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Scene_Gold


Squall_Leonheart
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Dunque,il mio problema è questo:

Quando premo A per tornare alla mappa non mi elimina la picture,eccovi lo script(Lo script sarebbe una window picture che mostra i soldi su mappa alla pressione di A)

 

#==============================================================================# ** Scene_Gold_Gold#============================================================================== class Scene_Gold < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize	super(0, 0, 640, 64)	self.contents = Bitmap.new(width - 32, height - 32)	@gold = Sprite.new	@gold.bitmap = Bitmap.new("Graphics/Pictures/HUD_GOLD")	@gold.opacity = 170	refresh  end	  if Input.trigger?(Input::A)	  # Play cancel SE	  $game_system.se_play($data_system.cancel_se)	  # Switch to menu screen	  $scene = Scene_Map.new	  return	end  #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------  def refresh	self.contents.clear	cx = contents.text_size($data_system.words.gold).width	self.contents.font.color = normal_color	self.contents.draw_text(480, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)	self.contents.font.color = normal_color	self.contents.draw_text(600-cx, 0, cx, 32, $data_system.words.gold, 2)  endend

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Guardati semplicemente il menù e guarda dove inserisce Input... Sicuramente non all'interno del initialize.

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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Lo script non è certamente congeniato e formulato correttamente, anche come ha detto MasterSion . . .

 

Comunque, prova ad aggiungere questo metodo, tra gli ultimi due end dello script . . .

def dispose  @gold.bitmap.dispose  @gold.dispose  superend

ed inserire questa istruzione prima del "ritorno" alla Mappa (Ma non sei nella mappa quando la fai apparire ?)

self.dispose

 


SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]


Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !!

 


http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gif


Non riesco a smettere di essere affascinato da immagini come questa . . .

http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpg


Alcuni wallpapers che faccio ruotare sul mio vecchio PC . . .


http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpg

http://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpg
http://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpg
http://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg


La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . .


BBCode Testing


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Poi conveniva mille volte usare una window e farla apparire nella scene_map (tutto molto più semplice).

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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Allora,si ora mi sono accorto di avero scritto in maniera errata,ora è + logico:

#==============================================================================# ** Scene_Gold_Gold#============================================================================== class Scene_Gold < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize	super(0, 0, 640, 64)	self.contents = Bitmap.new(width - 32, height - 32)	@gold = Sprite.new	@gold.bitmap = Bitmap.new("Graphics/Pictures/HUD_GOLD")	@gold.opacity = 170	refresh  end  #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------  def refresh	self.contents.clear	cx = contents.text_size($data_system.words.gold).width	self.contents.font.color = normal_color	self.contents.draw_text(480, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)	self.contents.font.color = normal_color	self.contents.draw_text(600-cx, 0, cx, 32, $data_system.words.gold, 2)  end  def update_command	  if Input.trigger?(Input::A)	  # Play cancel SE	  $game_system.se_play($data_system.cancel_se)	  # Switch to menu screen	  $scene = Scene_Map.new	  return	end  end  end

 

 

Poi,giver la tua soluzione non dà errori ma nemmeno risultati:/ quando ripremo A da trasparente l mette visibile:/

 

Riguardo la window,inizialmente avevo impostato in un evento che alla pressione di un tasto la window gold diventasse visibile e alla ripressione invisibile...Però non mi garbava la grafica quindi ho optato per questa soluzione...Ma non capisco perchè non si toglie l'immagine alla pressione:S :rovatfl:

 

Per richiamare tramite evento ho scritto:

 

Window_Gold = Scene_Gold.newWindow_Gold.visible = trueWindow_Gold.opacity = 0

 

E per toglierlo

 

Window_Gold.visible = false

Edited by Squall_Leonheart

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Contest vinti
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FACE CONTEST # 3
BANNER CONTEST #69

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Scusa ma perchè non vai nella scene_map

richiami la window_gold , cambi le cordinate e lo metti invisibile.

Poi nel def update inserisci

if Input.trigger?(Input::A)

@window_gold.visible = !@window_gold.visible

end

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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Allora questo l'ho fatto,il mio problema è che l'immagine di sfondo della window gold non scompare alla pressione del tasto che la rende invisibile

#==============================================================================# ** Scene_Map#------------------------------------------------------------------------------#  This class performs map screen processing.#============================================================================== class Scene_Map  #--------------------------------------------------------------------------  # * Main Processing  #--------------------------------------------------------------------------  def main	# Make sprite set	@spriteset = Spriteset_Map.new	# Make message window	@message_window = Window_Message.new	@window_gold = Scene_Gold.new	# Transition run	Graphics.transition	# Main loop	loop do	  # Update game screen	  Graphics.update	  # Update input information	  Input.update	  # Frame update	  update	  # Abort loop if screen is changed	  if $scene != self		break	  end	end	# Prepare for transition	Graphics.freeze	# Dispose of sprite set	@spriteset.dispose	# Dispose of message window	@message_window.dispose	# If switching to title screen	if $scene.is_a?(Scene_Title)	  # Fade out screen	  Graphics.transition	  Graphics.freeze	end  end  #--------------------------------------------------------------------------  # * Frame Update  #--------------------------------------------------------------------------  def update	# Loop	loop do	  # Update map, interpreter, and player order	  # (this update order is important for when conditions are fulfilled 	  # to run any event, and the player isn't provided the opportunity to	  # move in an instant)	  $game_map.update	  $game_system.map_interpreter.update	  $game_player.update	  # Update system (timer), screen	  $game_system.update	  $game_screen.update	  # Abort loop if player isn't place moving	  unless $game_temp.player_transferring		break	  end	  # Run place move	  transfer_player	  # Abort loop if transition processing	  if $game_temp.transition_processing		break	  end	end	# Update sprite set	@spriteset.update	# Update message window	@message_window.update	# If game over	if $game_temp.gameover	  # Switch to game over screen	  $scene = Scene_Gameover.new	  return	end	# If returning to title screen	if $game_temp.to_title	  # Change to title screen	  $scene = Scene_Title.new	  return	end	# If transition processing	if $game_temp.transition_processing	  # Clear transition processing flag	  $game_temp.transition_processing = false	  # Execute transition	  if $game_temp.transition_name == ""		Graphics.transition(20)	  else		Graphics.transition(40, "Graphics/Transitions/" +		  $game_temp.transition_name)	  end	end	# If showing message window	if $game_temp.message_window_showing	  return	end	# If encounter list isn't empty, and encounter count is 0	if $game_player.encounter_count == 0 and $game_map.encounter_list != []	  # If event is running or encounter is not forbidden	  unless $game_system.map_interpreter.running? or			 $game_system.encounter_disabled		# Confirm troop		n = rand($game_map.encounter_list.size)		troop_id = $game_map.encounter_list[n]		# If troop is valid		if $data_troops[troop_id] != nil		  # Set battle calling flag		  $game_temp.battle_calling = true		  $game_temp.battle_troop_id = troop_id		  $game_temp.battle_can_escape = true		  $game_temp.battle_can_lose = false		  $game_temp.battle_proc = nil		end	  end	end	if Input.trigger?(Input::A)	 @window_gold.visible = !@window_gold.visible	 end 	# If B button was pressed	if Input.trigger?(Input::B)	  # If event is running, or menu is not forbidden	  unless $game_system.map_interpreter.running? or			 $game_system.menu_disabled		# Set menu calling flag or beep flag		$game_temp.menu_calling = true		$game_temp.menu_beep = true	  end	end	# If debug mode is ON and F9 key was pressed	if $DEBUG and Input.press?(Input::F9)	  # Set debug calling flag	  $game_temp.debug_calling = true	end	# If player is not moving	unless $game_player.moving?	  # Run calling of each screen	  if $game_temp.battle_calling		call_battle	  elsif $game_temp.shop_calling		call_shop	  elsif $game_temp.name_calling		call_name	  elsif $game_temp.menu_calling		call_menu	  elsif $game_temp.save_calling		call_save	  elsif $game_temp.debug_calling		call_debug	  end	end  end  #--------------------------------------------------------------------------  # * Battle Call  #--------------------------------------------------------------------------  def call_battle	# Clear battle calling flag	$game_temp.battle_calling = false	# Clear menu calling flag	$game_temp.menu_calling = false	$game_temp.menu_beep = false	# Make encounter count	$game_player.make_encounter_count	# Memorize map BGM and stop BGM	$game_temp.map_bgm = $game_system.playing_bgm	$game_system.bgm_stop	# Play battle start SE	$game_system.se_play($data_system.battle_start_se)	# Play battle BGM	$game_system.bgm_play($game_system.battle_bgm)	# Straighten player position	$game_player.straighten	# Switch to battle screen	$scene = Scene_Battle.new  end  #--------------------------------------------------------------------------  # * Shop Call  #--------------------------------------------------------------------------  def call_shop	# Clear shop call flag	$game_temp.shop_calling = false	# Straighten player position	$game_player.straighten	# Switch to shop screen	$scene = Scene_Shop.new  end  #--------------------------------------------------------------------------  # * Name Input Call  #--------------------------------------------------------------------------  def call_name	# Clear name input call flag	$game_temp.name_calling = false	# Straighten player position	$game_player.straighten	# Switch to name input screen	$scene = Scene_Name.new  end  #--------------------------------------------------------------------------  # * Menu Call  #--------------------------------------------------------------------------  def call_menu	# Clear menu call flag	$game_temp.menu_calling = false	# If menu beep flag is set	if $game_temp.menu_beep	  # Play decision SE	  $game_system.se_play($data_system.decision_se)	  # Clear menu beep flag	  $game_temp.menu_beep = false	end	# Straighten player position	$game_player.straighten	# Switch to menu screen	$scene = Scene_Menu.new  end  #--------------------------------------------------------------------------  # * Save Call  #--------------------------------------------------------------------------  def call_save	# Straighten player position	$game_player.straighten	# Switch to save screen	$scene = Scene_Save.new  end  #--------------------------------------------------------------------------  # * Debug Call  #--------------------------------------------------------------------------  def call_debug	# Clear debug call flag	$game_temp.debug_calling = false	# Play decision SE	$game_system.se_play($data_system.decision_se)	# Straighten player position	$game_player.straighten	# Switch to debug screen	$scene = Scene_Debug.new  end  #--------------------------------------------------------------------------  # * Player Place Move  #--------------------------------------------------------------------------  def transfer_player	# Clear player place move call flag	$game_temp.player_transferring = false	# If move destination is different than current map	if $game_map.map_id != $game_temp.player_new_map_id	  # Set up a new map	  $game_map.setup($game_temp.player_new_map_id)	end	# Set up player position	$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)	# Set player direction	case $game_temp.player_new_direction	when 2  # down	  $game_player.turn_down	when 4  # left	  $game_player.turn_left	when 6  # right	  $game_player.turn_right	when 8  # up	  $game_player.turn_up	end	# Straighten player position	$game_player.straighten	# Update map (run parallel process event)	$game_map.update	# Remake sprite set	@spriteset.dispose	@spriteset = Spriteset_Map.new	# If processing transition	if $game_temp.transition_processing	  # Clear transition processing flag	  $game_temp.transition_processing = false	  # Execute transition	  Graphics.transition(20)	end	# Run automatic change for BGM and BGS set on the map	$game_map.autoplay	# Frame reset	Graphics.frame_reset	# Update input information	Input.update  endend

 

Questa è la Scene_Map modificata da me.

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Contest vinti
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BANNER CONTEST #69

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Ma perchè usi una scena?? Usa una window! E la picture inseriscila direttamente all'interno della window :rovatfl:

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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[code="ruby"#==========================================================================

====

# ** Window_Gold

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

# This window displays amount of gold.

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

 

class Window_Gold < Window_Base

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

# * Object Initialization

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

def initialize

super(0, 0, 640, 64)

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

@gold = Sprite.new

@gold.bitmap = Bitmap.new("Graphics/Pictures/HUD_GOLD")

@gold.opacity = 170

refresh

end

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

# * Refresh

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

def refresh

self.contents.clear

self.contents.font.name = "Anime Ace 2.0 BB"

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

self.contents.font.color = normal_color

self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)

self.contents.font.color = normal_color

self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)

end

end][/code]

 

Fatto,questa è la window_gold modificata ma mi fa lo stesso difetto...Non scompare l'img

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inserisci la picture in questo modo

bitmap = RPG::Cache.picture("nome picture")

self.contents.blt(22, 5 , bitmap, Rect.new(0, 0, 24, 24), 120)

in ordine sono x, y, nome, rettangolo con (x, y, larghezza, altezza) e opacità.

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 si vede proprio...appare solo il numero dei soldi e se scelgo la finestra...Ma la picture non la dispone proprio

 

#==============================================================================# ** Window_Gold#------------------------------------------------------------------------------#  This window displays amount of gold.#============================================================================== class Window_Gold < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize	super(0, 0, 640, 64)	self.contents = Bitmap.new(width - 32, height - 32)	bitmap = RPG::Cache.picture("HUD_GOLD")	self.contents.blt(640, 64 , bitmap, Rect.new(0, 0, 640, 64), 255)	refresh	end  #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------  def refresh	self.contents.clear	self.contents.font.name = "Anime Ace 2.0 BB"	cx = contents.text_size($data_system.words.gold).width	self.contents.font.color = normal_color	self.contents.draw_text(480, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)	self.contents.font.color = normal_color	self.contents.draw_text(600-cx, 0, cx, 32, $data_system.words.gold, 2)  endend

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Contest vinti
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Ma scusa metti tuttoe le scritte e i valori all'interno del def refresh e invece la picture nel def initialize a caso...

Prova a mettere la picture dentro il def refresh

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 mostra proprio + la picture

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

FACE CONTEST # 3
BANNER CONTEST #69

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Ok tagliamo la testa al toro...demo

Le parti modificate presentano tre asterischi (***). All'interno delle scene trovi commenti abbastanza vistosi così impari a riprodurlo.

Edited by MasterSion

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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Ok ci sono riuscito grazie

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

FACE CONTEST # 3
BANNER CONTEST #69

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