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  • Contenuti simili

    • Da Sparvy
      salve a tutti, ho modificato un pochino il comando seleziona oggetto di RPG maker MV per
      permettergli di far scegliere anche un'arma o un'armatura e volevo condividerlo, usatelo se vi piace come gira xD basta copiare il testo qui sotto su un programma tipo sublimetext e salvarlo
      con estensione .js (javascript) nella cartella plugin del vostro progetto, e poi potrete usarlo dal
      plugin manager di rpgmaker MV:
       
      //============================================================================= // SelectItemWeaponArmors (For RPG Maker MV) //=============================================================================   /*:  * @plugindesc modify the select_item command of rpg maker to get  * selectable also weapons and armors  * @author Francesco Sammaritano  *  * @param variabile   * @desc  ID of variable where to store the number (1, 2 or 3) for select   * different tipe of items (items, weapons, armors).  * @default 6  *  *  * @help This plugin does not provide plugin commands.  *  * This plugin modify the select item command, but you have to give to  * "itemcategory" variable a value, of:  * 1 if you wanna show the normal select items;  * 2 if you wanna show a selection of weapons;  * 3 if you wanna show a selection of armors.  * and this variable ha to be set before that the command choose item is  * called, so it'll will run in function of it.   *   * Example: i wanna show to my player the standard select item window, so  * i'll give (in the way you want) to my "itemcategory" variable the value  * 1 and i'll insert after this line the command "select item" (you can set  * all this thing only using "control variable" and "Select Item" commands   * in rpg maker MV  */         //-----------------------------------------------------------------------------   (function() {     var parameters = PluginManager.parameters('SelectWeaponcommand');   var variabile = Number(parameters['variabile']) != 0;                     function Window_EventItem() {           this.initialize.apply(this, arguments);   }     Window_EventItem.prototype = Object.create(Window_ItemList.prototype);   Window_EventItem.prototype.constructor = Window_EventItem;     Window_EventItem.prototype.initialize = function(messageWindow) {     this._messageWindow = messageWindow;     var width = Graphics.boxWidth;     var height = this.windowHeight();     Window_ItemList.prototype.initialize.call(this, 0, 0, width, height);     this.openness = 0;     this.deactivate();     this.setHandler('ok',     this.onOk.bind(this));     this.setHandler('cancel', this.onCancel.bind(this));   };     Window_EventItem.prototype.windowHeight = function() {     return this.fittingHeight(this.numVisibleRows());   };     Window_EventItem.prototype.numVisibleRows = function() {     return 4;   };     Window_EventItem.prototype.start = function() {     this.refresh();     this.updatePlacement();     this.select(0);     this.open();     this.activate();   };     Window_EventItem.prototype.updatePlacement = function() {     if (this._messageWindow.y >= Graphics.boxHeight / 2) {         this.y = 0;     } else {         this.y = Graphics.boxHeight - this.height;     }   };     Window_EventItem.prototype.includes = function(item) {     // Francesco, l'ho modificata per poter selezionare più tipi di oggetti.      var itypeId = $gameMessage.itemChoiceItypeId();     if ($gameVariables.value(variabile) == 2) {     return DataManager.isWeapon(item) /*&& item.itypeId === itypeId;*/  // francesco, prima era DataManager.isItem se non si toglie quel pezzo parte non spuntano armi!!!     };     if ($gameVariables.value(variabile) == 1) {     return DataManager.isItem(item) && item.itypeId === itypeId;       };     if ($gameVariables.value(variabile) == 3) {     return DataManager.isArmor(item) /*&& item.itypeId === itypeId;*/  // francesco, prima era DataManager.isItem se non si toglie quel pezzo parte non spuntano armi!!!     };   };     Window_EventItem.prototype.isEnabled = function(item) {     return true;   };     Window_EventItem.prototype.onOk = function() {     var item = this.item();       var itemId = item ? item.id : 0;     $gameVariables.setValue($gameMessage.itemChoiceVariableId(), itemId);     this._messageWindow.terminateMessage();     this.close();   };     Window_EventItem.prototype.onCancel = function() {     $gameVariables.setValue($gameMessage.itemChoiceVariableId(), 0);     this._messageWindow.terminateMessage();     this.close();   };       })();  
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