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  1. Nome Script: Sistema Premio Versione: 1.0 Autore/i: Sky00Valentine Informazioni: Non so se avete presente il sistema nel gioco Need for Speed per la Playstation. Dopo ogni gara vi mostrava delle carte le quali una volta scelte, vincevate o dei soldi, o delle parti di ricambio etc... Questo script fa praticamente la stessa cosa. Screenshots: Istruzioni: Istruzioni e demo all'interno dello script/demo. Script: #=========================================================================== # # Sky Script Revolution : Reward Scene (SSR) (SSR/RS) # Version 1.0 # August 03, 2011 Started # August 08, 2011 Completed # #=========================================================================== # # What is Sky Script Revolution (SSR)? # It is a revamp of Sky's previous scripts. # Is that all? # No, that is only the beginning. Look for # New Scripts as well. Also look forward to # the reopenning of script request hall soon. # What kind of scripts are you planning? # I am starting to get into battle system # scripting so look for edits. # Are you supporting old scripts? # Some scripts don't need revamping as they # work beautifully, so I will update those # scripts. # #=========================================================================== # # Features : # Version 1.0 - August 08, 2011 # - Card Reward Graphics # - Choose from 4 possible rewards # - Set up your own rewards. # #=========================================================================== # # Credit # Sky00Valentine :creator and editor # New :requesting script # Celianna :grahpics # #=========================================================================== # # Terms of Use # ------------ # # Crediting Rpgmakervx.net is the only thing I ask. # However feel free to credit Sky00Valentine if you # see fit. # #=========================================================================== # # Future improvement # ------------------ # # - Other Reward Graphics # - Treasure Chests # #=========================================================================== # # Instructions & Installation # --------------------------- # - place under materials # # - be sure to download the card_graphics found here and place them in pictures # folder. # http://www.mediafire.com/?6qhycyy6bv4s877 # # - Setup the Module how you like. # # NEXT_SCENE is the next scene after the reward scene. Set to whatever. # # BACK_IMAGE is the background of the Scene. For the best results make # your own or get one made for you. # # SHOW_TITLE if there is a background image the Choose Your Reward message # will no longer show if this is set to false. # # MIN_VARIABLE set this to a free game variable that you can change through # eventing. # # MAX_VARIABLE set this to a free game variable that you can change through # eventing. # Note that which ever game variables are MIN and MAX if REPETITION is set # to false make sure they are 3 apart (6,9) otherwise you will be caught # in an infinite loop. For a little safety I put in a breaker, that will # inform you of your mistake. # Note #2 the same problem can occur possibly if you fill REWARD HASH # with the EXACT same reward multiple times. So make each reward unique # will ya. Can also be fixed by setting REPETITION to true. # # BGM is the Background Music of the Scene. Jazz up this scene with some # music. # # SOUND is a sound that will be played when you pick your reward. Feel the # happiness of being rewarded ring in your ears. # # Repetition set this to false so that each reward is different from the # others. Or you might find that you were going to get the same reward no # matter which you picked. But if it is on it may increase your chance # or decrease you chance from getting a great reward. # # TEXT well the three settings for this are pretty simple test it out. # # REWARDS well this is where you input each of your rewards. It is best # explained below in the module please read carefully and everything should # go smoothly. # # - Have fun with it. # #=========================================================================== $imported = {} if $imported == nil $imported["SSRRewardScene"] = true module Sky module Reward NEXT_SCENE = "Scene_Map.new" #Set to the Scene you want to go to when this one is exited. BACK_IMAGE = "" #Background Image for this menu. Must be in the #Pictures folder. Set to "" by default for a normal #Menu look. Set it to background image name for custom #Menu. SHOW_TITLE = false #If set to false when BACK_IMAGE is being used #the Choose Your Reward! Will not show up. #this allows more customization. MIN_VARIABLE = 1 #Game Variable for MIN setting, Set to Variable 1 MAX_VARIABLE = 2 #Game Variable for MAX setting, Set to Variable 2 #========================================================== # Max setting allows Rewards in that range to be received. # Down in the Rewards Hash you set rewards starting with 0 up to whatever # If Min is set to 3 and Max is set to 6 only items 3 to 6 can be obtained # when the Reward Scene is called. #========================================================== BGM = "" #BGM played when menu starts. #BGM must be located in Audio/BGM folder SOUND = "" #Sound played when selected reward is revealed. #Sound must be located in Audio/ME folder #Leave sounds empty and no sound will play. REPETITION = true #Allows multiple of the same reward to appear at once #So two or more hidden rewards can end up being the same. TEXT = "Party Obtained " #When you get your reward this message will pop up. TEXT_SIZE = 20 #The size of the message font. By default it is 20. TEXT_FONT = "Calibri" #The font of the reward message. RPG Maker VX #by default is Verdana. REWARDS = { # Set Icons as such. #"Icons" => [icon_id(currency),icon_id(weapon),icon_id(armor),icon_id(items)] # Set rewards as such, Types are Currency, Weapon, Armor, and Items. # if Type is Currency value is amount of currency(Gold), # if Type is anything else value is the id of that item.(number in database) # reward_id => ["Type",value,amount] # amount is how many of reward item. Unless the reward item is Currency. "Icons" => [85,1,32,64], # Currency icon is icon 85, Weapon icon is icon 1 # Armor icon is icon 32, Item icon is icon 64 0 => ["Currency", 200], # Reward is 200 G 1 => ["Weapon", 1,2], # Reward is 2 Clubs 2 => ["Armor", 2,3], # Reward is 3 Scale Shields 3 => ["Item", 3,10], # Reward is 10 Full Potions 4 => ["Currency", 10000], # Reward is 10000 G 5 => ["Armor", 9, 1], # Reward is 1 Iron Helm 6 => ["Item", 3, 2], # Reward is 2 Full Potions 7 => ["Weapon",2,1], # Reward is 1 Long Sword 8 => ["Weapon",11,7], # Reward is 7 Wrapped Bows 9 => ["Item",1,99], # Reward is 99 Potions } end #========================================== # # Do not edit anything below this point # unless you have Ruby scripting knowledge. # You have been warned. # #========================================== end class Scene_Reward < Scene_Base include Sky #Allows Scene_Reward Class to automatically access Sky Module include Reward #Allows Scene_Reward Class to automatically access Reward Module #=========================================================================== # # create_menu_background(alias) # ---------------------- # # if BACK_IMAGE is defined a custom background can be used # instead of creating the normal menu background. # #=========================================================================== alias ssr_rs_background create_menu_background def create_menu_background if BACK_IMAGE == "" ssr_rs_background else @back_image = Sprite.new @back_image.bitmap = Cache.picture(BACK_IMAGE) end end #=========================================================================== # # start # ----- # # Does everything needed to startup the scene. # #=========================================================================== def start @viewport = Viewport.new(0,0,Graphics.width,Graphics.height) Audio.BGM_play("Audio/BGM/" + BGM) if BGM != "" create_menu_background create_sprites create_windows draw_rewards initialize_variables randomize_rewards end #=========================================================================== # # initialize # ---------- # # creates all local variables used in this scene. # #=========================================================================== def initialize_variables @vert = 80.0 @draw_text = ""; @text = "" @down = true; @show = false @count = 0; @index = 1; @i = 0; @loop_break = 0; @choice = -1 @rewards = {} end #=========================================================================== # # dispose # ------- # # disposes of all images created during this scene # as well as stop sounds and move on to the next scene. # #=========================================================================== def dispose @back_image.dispose unless @back_image == nil or @back_image.disposed? @arrow.dispose @item_1.dispose @item_2.dispose @item_3.dispose @item_4.dispose @title.dispose @reward_window.dispose @cards.dispose Audio.me_stop Audio.bgm_stop $scene = eval(NEXT_SCENE) end #=========================================================================== # # create_windows # -------------- # # creates and defines each window used in this scene. # #=========================================================================== def create_windows @title = Window_Base.new(0,0,544,90) @title.contents.font.size = 60 @title.contents.font.name = "Calibri" @title.opacity = 0 @title.contents.draw_text(0,0,544,64,"Choose your Reward!",1) @title.contents_opacity = 0 unless BACK_IMAGE == "" or SHOW_TITLE @reward_window = Window_Base.new(0,260,544,176) @reward_window.opacity = 0 @reward_window.contents.font.size = 20 @cards = Window_Base.new(0,134,544,142) @cards.opacity = 0 @cards.contents.font.size = 12 @cards.contents.font.name = "Calibri" end #=========================================================================== # # randomizize_rewards # ------------------- # # takes four random rewards from REWARDS Hash. # #=========================================================================== def randomize_rewards while @rewards.size < 4 do number = -1 while number < $game_variables[MIN_VARIABLE] do call_exception if $game_variables[MIN_VARIABLE] > $game_variables[MAX_VARIABLE] number = rand($game_variables[MAX_VARIABLE]+1) end @rewards[@rewards.size] = REWARDS[number] unless @rewards.has_value?(REWARDS[number]) and !REPETITION @loop_break += 1 if @loop_break == 180 call_exception end end end #=========================================================================== # # call_exception # -------------- # # breaks infinite loop and displays error message. # #=========================================================================== def call_exception raise Exception.new("You were saved from an infinite loop error. Please set " + "Min and Max Variables to a difference of 3 or more " + "and make sure that you don't have multiples of the same" + "reward. Refer to Sky and Reward Modules instructions.") end #=========================================================================== # # draw_rewards # -----------_ # # sets up sprited images # #=========================================================================== def draw_rewards @item_1.bitmap = Cache.picture("card_blue_1") @item_2.bitmap = Cache.picture("card_red_1") @item_3.bitmap = Cache.picture("card_green_1") @item_4.bitmap = Cache.picture("card_yellow_1") for i in 1..4 x = (i-1) * (90) + (36 * i) eval("@item_" + i.to_s + ".x = #{x}") eval("@item_" + i.to_s + ".y = 150") end @arrow.bitmap = Cache.picture("reward_arrow") @arrow.y = 90 @arrow.x = 68 end #=========================================================================== # # create_sprites # -------------- # # creates five new sprites used for this scene. # #=========================================================================== def create_sprites @item_1 = Sprite.new @item_2 = Sprite.new @item_3 = Sprite.new @item_4 = Sprite.new @arrow = Sprite.new end #=========================================================================== # # spin(number) # ------------ # # animates the four reward sprites # also reward is given to player here # # number: specifies which image to animate. 1 to 4 # #=========================================================================== def spin(number) color = number == 1 ? "blue" : number == 2 ? "red" : number == 3 ? "green" : "yellow" if @count == 20 eval("@item_" + number.to_s + '.bitmap = Cache.picture("card_'+ color +'_2")') elsif @count == 13 eval("@item_" + number.to_s + '.bitmap = Cache.picture("card_'+ color +'_3")') elsif @count == 6 eval("@item_" + number.to_s + '.bitmap = Cache.picture("card_'+ color +'_4")') elsif @count == 0 eval("@item_" + number.to_s + '.bitmap = Cache.picture("card_'+ color +'_1")') eval("@item_"+ number.to_s + ".opacity = 100") draw_card(number) elsif @count == -1 if number = @index Audio.me_play("Audio/ME/" + SOUND) if SOUND != "" $game_party.gain_gold(@rewards[@index-1][1]) if (@rewards[@index-1][0]).downcase == "currency" $game_party.gain_item($data_weapons[@rewards[@index-1][1]],@rewards[@index-1][2]) if @rewards[@index-1][0].downcase == "weapon" $game_party.gain_item($data_armors[@rewards[@index-1][1]],@rewards[@index-1][2]) if @rewards[@index-1][0].downcase == "armor" $game_party.gain_item($data_items[@rewards[@index-1][1]],@rewards[@index-1][1],2) if @rewards[@index-1][0].downcase == "item" rewarded_item = @rewards[@index-1][0].downcase == "currency" ? (@rewards[@index-1][1]).to_s + " #{Vocab.gold}" : @rewards[@index-1][0].downcase == "weapon" ? @rewards[@index-1][2].to_s + " " + $data_weapons[@rewards[@index-1][1]].name.to_s : @rewards[@index-1][0].downcase == "armor" ? @rewards[@index-1][2].to_s + " " + $data_armors[@rewards[@index-1][1]].name.to_s : @rewards[@index-1][2].to_s + " " + $data_items[@rewards[@index-1][1]].name.to_s rewarded_item += (@rewards[@index-1][2] == nil or @rewards[@index-1][2] == 1) ? "." : "s." @text = TEXT + rewarded_item end end end #=========================================================================== # # draw_card(number) # ----------------- # # reveals the reward hidden by each image. # # number: specifies which reward is being revealed. 1 to 4 # #=========================================================================== def draw_card(number) x = (number * 36)+(90*(number-1)) + 17 icon = @rewards[number-1][0].downcase == "currency" ? REWARDS["Icons"][0] : @rewards[number-1][0].downcase == "weapon" ? REWARDS["Icons"][1] : @rewards[number-1][0].downcase == "armor" ? REWARDS["Icons"][2] : REWARDS["Icons"][3] @cards.contents.draw_icon(icon,x,43) rewarded_item = @rewards[number-1][0].downcase == "currency" ? (@rewards[number-1][1]).to_s + " #{Vocab.gold}" : @rewards[number-1][0].downcase == "weapon" ? @rewards[number-1][2].to_s + " " + $data_weapons[@rewards[number-1][1]].name.to_s : @rewards[number-1][0].downcase == "armor" ? @rewards[number-1][2].to_s + " " + $data_armors[@rewards[number-1][1]].name.to_s : @rewards[number-1][2].to_s + " " + $data_items[@rewards[number-1][1]].name.to_s rewarded_item += (@rewards[number-1][2] == nil or @rewards[number-1][2] == 1) ? "." : "s." @cards.contents.draw_text(x - 17,67,66,16,rewarded_item,1) end #=========================================================================== # # update_cursor # ------------- # # animates the cursor # #=========================================================================== def update_cursor if @down @vert += (11/16.0) @down = false if @arrow.y == 100 else @vert -= (11/16.0) @down = true if @arrow.y == 90 end @arrow.y = @vert.to_i @arrow.x = ((@index - 1) * 90) + (36 * @index) + 32 end #=========================================================================== # # update # ------ # # updates each frame of the scene. # #=========================================================================== def update @count -= 1 if @choice != -1 and @count > -3 update_cursor unless @count != 0 or @choice != -1 spin(@choice) unless @choice == -1 or @show if @show and @count > -3 for i in 1..4 spin(i) unless @choice == i end end if Input.trigger?( Input::C ) @count = 21 unless @count != 0 or @choice != -1 @choice = @index unless @choice != -1 if @draw_text == @text and @i > 0 and !@show @show = true @count = 21 elsif @show and @count == -3 dispose end Sound.play_decision unless SOUND != "" or @count != 21 elsif Input.trigger?( Input::B ) dispose if (@draw_text == @text and @i > 0) elsif Input.trigger?( Input::RIGHT ) unless @count != 0 Sound.play_cursor @index = @index < 4 ? (@index + 1) : 1 end elsif Input.trigger?( Input::LEFT ) unless @count != 0 Sound.play_cursor @index = @index > 1 ? (@index - 1) : 4 end end if @choice != -1 if @i % 2 == 0 and @draw_text != @text @draw_text += @text[@i/2,1] @reward_window.contents.clear @reward_window.contents.draw_text(0,0,512,TEXT_SIZE+4,@draw_text) end @i += 1 unless @draw_text == @text end end end Demo:http://www.mediafire.com/?t2036i4ej6zwnp6
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