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Trovato 2 risultati

  1. //potete copiare e salvare tutto con estensione .js (javascript) e metterlo nella cartella plugin //del vostro progetto //===================================================================== // 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; // LAVORO MIO MESSO AL SICURO!!! DA NON TOCCARE PERCHE' FUNZIONA!!! 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(); }; })();
  2. 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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