Vai al contenuto


Foto
- - - - -

Convert xp in vx


  • Per cortesia connettiti per rispondere
10 risposte a questa discussione

#1 Zagros

Zagros

    Molosso Infernale

  • Members
  • StellettaStellettaStellettaStellettaStelletta
  • 601 messaggi

Inviato 21 aprile 2008 - 12:43

Script di compatibilit
My band... my soul...

Exexution

#2 Kakyoin

Kakyoin

    Principe delle Tenebre

  • Members
  • StellettaStellettaStellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • 7244 messaggi

Inviato 21 aprile 2008 - 01:04

Bravo!Complimenti!

Appena accendo l'altro pc vedo di provarlo...

Cliccami!


Life is muda da...Without Blue Shoes of Wrryyy

#3 Belzebu

Belzebu

    Novizietto

  • Members
  • Stelletta
  • 20 messaggi

Inviato 23 aprile 2008 - 08:15

Ullala,quello che ho postato su...creedo non si possa dire...XD comunque l'ho modificato,quella versione li da problemi con eventi con Modifica Arma,da un errore...con la piccola modifica che ghli ho fatto funzionano meno script ma almeno funzionano gli eventi con i Modifica Arma.Al + presto la posto

#4 Zagros

Zagros

    Molosso Infernale

  • Members
  • StellettaStellettaStellettaStellettaStelletta
  • 601 messaggi

Inviato 24 aprile 2008 - 03:21

dici rpg2s? mi sembra si possa dire... credo si affiliato a tpc^^

cmq si l'ho trovato li...
My band... my soul...

Exexution

#5 nejijuga

nejijuga

    Signore del Nulla

  • Members
  • StellettaStellettaStelletta
  • 216 messaggi

Inviato 24 aprile 2008 - 06:29

scusate ma io nel vx ho messo il caterpillar system:
CODICE
#
#
# Train_Actor
#
# fukuyama@alles.or.jp
# http://www4.big.or.jp/~fukuyama/
#

# ????????????
# true ???????????
# TRAIN_ACTOR_TRANSPARENT_SWITCH = false
TRAIN_ACTOR_TRANSPARENT_SWITCH = true

# ????????????
# ??????????ON???????
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20

# ??
#Input::DOWN = 2
#Input::LEFT = 4
#Input::RIGHT = 6
#Input::UP = 8
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5

class Game_Party_Actor < Game_Character
def initialize
super()
@through = true
end
def setup(actor)
# ??????????????????
if actor != nil
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# ?????????????
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ? ????
# turn_enabled : ?????????????????
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# ????
if turn_enabled
turn_down
end
# ???????
if passable?(@x, @y, Input::DOWN)
# ????
turn_down
# ?????
@y += 1
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_enabled : ?????????????????
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# ????
if turn_enabled
turn_left
end
# ???????
if passable?(@x, @y, Input::LEFT)
# ????
turn_left
# ?????
@x -= 1
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_enabled : ?????????????????
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# ????
if turn_enabled
turn_right
end
# ???????
if passable?(@x, @y, Input::RIGHT)
# ????
turn_right
# ?????
@x += 1
end
end
#--------------------------------------------------------------------------
# ? ????
# turn_enabled : ?????????????????
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# ????
if turn_enabled
turn_up
end
# ???????
if passable?(@x, @y, Input::UP)
# ????
turn_up
# ?????
@y -= 1
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_lower_left
# ?????????
unless @direction_fix
# ?????????????????????????
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# ??????? ?????????????????
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# ?????
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_lower_right
# ?????????
unless @direction_fix
# ?????????????????????????
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# ??????? ?????????????????
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# ?????
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_upper_left
# ?????????
unless @direction_fix
# ?????????????????????????
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# ??????? ?????????????????
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# ?????
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def move_upper_right
# ?????????
unless @direction_fix
# ?????????????????????????
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# ??????? ?????????????????
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# ?????
@x += 1
@y -= 1
end
end

def set_move_speed(move_speed)
@move_speed = move_speed
end
end

class Spriteset_Map
alias train_actor_spriteset_map_init initialize
def initialize
train_actor_spriteset_map_init
setup_actor_character_sprites($game_party.characters)
end
def setup_actor_character_sprites?
return @setup_actor_character_sprites_flag != nil
end
def setup_actor_character_sprites(characters)
if !setup_actor_character_sprites?
index_game_player = 0
@character_sprites.each_index do |i|
if @character_sprites[i].character.instance_of?(Game_Player)
index_game_player = i
break
end
end
for character in characters.reverse
@character_sprites.unshift(
Sprite_Character.new(@viewport1, character)
)
end
@setup_actor_character_sprites_flag = true
end
end
end

class Game_Party
attr_accessor :characters
def set_transparent_actors(transparent)
@transparent = transparent
end
def setup_actor_character_sprites
if @characters == nil
@characters = []
for i in 1 .. 4
@characters.push(Game_Party_Actor.new)
end
end
if @actors_chach == nil
@actors_chach = []
end
if @actors_chach != @actors
@actors_chach = @actors.clone
for i in 1 .. 4
@characters[i - 1].setup(actors[i])
end
end
end
def update_party_actors
setup_actor_character_sprites
transparent = $game_player.transparent
if transparent == false
if TRAIN_ACTOR_TRANSPARENT_SWITCH
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
else
transparent = $game_player.transparent
end
end
for character in @characters
character.transparent = transparent
character.set_move_speed($game_player.get_move_speed)
character.update
end
end
def moveto_party_actors( x, y )
setup_actor_character_sprites
for character in @characters
character.moveto( x, y )
end
if @move_list == nil
@move_list = []
end
for i in 0 .. 10
@move_list[i] = nil
end
end
def move_party_actors
if @move_list == nil
@move_list = []
for i in 0 .. 10
@move_list[i] = nil
end
end
@move_list.each_index do |i|
if @characters[i] != nil
case @move_list[i].type
when Input::DOWN
@characters[i].move_down(@move_list[i].args[0])
when Input::LEFT
@characters[i].move_left(@move_list[i].args[0])
when Input::RIGHT
@characters[i].move_right(@move_list[i].args[0])
when Input::UP
@characters[i].move_up(@move_list[i].args[0])
when DOWN_LEFT
@characters[i].move_lower_left
when DOWN_RIGHT
@characters[i].move_lower_right
when UP_LEFT
@characters[i].move_upper_left
when UP_RIGHT
@characters[i].move_upper_right
when JUMP
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
end
end
end
end
class Move_List_Element
def initialize(type,args)
@type = type
@args = args
end
def type() return @type end
def args() return @args end
end
def add_move_list(type,*args)
@move_list.unshift(Move_List_Element.new(type,args)).pop
end
def move_down_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::DOWN,turn_enabled)
end
def move_left_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::LEFT,turn_enabled)
end
def move_right_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::RIGHT,turn_enabled)
end
def move_up_party_actors(turn_enabled = true)
move_party_actors
add_move_list(Input::UP,turn_enabled)
end
def move_lower_left_party_actors
move_party_actors
add_move_list(DOWN_LEFT)
end
def move_lower_right_party_actors
move_party_actors
add_move_list(DOWN_RIGHT)
end
def move_upper_left_party_actors
move_party_actors
add_move_list(UP_LEFT)
end
def move_upper_right_party_actors
move_party_actors
add_move_list(UP_RIGHT)
end
def jump_party_actors(x_plus, y_plus)
move_party_actors
add_move_list(JUMP,x_plus, y_plus)
end
end

module Game_Player_Module
def update
$game_party.update_party_actors
super
end
def moveto( x, y )
super
$game_party.moveto_party_actors( x, y )
end
def move_down(turn_enabled = true)
if passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
end
super(turn_enabled)
end
def move_lower_left
# ??????? ?????????????????
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
end
super
end
def move_lower_right
# ??????? ?????????????????
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
end
super
end
def move_upper_left
# ??????? ?????????????????
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
end
super
end
def move_upper_right
# ??????? ?????????????????
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
end
super
end
def jump(x_plus, y_plus)
# ????????
new_x = @x + x_plus
new_y = @y + y_plus
# ???? (0,0) ??????????????????
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end

# -----------------------------------------------
# move_speed ??????????
# -----------------------------------------------
def get_move_speed
return @move_speed
end
end

class Game_Player
include Game_Player_Module
end


e mi dice argument error nella riga 49 e poi dice wrong number of arguments (1 for 0)

Messaggio modificato da nejijuga, 24 aprile 2008 - 06:31


anchio faccio parte dei cercatori!!!
incolla il codice sottostante nella tua firma se aderisci al movimento!
CODICE
[img]http://img178.imageshack.us/img178/5017/tastocercapz2.gif[/img]



--->storia di un abile hacker italiano<---

#6 Zagros

Zagros

    Molosso Infernale

  • Members
  • StellettaStellettaStellettaStellettaStelletta
  • 601 messaggi

Inviato 25 aprile 2008 - 11:20

sn nn hai letto ho scritto ke nn tutti gli script vengo adattati e i caterpillar system nn funzionano e se ne vuoi uno x vx vai su rpg2s dv
My band... my soul...

Exexution

#7 lorenman

lorenman

    Cerbero

  • Members
  • StellettaStellettaStellettaStellettaStellettaStellettaStelletta
  • 2510 messaggi

Inviato 27 aprile 2008 - 08:18

Lo script non


#8 Zagros

Zagros

    Molosso Infernale

  • Members
  • StellettaStellettaStellettaStellettaStelletta
  • 601 messaggi

Inviato 28 aprile 2008 - 12:30

cos'
My band... my soul...

Exexution

#9 Gigabyte

Gigabyte

    Omunculus

  • Members
  • StellettaStellettaStelletta
  • 165 messaggi

Inviato 28 aprile 2008 - 05:27

1) M'hai battuto sul tempo
2)Il titolo



#10 Belzebu

Belzebu

    Novizietto

  • Members
  • Stelletta
  • 20 messaggi

Inviato 04 maggio 2008 - 04:21

Raga io in quella nuova versione ho solo risolto il problemino che ad alcuni si presenta degli scrigni che buggano insieme a tutti i cambia armi8,armature e oggetti ad evento alcune volte,se non vi bugga non serve visto che la nuova versione rende incompatibile l'HUD Graphic,comunque il MINTO,modulo e special transition li ho convertiti completamente ovvero quelli che vedete su RPG2S funzionano anche senza la total conversion.Me ne sono accorto da poco tongue.gif

Messaggio modificato da Belzebu, 04 maggio 2008 - 04:21


#11 Rox'

Rox'

    Molosso Infernale

  • Banned
  • StellettaStellettaStellettaStellettaStelletta
  • 565 messaggi

Inviato 04 maggio 2008 - 06:07

CITAZIONE (Dark Gigabyte @ Apr 28 2008, 06:27 PM) <{POST_SNAPBACK}>
2)Il titolo




0 utente(i) stanno leggendo questa discussione

0 utenti, 0 visitatori, 0 utenti anonimi