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Questa patch è solo per la versione ufficiale di rpgmaker 2003(1.12a)

Autore: BingShan

Link Download:

https://ux.getuploader.com/xingqier/download/147

 

Qui trovate l'elenco delle funzionalità che apporta questa patch tradotte in inglese(tramite google translate):

 

Comandi Modificati:

Spoiler

@> Picture display:
@> Show Picture:
    Added an angle designation as a special effect.
    Added blend mode (multiplication, addition, overlay).
    Added horizontal / vertical flip function.
    
    
    
@> Move picture:
@> Move Picture:
    Added an angle designation as a special effect.
    Added blend mode (multiplication, addition, overlay).
    When the movement time is specified as a negative value, the absolute value is handled in frame units.
    (Normally specified value * 6 frames)
  
  
  
@> Conditional branch:
@> Conditional Branch:
    Added the judgment whether it is right after loading.
    
    
    
@> Processing of key input:
@> Key Input Processing:
    It corresponds to the input of the mouse (right and left center click, wheel up and down scroll).
    Wheel scroll is effective only in the condition of "Wait until pressed" because there is no depressed state.

    Added the specification method of variable reference to the switch.
    Added a method to specify the variable number variable to the lvalue of the variable.
    Added a method to specify a variable number variable in the right-hand side value of a variable.
    
    
    
@> Manipulating variables:
@> Control Variables:
    A range specification with variable values has been added to the operation target.
    Now it is treated as b ~ a when it is a> b in bulk operation.
    Added logical disjunction (or), logical disjunction (and), exclusive disjunction (xor), logical left / right shift (shl, shr) to the operation content.
    Added ID and ATB gauge items to the main character and enemy character of the operand.
    Added items of current date, time, and elapsed frame to the operands.
    A switch has been added to the operand. ON is treated as 1 and OFF as 0.
    Added the specification method of the variable to each of the item of the operand, the main character, the event, and the enemy character.
    Added party members to the operands. It is the same as the main character except that it is specified by the in-party index.
    Added mathematical functions to the operands.
        In the following explanation, argument 1 is a, argument 2 is b, and multiplier is c.
        
        Add, Sub, Mul, Div, Mod, Or, And, Xor, Shl, Shr:
                Perform the same operation as "Operation" with a (operator) b.
        
        Pow: Calculates the b-th power of a.
        Sqrt: Calculates the square root of a * c. The decimal point is truncated.
        Sin: Calculates sine * c of (a / b) degrees. The decimal point is truncated.
        Cos: Calculates the cosine of (a / b) degree * c. The decimal point is truncated.
        Atan2: Calculates the arctangent * c of a (Y coordinate) and b (X coordinate). The decimal point is truncated.
        Min: Returns the smaller of a and b.
        Max: Returns the larger of a and b.
        Abs: Returns the absolute value of a.
        Random: Returns a random number in the range of a ~ b. It is the same as "random number" of the operand.
        
    
    
@> Call event:
@> Call Event:
    Added the method to specify by variable to common event.
    Added a method to specify a variable number variable in common event.
    
    
    
@> Repeat processing:
@> Loop:
    I was able to specify the condition. The switch is treated as a numeric value of 1 for ON and 0 for OFF.
    If the label jumps into the loop by the label jump, the repeat count and index are not set correctly.
    
    ∞:
    Infinity:
        It is a conventional infinite loop.
        
    Specified number of times:
    X Times:
        Repeat as many times as specified. An optional zero-based index can be output to the variable.
        
    count up:
    Count Up:
        Repeat while adding one by one in the range from a to b.
        As an example, if it is 2 ~ 5, it will become a loop of 2, 3, 4, 5 four times.
        You can optionally output the current index to a variable.
        
    Countdown:
    Count Down:
        Repeat while subtracting 1 by 1 in the range from a to b.
        In the case of 3 ~ 1 as an example, it becomes a loop of 3, 2, 1 three times.
        You can optionally output the current index to a variable.
    
    While:
    While:
        Repeat while the condition is true. It is judged before each loop execution.
        Comparisons can be specified in the same way as conditional branching by variables.
        An optional zero-based index can be output to the variable.
        
    Do While:
    Do While:
        Repeat while the condition is true. It is judged after execution of each loop.
        Comparisons can be specified in the same way as conditional branching by variables.
        An optional zero-based index can be output to the variable.

        
    
@> Interruption of iteration:
@> Break Loop:
    The same process was added along with the change of "Repeat" command.
    Corrected the behavior when executed inside of multiple loops.
    
    
    
@> Combat Processing:
@> Battle Processing:
    Added an option to disable the pre-combat flash.

 

 

Nuovi comandi

Spoiler

@> Get Save Info:
@> Acquisition of save information:
    It is a command to acquire the same information as the contents displayed on the default load screen.
    The face graphic is stored in the picture with the date / time / level / HP as a variable.
    Character names are not currently supported.
    
    If save data does not exist, 0 is stored in the variable for date.
    
    Face graphics are treated as 4 * 4 sprite sheets.
    Therefore, if the file contains 16 or more patterns, the display will shift.
    On the contrary, as long as it can be divided into four, there is no problem even if it deviates from the standard.
    
    Pictures use the same settings as the original except for file and sprite sheet related items.
    Please use it by putting it out of screen or making it transparent in advance with the target picture number.
    
    The order of the date (YYMMDD) is the same in the English version.
    
    Code: 3001
    String argument: None
    Numeric arguments:
        00: How to specify save number (0: constant 1: variable)
        01: Save number
        02: Variable to receive save date (YYMMDD)
        03: Variable to receive save time (HHMMSS)
        04: Variable that receives the level of the first character
        05: Variable that receives the HP of the first character
        06: Reserved item (fixed to 0)
        07: How to specify the picture number (0: constant 1: variable)
        08: Picture number to receive face graphic of member 1 (first character)
        09: Picture number to receive face graphic of member 2
        10: Picture number to receive member 3 face graphic
        11: Picture number to receive the face graphic of member 4
        

@> Save:
@> Save execution:
    This command is equivalent to the default save function.
    Save number 0 or less can not be used.

    You can optionally store execution results in variables.
    The value is 1 for success and 0 for failure.
    Note that assignment to variables is done after saving is performed.
    
    
    Code: 3002
    String argument: None
    Numeric arguments:
        00: How to specify save number (0: constant 1: variable)
        01: Save number
        02: Whether to receive the success or failure of save (0: not received 1: received)
        03: Variable that receives success or failure
        
        
        
@> Load:
@> Load execution:
    This command is equivalent to the default load function.
    Save number 0 or less can not be used (operation is ignored).
    
    There is an option to check the file before execution and abort the load if the result is incorrect.
    The check is equivalent to the "get save information" command.
    You can safely disable it if the correct file exists, but we do not recommend it.
    
    
    Code: 3003
    String argument: None
    Numeric arguments:
        00: How to specify save number (0: constant 1: variable)
        01: Save number
        02: Whether to check before execution (0: enable 1: disable)
        


@> End Load Process:
@> End of loading process:
    It is a command to release the dark state after loading.
    It is invalid in the new game. In addition, darkening is released naturally after one frame.
    
    ※ 18/12/07 postscript This command has no effect at present
    
    
    Code: 3004
    String argument: None
    Numeric argument: None

@> Get Mouse Position:
@> Get mouse coordinates:
    It is a command to get the relative position of the mouse in the window.
    Based on a resolution of 320 * 240.
    
    ※ The value can not be handled correctly when DirectDraw is specified as full screen status and rendering method.
    (There are almost no machines that currently have this setting, so there is probably no problem.)
    
    
    Code: 3005
    String argument: None
    Numeric arguments:
        00: Variable that receives X coordinate
        01: Variable to receive Y coordinate

@> Set Mouse Position:
@> Setting mouse coordinates:
    It is a command to set the relative position of the mouse in the window.
    Based on a resolution of 320 * 240.
    To avoid false clicks, X coordinates are rounded to 0 to 319 and Y coordinates to 0 to 239.
    
    ※ The value can not be handled correctly when DirectDraw is specified as full screen status and rendering method.
    (There are almost no machines that currently have this setting, so there is probably no problem.)
    
    
    Code: 3006
    String argument: None
    Numeric arguments:
        00: Coordinate specification method (0: constant 1: variable)
        01: X coordinate
        02: Y coordinate


        
@> Show String Picture:
@> Display of string picture:
    Generates a picture from the specified string.
    After generation, you can treat it as a normal picture.
    Disabling backgrounds, borders, gradients, and shadows reduces generation costs.
    
    
    ・ Control character:
        Several control characters are available in the string.
        The value in [] is valid for variable reference by \ V.
        
        $ a-zA-Z: Draw special characters.
        \\: \ Draw a single object.
        \ C [n]: Changes the text color to the nth one.
        \ D [n]: Align variable values with at least n digits (0-padded).
        \ N [n]: Draws the nth hero name.
        \ T [n]: Not implemented at this time.
        \ V [n]: Draw the nth variable value.
        
    
    ・ Display position-> Coordinates:
        Specifies the meaning of the position value.
        (Conventional picture fixed at center coordinates)
        
        
    ・ Picture size:
        Specifies the size of the picture to be generated.
        Setting the value type to "Auto" or setting the value to 0 adjusts the size appropriately.
        
        
    ・ Font name:
        Specifies the font used for drawing.
        If left blank, the system settings of the database will be referenced.
    
    
    ·font size:
        Specifies the font size used for drawing.
        Valid values are 1 to 255 and the default is 12.
        
        
    ・ Character spacing:
        Designate the space for each letter.
        Valid values are 0 to 255, the default is 0.
        
        
    ・ Line spacing:
        Specify space for each line.
        Valid values are 0 to 255 and the default is 4.
        
        
    ・ Bold:
        Apply Bold to the font.
        
        
    ・ System graphic:
        Specifies the graphic to use for drawing.
        Select <System Settings> to view the system settings of the database.

        
    ·wallpaper:
        Specifies the window background type.
        
        
    ・ Draw a frame:
        Specifies the presence or absence of the window frame.
        If the size is less than 8px, the image will not be drawn regardless of the settings.
        
        
    ・ Enable outer margin:
        Specify whether to consider the frame area in the calculation of picture size and drawing position of characters.
        The effective area is 8px on the left and right and 10px on the top and bottom.
        
        
    ・ Enable text gradation:
        Specifies whether to enable character gradation as used in other functions such as text display.
        If disabled, the color is drawn from the upper left (0, 0) of each color of 16 * 16px.
        
        
    ・ Enable shadow of character:
        Specify whether to enable the character shadow used in other functions such as text display.
        
        
    ・ Restriction on preview:
        Display position: Fixed at upper left coordinates (0, 0).
        Size: It is calculated automatically except constant specification.
        Magnification: Fixed at 100% (The preview itself has a 2x display function).
        Transparency: Fixed at 0%.
        Effects: All invalid.
        Font size: 12 except for constant specification.
        
    
    Code: 3007
    String arguments:
        * 1 Character string to be displayed * 1 File name * 1 Font name
        * 1 ... A byte type prefix representing the type of value that follows. Currently only 0x01 is valid
   
    Numeric arguments:
        00: Type of value
            00 to 03: Picture ID specification method (constant = 0, variable, variable number variable)
            04 to 07: Display position specification method (constant = 0, variable, variable number variable)
            08 to 11: How to specify the enlargement factor (constant = 0, variable, variable number variable)
            12 to 15: Transparency specification method (constant = 0, variable, variable number variable)
            16 to 19: Picture size specification method (constant = 0, variable, variable number variable)
            20 to 23: font size specification method (constant = 0, variable, variable number variable)
            24 to 27: How to specify the coordinate type (center = 0, upper left, lower left, upper right, lower right, upper, lower, left, right)

        01: Picture ID
        02: Position X
        03: Position Y
        04: Magnification
        05: Transparency
        06: Red tone
        07: Green tone
        08: Blue tone
        09: Saturation
        10: Types of special effects
        11: Level of special effects
        12: Additional effects
            00 ~ 04: Blend mode (none = 0, multiplication, addition, overlay)
            05: Horizontal flip
            06: Vertical flip
        
        13: Option 1
            00 ~ 07: Linked to map scroll
            08 ~ 11: Background type (None = 0, Enlarge, Tile)
            12: Do not draw the frame
            13: gradation disabled
            14: Shadow disabled
            15: Make it bold
            16: Invalid margin
            24 ~ 27: (if angle specified) Value 1 type
            28 ~ 31: (if angle specified) Value 2 type
        
        14: Option 2
            00 ~ 07: Enable transparent color
            08 ~ 15: Character spacing
            16 ~ 23: Line spacing
            
        15: Layers in the map
        16: Layers in battle
        17: Elimination condition / Screen effect to apply
        18: Picture Width
        19: height of picture
        20: Font size
        21: (for angle specification) Value 2
        

@> Get Picture Info:
@> Acquisition of picture information:
    It is a command to get the position and size of the picture being displayed.
    Special effects such as rotation are not reflected.
    
    Code: 3008
    String argument: None
    Numeric arguments:
        00: Picture ID specification method (constant = 0, variable, variable number variable)
        01: Stage of picture (original image = 0, moving, after moving)
        02: Type of value (center [xy] wh = 0, xywh, ltrb)
        03: Picture ID
        04: Variable 1 that receives a value
        05: Variable 2 that receives a value
        06: Variable 3 that receives a value
        07: Variable 4 that receives a value
    

    
@> Control Battle:
@> Combat Processing Control:
    It is a command that allows the user to manipulate some of the default battle processing.
    This command is valid only during combat and will be released after the end of the battle (no control).
    Please use it along with the common event that is subject to the start of battle.
    Also, you should not use weighted commands in common events that process.
    
    Currently, 5 types of processing can be selected.
    
    ・ ATB gauge increase:
        Controls the natural increase in gauge for each frame of characters including enemies and allies.
        Get or set the value with the following four variables.
        
        1. Unit type (acquired): Ally = 0, Enemy = 1
        2. Unit number (acquired): Index for both enemy and allies (not ID)
        3. Current gauge amount (acquired): Action is possible with 300000 or more
        4. Gauge amount to be increased (acquisition / setting)
        
    -Damage pop:
        Controls the notation when any damage or recovery occurs.
        The default notation is not drawn when specifying a common event for this process.
        Get or set the value with the following 6 variables.
        
        1. Unit type (acquired): Ally = 0, Enemy = 1
        2. Unit number (acquired): Index for both enemy and allies (not ID)
        3. Display position X (acquired)
        4. Display position Y (acquired)
        5. Type of value (getting): Damage = 0, Recovery = 1, Evasion = 2
        6. Value (acquisition)
        
    Targeting:
        Called immediately before the character's action, it controls the target of the action.
        Get or set the value with the following 6 variables.
        
        1. Unit type (acquired): Ally = 0, Enemy = 1
        2. Unit number (acquired): Index for both enemy and allies (not ID)
        3. Type of action (acquired): * 1
        4. Action value (acquired): * 2
        5. Type of target (acquired): Single opponent = 0, Whole opponent = 1, Own unit = 2, Own unit = 3
        6. Target number (get / set): Index for both enemy and allies (not ID) * 3
        
        * 1:
            0: Basic action
            1: Special skills
            2: Makeover
            3: Item use
           
        * 2:
            In the case of basic action: Normal attack = 0, Continuous attack = 1, Defense = 2, Behavior = 3, Force for = 4, Self-destruct = 5, Escape = 6, Do nothing = 7
            For special skills: Special skill ID
            In case of makeover: Enemy character ID
            For item use: Item ID
            
        * 3:
            The setting is invalid if the target is self or whole
            
    · State assignment:
        It is called when the character is given a state.
        Get or set the value with the following three variables.
        
        1. Unit type (acquired): Ally = 0, Enemy = 1
        2. Unit number (acquired): Index for both enemy and allies (not ID)
        3. Status ID (acquired)
        
    ・ Value fluctuation other than damage:
        It is called when the value other than HP fluctuates.
        The arguments are arranged so that they can be processed in the same event as a damage pop.
        Get or set the value with the following 6 variables.
        
        1. Unit type (acquired): Ally = 0, Enemy = 1
        2. Unit number (acquired): Index for both enemy and allies (not ID)
        3. Display position X (acquired)
        4. Display position Y (acquired)
        5. Type of value (acquired): MP fluctuation = 3, attack power fluctuation = 4, defense power fluctuation = 5, mental power fluctuation = 6, agility fluctuation = 7
        6. Value (acquisition)
        
    
    Code: 3009
    String argument: None
    Numeric arguments:
        00: Type of processing to control (ATB = 0, pop, target)
        01: Common event ID specification method (constant = 0, variable, variable number variable)
        02: Common event ID used for control
        03: Beginning of variable used to get / set value


        
@> Control ATB Gauge:
@> ATB gauge operation:
    It is a command to operate the gauge of characters including enemy and allies.
    The gauge is in the range of 0 ~ 300000.
    
    
    Code: 3010
    String argument: None
    Numeric arguments:
        00: Target type (Prototype ID = 0, Member, Party, Enemy character, All enemies)
        01: Target specification method (constant = 0, variable, variable number variable)
        02: Target value
        03: Operation content (setting = 0, addition, subtraction)
        04: Type of gauge value (value = 0, percentage)
        05: Gauge value specification method (constant = 0, variable, variable number variable)
        06: Gauge value


        
@> Change Battle Commmadn EX:
@> Change battle command EX:
    It is a command to enable / disable and change party command of battle command change column.
    
    1 combat command
    This command is valid only during combat and will be unset after the end of combat.
    Please use it along with the common event that is subject to the start of battle.
    
    Although this command can create a state without any combat command items,
    In that case, you will move to AI action when you try to select an action.
    
    (※ 190220 postscript
    When there is no command, I changed the behavior to change the formation by selecting a transparent item. )
    
    2 party command
    You can choose any four from "fight", "auto", "run away", "win" and "defeat".
    "Victory" "Destruction" literally kills / defeats the battle.
    If all five are selected, the first four will be adopted, and if none is selected, the default of three will be adopted.
    Also, if you select only one, the screen transition itself disappears.
    
    
    Code: 3011
    String argument: None
    Numeric arguments:
        00: With or without formation change command (valid = 0, invalid)
        01: Party command flag
            00: "fight" command
            01: "Auto" command
            02: "flee" command
            03: "Win" command
            04: Defeat command
   

   
@> Get Battle Info:
@> Acquisition of battle information:
    Get various values that appear during battle.
    Does not execute anything in non-fighting.
    
    Information is output consecutively starting at the specified variable number.
    1 Hero ID / Member / Enemy Character
        ・ Capability correction value
            Obtain the correction value of ability to go up and down in battle in order of attack power, defense power, mental power and agility.
            
        ·State
            Get the total number of all states and the turn elapsed since it took.
            The turn is 1 when an anomaly is granted, and 0 if not.
            For example, the condition of the database is 3 (1: death, 2: poison, 3: dark), immediately after getting into the dark When you get the character status of
            v [specified variable] = 3
            v [specified variable + 1] = 0
            v [specified variable +2] = 0
            v [specified variable + 3] = 1
            It will be the result.
            
        ·attribute
            Gets the total number of values for the current attribute resistance and the state of each resistance.
            2 is stored if the resistance is increased, 1 if normal, and 0 if the resistance is reduced.
            Each resistance value may be omitted, in which case it is treated as the initial value (1).
            For example, if the attribute of the database is 3 (1: sword, 2: 槍, 3: hit) and you get character attribute of sword resistance decline and hit tolerance rise
            v [specified variable] = 3
            v [specified variable + 1] = 0
            v [specified variable +2] = 1
            v [specified variable + 3] = 2
            It will be the result.
            
        ・ Others
            The following information of the specified character is acquired in order.
            Center coordinate of image X
            Center coordinate of image Y
            Possible action (impossible = 0, possible)
            Defense status (None = 0, Yes)
            Charged state (none = 0, present)
            Appearance state (None = 0, Yes)
    
    
    Code: 3012
    String argument: None
    Numeric arguments:
        00: Target type (Prototype ID = 0, Member, Party, Enemy character, All enemies)
        01: Type of information
            Main character ID / member / enemy character: (ability correction value = 0, state, attribute, other)
            Party / whole enemy: (Total number = 0, Survivor, Possible Person)
        02: Target specification method (constant = 0, variable, variable number variable)
        03: Target value
        04: Beginning of the variable that receives the value
    
    
    
@> Control Var Array:
@> Variable array operation:
    Operates as an array of consecutive numbers of variables.
    Single operation is also possible by setting the array length to 1.
    
    ·copy
        Copy values from Target 1 to Target 2.
    
    ·Exchange
        Swap the contents of Target 1 and Target 2.
    
    ・ Sort (ascending order)
    ・ Sort (descending order)
        Sort target 1 in ascending / descending order.
    
    ·shuffle
        Sort subject 1 randomly.
    
    ・ Enumeration
        A value for the size is stored while adding 1 to the target 1 from the initial value.
    
    · Addition-Shr
        Same as variable operation command. The difference is that the operands are also arrays.
    

    Code: 3013
    String argument: None
    Numeric arguments:
        00: Operation content (Copy = 0, Swap, Ascending sort, Descending sort, Shuffle, Enumeration, Addition, Subtraction, Multiplication, Division, Remainder, Or, And, Xor, Shl, Shr)
        01: Type of each value
            00 to 03: Target 1 (variable = 0, variable number variable)
            04 to 07: Size (constant = 0, variable, variable number variable)
            08 ~ 11: Target 2
                In the case of enumeration (constant = 0, variable, variable number variable)
                Other than that (variable = 0, variable number variable)
        02: Target 1 value
        03: Size value
        04: Target 2 value

 

Installazione della patch:

Nota: Prima di procedere fate una copia di backup della cartella in cui tenete rpgmaker per precauzione, non sia mai che qualcosa vada storto!

 

Una volta che avete estratto l'archivio avviate utility.exe 

Selezionate il primo menu a tendina General Settings e selezionate English

21l7vic.jpg

 

Selezionate il metodo di aggiornamento degli eventi della mappa(l'ultimo da quanto vedo è incompatibile al momento) Immediately(Default) 

2d1adqf.jpg

 

Selezionate la cartella in cui si trova il tool Source(io per sicurezza ho usato una copia della cartella che tenevo sul desktop)

546kv5.jpg

 

Dopodiché selezionate la cartella di destinazione Destination

1j9084.jpg

 

Una volta selezionati i due percorsi cliccate sul pulsantone immediatamente sotto Execute

9iwbi1.jpg

 

Vi apparirà un messaggio premete si per confermare ed una volta che ha concluso l'installazione confermate nuovamente, vi si aprirà la cartella con il tool aggiornato.

Adesso potete chiudere utility.exe

La parte sul fondo in cui si vedono dei progetti, serve solamente nel caso in cui dobbiate convertire un progetto già in corso nella versione ufficiale del tool.

Se dovete creare un nuovo progetto non vi serve.

 

 

               


 

Edited by kaine (see edit history)

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Rilasciata la terza versione della patch... Si avete letto bene la TERZA! ho saltato la seconda versione poiché l'autore su twitter aveva affermato che poco meno di un mese dopo avrebbe aggiunto una succosa feature, testi tramite immagini!

 

Link Download:

https://ux.getuploader.com/xingqier/download/133

 

Aggiornato il primo post compresa la procedura di installazione!

Edited by kaine (see edit history)

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Patch aggiornata, con qualche nuovo comando e fix di vario tipo

https://ux.getuploader.com/xingqier/download/147

 

Ps: Ghostino per quel che ho visto la roba sulle string variables al momento non è ancora presente.

Edit:

O_O ha pure inserito un editor per personalizzare la lista dei comandi, quando apri il menu a tendina con il click destro oltre ai soliti comandi (inserisci evento, copia, incolla ecc ecc) ci sta la dicitura edit commands list e ti apre un editor che ti fa inserire o rimuovere i comandi, per ordinarli come ti pare.

Ci sta pure la dicitura backup! tra game ed help in alto nel tool...

*esplode rilasciando arcobaleni

Edited by kaine (see edit history)

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