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MrSte

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Everything posted by MrSte

  1. Autore: Apellonyx Versione: 1.10 Informazioni: Questo Script aggiunge al gioco la Funzione di Sopravvivenza, tra cui: Fame, Vita, Acqua ecc.. Screenshot: n/a Script: =begin ====================================== Survival System v1.11 (formerly known as Needs System) Created by: Apellonyx Released: 2 April 2013 Last Update: 5 April 2013 ====================================== Terms of Use: You are free to use this system however you wish, in commercial and non- commercial games alike. If you edit the script extensively, it is not necessary to credit me (since you clearly only used my code as a framework), but I would appreciate credit if it is used in its current form, or if only minor changes were made to the script. ====================================== Support: While I am not wildly active, I usually log onto "rpgmakervxace.com" daily, so if you have any questions pertaining to the script, you can ask any questions there, in the topic in which this script was released. Just as a warning, though, I will not edit the script to make it compatible with any special menu systems, but I will try to fix bugs as they come up. If you find one, let me know, and I'll do my best to squash the thing. ====================================== Changelog: v1.0: 2 April 2013 - Original version. Included food, water, rest, and life. v1.01: 3 April 2013 - Added configurable maximum values for food, water, and rest, and made the maximum for life a configurable value. The failsafe mentioned in v1.0's Instructions is no longer needed. v1.02: 3 April 2013 - Added support for a fully configurable "reverse logic" stat, as suggested by esrann. v1.10: 5 April 2013 - Complete rewrite using global variables rather than game variables and switches. All stats are now optional, configurable, and can be hidden from the menu. v1.11: 17 May 2013 - Fixed a major bug involving the use of float values. Floats should work just fine now without causing the game to crash or the script to just die randomly. Also added background opacity config. ====================================== Requirements: There are no longer any requirements for this script. I'm working on a script that will allow the global variables to be changed through note calls, but it may be a minute for that. ====================================== Description: This sets up a needs system, which includes food, water, and rest, all of which affect the main need, life. The 1.02 update also added a reverse logic stat for toxin or radiation handling. All five stats, along with their update rates, are handled by global variables, and can be changed at any time with a simple script call. ====================================== Instructions: First, you're going to want to set up how you want the script to run. All of the options are in the first module of the script, named "Anyx." I don't recommend changing anything after that module unless you know what you are doing. Second, once you have all of your options set up, you can go about setting up the nourishment items. All you have to do is set it up in the database as you normally would, and then attach an effect that calls a common event. Inside the common event, use one of the following scripts call to change the appropriate variable. It's as simple as that. $survival_v[id] op value id = The stat you want to change. 1 is for life, 2 food, 3 water, 4 rest, and 5 toxin. Ids 6-10 are used to hold the stats' rates. 6 is for life, 7 food, 8 water, 9 rest, and 10 toxin (setting any of these rates to 0 will disable updates for its stat, effectively pausing the system for that stat individually without pausing it for the others) op = The operator used to formulate the new value. += is used to add, -= is for subtraction, *= is for multiplication, /= is for division, and %= is for modulus. There are others, and they all work, but I don't imagine you would use them for this script, so I won't explain them here. value = The value you would like to alter the variable by. For example, if you are adding 10 to a variable, this would be 10. $survival_s[id] = value id = The stat you wish to enable or disable. 1 is for life, 2 food, 3 water, 4 rest, 5 toxin. Ids 6-10 are used to hide the stat bars from the menu. value = true/false. Setting the value to true for ids 1-5 will enable the associated stat. Setting it to false will disable it completely. For ids 6-10, setting the value to true will hide that stat from the menu, but still allow it to update (this can be customized using the LIFEHIDEVAL, FOODHIDEVAL, WATERHIDEVAL, RESTHIDEVAL, and TOXINHIDEVAL options in the Anyx module below. When the hide option is true, that stat will be hidden from the menu until the stat is below the (STAT)HIDEVAL's value, or above the TOXINHIDEVAL's value for the toxin stat). If false, the stat will be visible in the menu at all times. You no longer need to manually set the initial values for each variable, as this can be done through the script, but you do need to turn on the survival switch manually, or the script won't do anything. ====================================== =end $imported = {} if $imported.nil? $imported['Apellonyx-Survival'] = true puts "Load: Survival System v1.10 by Apellonyx" module Anyx WINXPOS = 0 # X position of the survival window WINYPOS = 320 # Y position of the survival window WINWIDTH = 160 # Width of the survival window WINTEXT = 20 # Text size used in the survival window (looks best at 20) WINOPACITY = 255 # Opacity of the survival window SURVIVALSWITCH = 1 # Game switch ID for enabling and disabling the system ONINBATTLE = true # Whether the system will update during battle scenes DEATHATZERO = true # If true, will cause a gameover when the life stat # reaches 0 DEATHFULLTOXIN = true # If true, will cause a gameover when the toxin stat # reaches its maximum value LIFEVOCAB = "Life" # Vocab used for the life stat in the menu LIFEINIT = 100 # Initial value of the life stat in new games LIFERATE = 300 # Number of frames between life stat updates LIFEMAX = 100 # Maximum value for the life bar in the menu LIFEEXC = 100 # Maximum value for the life stat (can exceed LIFEMAX) LIFEENABLE = true # If true, the life stat will be enabled LIFEHIDE = true # If true, the life bar will be hidden from the menu LIFEHIDEVAL = 100 # If LIFEHIDE is true, the life bar will appear when it # falls below this value. FOODVOCAB = "Food" # Vocab used for the food stat in the menu FOODINIT = 100 # Initial value of the food stat in new games FOODRATE = 1200 # Number of frames between food stat updates FOODMAX = 100 # Maximum value for the food bar in the menu FOODEXC = 110 # Maximum value for the food stat (can exceed FOODMAX) FOODMOD = -1.0 # Value of the food stat's change each update; positive # values will increase the stat over time, negative # values decrease the stat over time, and 0 will cause # no update to occur over time. Accepts float values. FOODENABLE = true # If true, the food stat will be enabled FOODHIDE = true # If true, the food bar will be hidden from the menu FOODHIDEVAL = 100 # If FOODHIDE is true, the food bar will appear when it # falls below this value. WATERVOCAB = "Water" # Vocab used for the water stat in the menu WATERINIT = 100 # Initial value of the water stat in new games WATERRATE = 900 # Number of frames between water stat updates WATERMAX = 100 # Maximum value for the water bar in the menu WATEREXC = 110 # Maximum value for the water stat (can exceed WATERMAX) WATERMOD = -1.0 # Value of the water stat's change each update; positive # values will increase the stat over time, negative # values decrease the stat over time, and 0 will cause # no update to occur over time. Accepts float values. WATERENABLE = true # If true, the water stat will be enabled WATERHIDE = true # If true, the water bar will be hidden from the menu WATERHIDEVAL = 100 # If WATERHIDE is true, the water bar will appear when # it falls below this value. RESTVOCAB = "Rest" # Vocab used for the rest stat in the menu RESTINIT = 100 # Initial value of the rest stat in new games RESTRATE = 1500 # Number of frames between rest stat updates RESTMAX = 100 # Maximum value for the rest bar in the menu RESTEXC = 110 # Maximum value for the rest stat (can exceed RESTMAX) RESTMOD = -1.0 # Value of the rest stat's change each update; positive # values will increase the stat over time, negative # values decrease the stat over time, and 0 will cause # no update to occur over time. Accepts float values. RESTENABLE = true # If true, the rest stat will be enabled RESTHIDE = true # If true, the rest bar will be hidden from the menu RESTHIDEVAL = 100 # If RESTHIDE is true, the rest bar will appear when it # falls below this value. TOXINVOCAB = "Toxin" # Vocab used for the toxin stat in the menu TOXININIT = 0 # Initial value of the toxin stat in new games TOXINRATE = 100 # Number of frames between toxin stat updates TOXINMAX = 1000 # Maximum value for the toxin stat and toxin bar TOXINMOD = 0.1 # Value of the toxin stat's change each update; positive # values will increase the stat over time, negative # values decrease the stat over time, and 0 will cause # no update to occur over time. Accepts float values. TOXINENABLE = true # If true, the toxin stat will be enabled TOXINHIDE = true # If true, the toxin bar will be hidden from the menu TOXINHIDEVAL = 0 # If TOXINHIDE is true, the toxin bar will appear when it # rises above this value. LIFECOLORL = 17 # Color ID of the left side of the life bar LIFECOLORR = 6 # Color ID of the right side of the life bar FOODCOLORL = 3 # Color ID of the left side of the food bar FOODCOLORR = 24 # Color ID of the right side of the food bar WATERCOLORL = 16 # Color ID of the left side of the water bar WATERCOLORR = 4 # Color ID of the right side of the water bar RESTCOLORL = 31 # Color ID of the left side of the rest bar RESTCOLORR = 13 # Color ID of the right side of the rest bar TOXINCOLORL = 10 # Color ID of the left side of the toxin bar TOXINCOLORR = 2 # Color ID of the right side of the toxin bar EXCCOLOR = 11 # Color ID of text for stat values over 100% SATCOLOR = 24 # Color ID of text for stat values between 76 and 100% AVECOLOR = 17 # Color ID of text for stat values between 51 and 75% LOWCOLOR = 14 # Color ID of text for stat values between 26 and 50% DANCOLOR = 20 # Color ID of text for stat values between 1 and 25% DEPCOLOR = 18 # Color ID of text for stat values of 0% ################################################################################ ################################################################################ ### ### ### I don't recommend editing anything past this line unless you know what ### ### you are doing. If you do know what you're doing, however, go for it! ### ### ### ################################################################################ ################################################################################ def self.create_survival_commands $survival_v = Survival_Variables.new $survival_s = Survival_Switches.new $survival_v[1] = LIFEINIT $survival_v[6] = LIFERATE $survival_s[1] = LIFEENABLE $survival_s[6] = LIFEHIDE $survival_v[2] = FOODINIT $survival_v[7] = FOODRATE $survival_s[2] = FOODENABLE $survival_s[7] = FOODHIDE $survival_v[3] = WATERINIT $survival_v[8] = WATERRATE $survival_s[3] = WATERENABLE $survival_s[8] = WATERHIDE $survival_v[4] = RESTINIT $survival_v[9] = RESTRATE $survival_s[4] = RESTENABLE $survival_s[9] = RESTHIDE $survival_v[5] = TOXININIT $survival_v[10] = TOXINRATE $survival_s[5] = TOXINENABLE $survival_s[10] = TOXINHIDE end # def self.create_survival_commands class Survival_Variables def initialize @data = [] end # def initialize def [](variable_id) @data[variable_id] || 0 end # def [](variable_id) def []=(variable_id, value) @data[variable_id] = value on_change end # def []=(variable_id, value) def on_change $game_map.need_refresh = true end # def on_change end # class Survival_Variables class Survival_Switches def initialize @data = [] end # def initialize def [](switch_id) @data[switch_id] || false end # def [](switch_id) def []=(switch_id, value) @data[switch_id] = value on_change end # def []=(switch_id, value) def on_change $game_map.need_refresh = true end # def on_change end # class Survival_Switches def self.update if $game_switches[SURVIVALSWITCH] == true if $survival_s[1] == true if $survival_v[6] > 0 if Graphics.frame_count % $survival_v[6] == 0 Anyx.life_update end # if Graphics.frame_count % $survival_v[6] == 0 end # if $survival_v[6] > 0 end # if $survival_s[1] == true if $survival_s[2] == true if $survival_v[7] > 0 if Graphics.frame_count % $survival_v[7] == 0 if $survival_v[2] < FOODEXC $survival_v[2] += FOODMOD if $survival_v[2] > 0 end end # if Graphics.frame_count % $survival_v[7] == 0 end # if $survival_v[7] > 0 end # if $survival_s[1] == true if $survival_s[3] == true if $survival_v[8] > 0 if Graphics.frame_count % $survival_v[8] == 0 if $survival_v[3] < WATEREXC $survival_v[3] += WATERMOD if $survival_v[3] > 0 end end # if Graphics.frame_count % $survival_v[8] == 0 end # if $survival_v[8] > 0 end # if $survival_s[3] == true if $survival_s[4] == true if $survival_v[9] > 0 if Graphics.frame_count % $survival_v[9] == 0 if $survival_v[4] < RESTEXC $survival_v[4] += RESTMOD if $survival_v[4] > 0 end end # if Graphics.frame_count % $survival_v[9] == 0 end # if $survival_v[9] > 0 end # if $survival_s[4] == true if $survival_s[5] == true if $survival_v[10] > 0 if Graphics.frame_count % $survival_v[10] == 0 if $survival_v[5] < TOXINMAX $survival_v[5] += TOXINMOD if $survival_v[5] > 0 end end # if Graphics.frame_count % $survival_v[10] == 0 end # if $survival_v[10] > 0 end # if $survival_s[5] == true $survival_v[1] = 0 if $survival_v[1] < 0 $survival_v[2] = 0 if $survival_v[2] < 0 $survival_v[3] = 0 if $survival_v[3] < 0 $survival_v[4] = 0 if $survival_v[4] < 0 $survival_v[5] = 0 if $survival_v[5] < 0 $survival_v[1] = LIFEEXC if $survival_v[1] > LIFEEXC $survival_v[2] = FOODEXC if $survival_v[2] > FOODEXC $survival_v[3] = WATEREXC if $survival_v[3] > WATEREXC $survival_v[4] = RESTEXC if $survival_v[4] > RESTEXC $survival_v[5] = TOXINMAX if $survival_v[5] > TOXINMAX if $survival_v[1] <= 0 SceneManager.call(Scene_Gameover) if DEATHATZERO end # if $survival_v[1] <= 0 if $survival_v[5] >= TOXINMAX SceneManager.call(Scene_Gameover) if DEATHFULLTOXIN end # if $survival_v[5] >= TOXINMAX end # if $game_switches[SURVIVALSWITCH] == true end # def update def self.life_update if $survival_s[2] == true food_25 = FOODMAX / 4 food_26 = food_25 + 0.001 food_50 = food_25 * 2 food_51 = food_50 + 0.001 food_75 = food_25 * 3 food_76 = food_75 + 0.001 food_mod = -0.3 if 0 >= $survival_v[2] food_mod = -0.2 if (1..food_25) === $survival_v[2] food_mod = -0.1 if (food_26..food_50) === $survival_v[2] food_mod = 0.0 if (food_51..food_75) === $survival_v[2] food_mod = 0.1 if (food_76..FOODMAX) === $survival_v[2] food_mod = 0.2 if FOODMAX < $survival_v[2] else food_mod = 0 end # if $survival_s[2] == true if $survival_s[3] == true water_25 = WATERMAX / 4 water_26 = water_25 + 0.001 water_50 = water_25 * 2 water_51 = water_50 + 0.001 water_75 = water_25 * 3 water_76 = water_75 + 0.001 water_mod = -0.3 if 0 >= $survival_v[3] water_mod = -0.2 if (1..water_25) === $survival_v[3] water_mod = -0.1 if (water_26..water_50) === $survival_v[3] water_mod = 0.0 if (water_51..water_75) === $survival_v[3] water_mod = 0.1 if (water_76..WATERMAX) === $survival_v[3] water_mod = 0.2 if WATERMAX < $survival_v[3] else water_mod = 0 end # if $survival_s[4] == true if $survival_s[4] == true rest_25 = RESTMAX / 4 rest_26 = rest_25 + 0.001 rest_50 = rest_25 * 2 rest_51 = rest_50 + 0.001 rest_75 = rest_25 * 3 rest_76 = rest_75 + 0.001 rest_mod = -0.3 if 0 >= $survival_v[4] rest_mod = -0.2 if (1..rest_25) === $survival_v[4] rest_mod = -0.1 if (rest_26..rest_50) === $survival_v[4] rest_mod = 0.0 if (rest_51..rest_75) === $survival_v[4] rest_mod = 0.1 if (rest_76..RESTMAX) === $survival_v[4] rest_mod = 0.2 if RESTMAX < $survival_v[4] else rest_mod = 0 end # if $survival_s[4] == true if $survival_s[5] == true toxin_25 = TOXINMAX / 4 toxin_26 = toxin_25 + 0.001 toxin_50 = toxin_25 * 2 toxin_51 = toxin_50 + 0.001 toxin_75 = toxin_25 * 3 toxin_76 = toxin_75 + 0.001 toxin_99 = TOXINMAX - 0.001 toxin_mod = 0.1 if 0 >= $survival_v[5] toxin_mod = 0.0 if (1..toxin_25) === $survival_v[5] toxin_mod = -0.2 if (toxin_26..toxin_50) === $survival_v[5] toxin_mod = -0.4 if (toxin_51..toxin_75) === $survival_v[5] toxin_mod = -0.6 if (toxin_76..toxin_99) === $survival_v[5] toxin_mod = -0.8 if TOXINMAX <= $survival_v[5] else toxin_mod = 0.0 end # if $survival_s[5] == true life_mod = food_mod + water_mod + rest_mod + toxin_mod $survival_v[1] += life_mod.round.to_i end # def life_update() end # module Anyx class Scene_Title alias survival_new_game command_new_game def command_new_game Anyx.create_survival_commands survival_new_game end # def command_new_game end # class Scene_Title class Scene_Map < Scene_Base alias survival_map_update update def update Anyx.update survival_map_update end # def update end # class Scene_Base class Scene_Battle < Scene_Base alias survival_battle_update update def update if Anyx::ONINBATTLE == true Anyx.update survival_battle_update end # if Anyx::ONINBATTLE == true end # def update end # class Scene_Base class Scene_Menu < Scene_MenuBase alias survival_menu_start start def start create_survival_window survival_menu_start end # def start def create_survival_window barcount = 0 if $survival_s[1] == true barcount += 1 if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL end # if $survival_s[1] == true if $survival_s[2] == true barcount += 1 if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL end # if $survival_s[2] == true if $survival_s[3] == true barcount += 1 if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL end # if $survival_s[3] == true if $survival_s[4] == true barcount += 1 if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL end # if $survival_s[4] == true if $survival_s[5] == true barcount += 1 if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL end # if $survival_s[5] == true @survival_window = Window_Survival.new @survival_window.contents.draw_text(0, 0, 500, 24, " Survival System") if barcount == 0 barcount -= 1 if barcount >= 1 survivalwinypos = Anyx::WINYPOS - (24 * barcount) @survival_window.x = Anyx::WINXPOS @survival_window.y = survivalwinypos @survival_window.opacity = Anyx::WINOPACITY end # def create_survival_window end # class Scene_Menu < Scene_MenuBase class Window_Survival < Window_Base def initialize winheight = 0 if $survival_s[1] == true winheight += 1 if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL end # if $survival_s[1] == true if $survival_s[2] == true winheight += 1 if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL end # if $survival_s[2] == true if $survival_s[3] == true winheight += 1 if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL end # if $survival_s[3] == true if $survival_s[4] == true winheight += 1 if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL end # if $survival_s[4] == true if $survival_s[5] == true winheight += 1 if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL end # if $survival_s[5] == true if winheight == 0 winheight = 1 end # if winheight == 0 super(0, 0, Anyx::WINWIDTH, fitting_height(winheight)) self.opacity = Anyx::WINOPACITY refresh end # def initialize def exc_color text_color(Anyx::EXCCOLOR) end # def exc_color def sat_color text_color(Anyx::SATCOLOR) end # def sat_color def ave_color text_color(Anyx::AVECOLOR) end # def ave_color def low_color text_color(Anyx::LOWCOLOR) end # def low_color def dan_color text_color(Anyx::DANCOLOR) end # def dan_color def dep_color text_color(Anyx::DEPCOLOR) end # def dep_color def refresh contents.clear contents.font.size = Anyx::WINTEXT lineheight = 0 if $survival_s[1] == true if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL draw_life(0,0,lineheight) lineheight += 24 end # if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL end # if $survival_s[1] == true if $survival_s[2] == true if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL draw_food(0,0,lineheight) lineheight += 24 end # if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL end # if $survival_s[2] == true if $survival_s[3] == true if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL draw_water(0,0,lineheight) lineheight += 24 end # if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL end # if $survival_s[3] == true if $survival_s[4] == true if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL draw_rest(0,0,lineheight) lineheight += 24 end # if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL end # if $survival_s[4] == true if $survival_s[5] == true if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL draw_toxin(0,0,lineheight) lineheight += 24 end # if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL end # if $survival_s[5] == true end # def refresh def draw_life(actor, x, y, width = Anyx::WINWIDTH - 22) life_25 = Anyx::LIFEMAX / 4 life_26 = life_25 + 0.001 life_50 = life_25 * 2 life_51 = life_50 + 0.001 life_75 = life_25 * 3 life_76 = life_75 + 0.001 life_99 = Anyx::LIFEMAX - 0.001 life_color = dep_color if 1 > $survival_v[1] life_color = dan_color if (1..life_25) === $survival_v[1] life_color = low_color if (life_26..life_50) === $survival_v[1] life_color = ave_color if (life_51..life_75) === $survival_v[1] life_color = sat_color if (life_76..life_99) === $survival_v[1] life_color = exc_color if Anyx::LIFEMAX <= $survival_v[1] life_rate = $survival_v[1] / Anyx::LIFEMAX.to_f draw_gauge(x, y, width, life_rate, text_color(Anyx::LIFECOLORL), text_color(Anyx::LIFECOLORR)) change_color(system_color) draw_text(x, y, 100, line_height, Anyx::LIFEVOCAB) draw_current_and_max_values(x, y, width, $survival_v[1].round.to_i, Anyx::LIFEMAX, life_color, life_color) end # def draw_life(actor, x, y, width = Anyx::WINWIDTH - 22) def draw_food(actor, x, y, width = Anyx::WINWIDTH - 22) food_25 = Anyx::FOODMAX / 4 food_26 = food_25 + 0.001 food_50 = food_25 * 2 food_51 = food_50 + 0.001 food_75 = food_25 * 3 food_76 = food_75 + 0.001 food_99 = Anyx::FOODMAX - 0.001 food_color = dep_color if 1 > $survival_v[2] food_color = dan_color if (1..food_25) === $survival_v[2] food_color = low_color if (food_26..food_50) === $survival_v[2] food_color = ave_color if (food_51..food_75) === $survival_v[2] food_color = sat_color if (food_76..food_99) === $survival_v[2] food_color = exc_color if Anyx::FOODMAX <= $survival_v[2] food_rate = $survival_v[2] / Anyx::FOODMAX.to_f draw_gauge(x, y, width, food_rate, text_color(Anyx::FOODCOLORL), text_color(Anyx::FOODCOLORR)) change_color(system_color) draw_text(x, y, 100, line_height, Anyx::FOODVOCAB) draw_current_and_max_values(x, y, width, $survival_v[2].round.to_i, Anyx::FOODMAX, food_color, food_color) end # def draw_food(actor, x, y, width = Anyx::WINWIDTH - 22) def draw_water(actor, x, y, width = Anyx::WINWIDTH - 22) water_25 = Anyx::WATERMAX / 4 water_26 = water_25 + 0.001 water_50 = water_25 * 2 water_51 = water_50 + 0.001 water_75 = water_25 * 3 water_76 = water_75 + 0.001 water_99 = Anyx::WATERMAX - 0.001 water_color = dep_color if 1 > $survival_v[3] water_color = dan_color if (1..water_25) === $survival_v[3] water_color = low_color if (water_26..water_50) === $survival_v[3] water_color = ave_color if (water_51..water_75) === $survival_v[3] water_color = sat_color if (water_76..water_99) === $survival_v[3] water_color = exc_color if Anyx::WATERMAX <= $survival_v[3] water_rate = $survival_v[3] / Anyx::WATERMAX.to_f draw_gauge(x, y, width, water_rate, text_color(Anyx::WATERCOLORL), text_color(Anyx::WATERCOLORR)) change_color(system_color) draw_text(x, y, 100, line_height, Anyx::WATERVOCAB) draw_current_and_max_values(x, y, width, $survival_v[3].round.to_i, Anyx::WATERMAX, water_color, water_color) end # def draw_water(actor, x, y, width = Anyx::WINWIDTH - 22) def draw_rest(actor, x, y, width = Anyx::WINWIDTH - 22) rest_25 = Anyx::WATERMAX / 4 rest_26 = rest_25 + 0.001 rest_50 = rest_25 * 2 rest_51 = rest_50 + 0.001 rest_75 = rest_25 * 3 rest_76 = rest_75 + 0.001 rest_99 = Anyx::RESTMAX - 0.001 rest_color = dep_color if 1 > $survival_v[4] rest_color = dan_color if (1..rest_25) === $survival_v[4] rest_color = low_color if (rest_26..rest_50) === $survival_v[4] rest_color = ave_color if (rest_51..rest_75) === $survival_v[4] rest_color = sat_color if (rest_76..rest_99) === $survival_v[4] rest_color = exc_color if Anyx::RESTMAX <= $survival_v[4] rest_rate = $survival_v[4] / Anyx::RESTMAX.to_f draw_gauge(x, y, width, rest_rate, text_color(Anyx::RESTCOLORL), text_color(Anyx::RESTCOLORR)) change_color(system_color) draw_text(x, y, 100, line_height, Anyx::RESTVOCAB) draw_current_and_max_values(x, y, width, $survival_v[4].round.to_i, Anyx::RESTMAX, rest_color, rest_color) end # def draw_rest(actor, x, y, width = Anyx::WINWIDTH - 22) def draw_toxin(actor, x, y, width = Anyx::WINWIDTH - 22) toxin_25 = Anyx::TOXINMAX / 4 toxin_26 = toxin_25 + 0.001 toxin_50 = toxin_25 * 2 toxin_51 = toxin_50 + 0.001 toxin_75 = toxin_25 * 3 toxin_76 = toxin_75 + 0.001 toxin_99 = Anyx::TOXINMAX - 0.001 toxin_color = exc_color if 1 > $survival_v[5] toxin_color = sat_color if (1..toxin_25) === $survival_v[5] toxin_color = ave_color if (toxin_26..toxin_50) === $survival_v[5] toxin_color = low_color if (toxin_51..toxin_75) === $survival_v[5] toxin_color = dan_color if (toxin_76..toxin_99) === $survival_v[5] toxin_color = dep_color if Anyx::TOXINMAX <= $survival_v[5] toxin_rate = $survival_v[5] / Anyx::TOXINMAX.to_f draw_gauge(x, y, width, toxin_rate, text_color(Anyx::TOXINCOLORL), text_color(Anyx::TOXINCOLORR)) change_color(system_color) draw_text(x, y, 100, line_height, Anyx::TOXINVOCAB) draw_current_and_max_values(x, y, width, $survival_v[5].round.to_i, Anyx::TOXINMAX, toxin_color, toxin_color) end # def draw_toxin(actor, x, y, width = Anyx::WINWIDTH - 22) end # class module DataManager def self.make_save_contents contents = {} contents[:system] = $game_system contents[:timer] = $game_timer contents[:message] = $game_message contents[:switches] = $game_switches contents[:variables] = $game_variables contents[:self_switches] = $game_self_switches contents[:actors] = $game_actors contents[:party] = $game_party contents[:troop] = $game_troop contents[:map] = $game_map contents[:player] = $game_player contents[:anyx_ss] = $survival_s contents[:anyx_sv] = $survival_v contents end # self.make_save_contents def self.extract_save_contents(contents) $game_system = contents[:system] $game_timer = contents[:timer] $game_message = contents[:message] $game_switches = contents[:switches] $game_variables = contents[:variables] $game_self_switches = contents[:self_switches] $game_actors = contents[:actors] $game_party = contents[:party] $game_troop = contents[:troop] $game_map = contents[:map] $game_player = contents[:player] $survival_s = contents[:anyx_ss] $survival_v = contents[:anyx_sv] end # self.extract_save_contents(contents) end # module DataManager
  2. Ma Tinypic ha chiuso da molto tempo XD
  3. Occhio stai attento, che potresti incombere all'utente X che te lo prende e recensisce anche se possono passare anni eh, per poi dileguarsi e non lasciare nessuna risposta XD Scherzi a parte XD Se non riordo male Loppa avevi fatto in via sperimentale un gioco basato su Star Wars che venne avviato nel 2013 da una pessima collaborazione, se non ricordo male XD Comunque daje
  4. MrSte

    RPGMAKER 2003 Sacred Hell (Reboot)

    Uuuuuhhhh Sacred Hell!!!! 😮 Io vabbè che rispunto dopo anni e anni XD Comunque m'intriga na cifra Ghostino è___é \m/_
  5. Ogni tanto ritorno qui XD

  6. MrSte

    RPGMAKER VX ACE Reiki Hunter

    Wellà :3 Buonasera ragazzuoli e quanto tempo XD Ultimamente faccio tanti aggiornamenti, ma solo sulle pagine social della MG Sono una pessima persona e dovrei farli qui XD Oh beh, per farmi perdonare ecco tutti gli update Da Giugno ad oggi di Reiki Hunter ;3 Tutti gli screenshot: Uno breve sguardo al sistema di battaglia del gioco ;3 Nel videogioco il menu sarà sostituito dal telefono :3 Inoltre quando si andrà in giro per il mondo di gioco esisteranno più valute ispirate alle nazioni già esistenti :3 Piccolo Teaser Trailer del gioco per Nintendo Switch :3 E per concludere una piccola immagine del porting su Nintendo Switch grazie all'Unreal Engine 4 ;3 Vi ricordo che Reiki Hunter è il primo gioco commerciale della Montironi Games, verrà venduto al rilascio della versione completa sul sito ufficiale della MG, Steam, e su eShop :3 La data della demo verrà svelata a Dicembre ;3
  7. Buonasera, magari potrebbe sembravi strano questo nome, di certo non è adatto per un gioco. Eppure noi della MG stiamo sviluppando ad un nuovo gioco, e questa volta sarà diverso classici LoD2, AnG, Crime, e altri nostri giochi. Al momento noi della MG vogliamo mettervi un pò di Hype e vi lasciamo questo piccolo sfondo , e nel corso del tempo vi sveleremo il gioco, per questo è tutto da MrSte Stay Tuned
  8. Nel 2018 c'è gente ancora convinta di essere fascista e comunista XD

    Ancora hanno fiato per parlare XD

    1. kaine

      kaine

      Poveri illusi, non capiscono che i partiti e le ideologie attualmente sono solo una recita che portano avanti per svuotarci il portafogli e sfoltire i nostri diritti.

    2. Ghost Rider

      Ghost Rider

      i più belli sono i "comunisti" che parlano di rivoluzione e cambiamento, mentre sorseggiano Aperol Spritz al bar con l' iPhoneX in mano XD

  9. MrSte

    Ciao a tutti!

    Benvenuta
  10. MrSte

    RPGMAKER VX ACE Reiki Hunter

    La scelta di non farlo come Pokémon è dovuto da questi fattori: 1) Troppo basic e poco tattico 2) Avvocati che rompono il cazzo XD 3) Fan che rompono il cazzo XD
  11. MrSte

    RPGMAKER VX ACE Reiki Hunter

    Buongiorno ragazzi Era da un po' che non scrivevo, ma sono sempre connesso qua sul forum Volevo annunciarvi come sempre che i lavori per Reiki Hunter procedono a gonfie vele, idem per LoD2. So di aver postato poco ultimamente, ma questo è dovuto dalla forte mole di lavoro che sto dedicando ad entrambi i progetti. Ma perché vi sto scrivendo? Voglio annunciarvi che da adesso in poi il team della Montironi Games svilupperà anche su Nintendo Switch. E posso annunciarvi che Reiki Hunter, Live or Die 2, e Akuma no Gakko saranno disponibili anche su Nintendo Switch oltre che PC. Siamo veramente orgogliosi di lavorare finalmente su una console di casa Nintendo Sì Mistah, ma il Gameplay di Reiki Hunter come sarà? Molti hanno pensato subito che sarà in stile Pokémon, e invece no, sarà un sistema di battaglia di tipo Lineare come il grande classico Star Ocean, dinamico, reattivo, e dove si prende a pizze come se non ci fosse un domani XD Stiamo lavorando alle animazioni degli sprite ma fidatevi che ben presto potrete vedere un video del sistema di battaglia in perfetta azione Con questo aggiornamento vi saluto, ma prima qualche screenshot Il Mistah non si è dimenticato di voi e di come sono cresciuto in questo gruppo grazie a voi Nella versione per PC e Nintendo Switch il sito di Makerando sarà creditato con tutti i membri che qui ho conosciuto come: kaine, LusianL, Mon, Ghost Rider, Oji, Ryoku, TecnoNinja, MihaChan e tanti altri Avrete sempre un grande spazio alla Montironi Games :') Quindi come direbbe il buon Deadpool Stay Tuned dal vostro di quartiere
  12. MrSte

    Saluti!

    Benvenuto
  13. MrSte

    RPGMAKER VX ACE Reiki Hunter

    Buongiorno!! La scorsa settimana vi abbiamo introdotto il mondo Reiki con la Repubblica di Vaullerey. Oggi è il momento di presentarvi il Regno di Romerike del mondo Antireiki Anche qui come nel mondo Reiki potrete giocare a diverse missioni principali, sub quest, e tanti misteri di questa piccola parte del mondo di gioco di Reiki Hunter. Vi lasciamo con due Screenshot del mondo Antireiki sulla Lysebot Road Screenshot
  14. MrSte

    RPGMAKER VX ACE Reiki Hunter

    Buonasera ragazzuoli!! Ecco a voi la mappa completa della Repubblica di Vaullerey, questa isola sarà visitabile durante la durata della Demo, con le sue missioni, subquest, e tanti segreti come i misteri della palude
  15. MrSte

    RPGMAKER VX ACE Live Or Die 2

    Trama: I Red Snake sono dei Killer, che spesso lavorano con gente importante per far fuori vari bersagli, Brad Miller è un membro del gruppo. Durante un lavoro per conto di Darkel Dixon (Capo dei Red Snake) viene arrestato, e verrà condannato all'Ergastolo nel Penitenziario di massima sicurezza di Witcha, dove, a differenza degli altri carceri prende un sopranome Greco ed è "Panopticon" ovvero il controllo di una mente su un'altra mente. Verrà suddiviso in tre sezioni Paradiso, Purgatorio e Inferno. Brad sarà costretto a evadere dal carcere, per scoprire la verità della soffiata. Riuscirà in questa impresa? E a sopravvivere nella pericolosa Tigard City? Nuove Features in LoD2 - Character in stile XP - Nuovi Tileset - Rimosso completamente il RE Weapons System 2, e sostituito con il Falcao Pearl Action System - Sistem Stealth - Possibilità di fare l'esecuzioni sui nemici - Storia strutturata in Capitoli - OST completamente realizzata da @@Nerghray Trailer di Annuncio La OST del trailer è realizzata da Nerghray stesso
  16. MrSte

    RPGMAKER VX ACE Live Or Die 2

    Eeeeh me lo sono sempre chiesto anch'io XD
  17. MrSte

    RPGMAKER VX ACE Live Or Die 2

    Buongiorno Non siamo spariti tranquilli XDD Rieccoci nelle strade violente
  18. MrSte

    MIRE Engine

    No vabbè!! *___* Altro che MV e cagate simili!! Questa cosa è proprio il top Justino, poi già mi sto immaginando un editor per creare personaggi in 3D direttamente dal tool
  19. Per ora lo provo e darò dei miei pareri e consigli
  20. Scarico e lo provo Così potrò fare una mini recensione sul mio sito
  21. MrSte

    Helloo

    Benvenuta
  22. MrSte

    RPGMAKER VX ACE Reiki Hunter

    Tanti misteri da scoprire in Reiki Hunter Mistah la demo quando verrà rilasciata? La data verrà svelata solo dopo il trailer. Sarà solo la prima versione della demo, prima perché racconterà il primo capitolo del gioco dove verranno introdotte le meccaniche del Gameplay. Ma quello che posso svelarvi è che la demo durare più di un'ora (30 per la storia e 30 per le missioni secondarie) al termine delle missioni della Demo avremo a disposizione e in totale libertà le città da esplorare solo nella prima area di gioco. Il mondo di gioco sarà molto vasto e comprenderà veri e propri stati ma per questo la vedremo solo nella seconda Demo. Per ora è tutto Stay Tuned
  23. MrSte

    RPGMAKER VX ACE Reiki Hunter

    Buonasera ragazzi!! Nuovo screenshot di Reiki Hunter, giusto per chiudere e ricordare l'inverno XD
  24. MrSte

    RPGMAKER VX ACE Reiki Hunter

    Buonasera ragazzi News per Reiki Hunter https://montironigames.altervista.org/reiki-hunter-rilascio-della-demo-sempre-piu-vicino
  25. Mai visto qualcosa del genere per XP. Però so che Holy87 di Rpg2s fece una guida per programmare on Ruby rgss_in_pills.pdf
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