_equip_window.active = true	  return	end  end  def update_equip_item	if Input.trigger?(Input::B)	  $game_system.se_play($data_system.cancel_se)	  @right_window.active = true	  @item_equip_window.help_window.visible = false	  @item_equip_window.active = false	  return	end	if Input.trigger?(Input::C)	  $game_system.se_play($data_system.equip_se)	  type = 0	  type = 3 if @right_window.index == 1	  item = @item_equip_window.item	  @actor.equip(type, item == nil ? 0 : item.id)	  @right_window.active = true	  @item_equip_window.active = false	  @right_window.refresh	  @item_equip_window.refresh	  @status_window.refresh	  return	end  endend

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FACE CONTEST # 3
BANNER CONTEST #69

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nella riga 588 aggiungi

 

# If X button was pressed

if Input.trigger?(Input::X)

# Play decision SE

$game_system.se_play($data_system.decision_se)

# Switch to status screen

$scene = Scene_Status.new

return

end

end

 

Però a cosa serve inserire la scene status se tutti i parametri sono già visibili ? ( il compact è fatto proprio per quello )

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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Non mi piaceva che si vedessero quella miriade di scritte...Comunque se lo metto nella riga 588 non va..Se lo inserisco alla fine insieme non mi muove il cursore...Stesso se lo metto solo alla fine..Come mai?

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---------------------------------------------------------------------------------------------------------------------------------------
Contest vinti
---------------------------------------------------------------------------------------------------------------------------------------

FACE CONTEST # 3
BANNER CONTEST #69

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