Così dovrebbe andare, ma testa bene, potrebbe esplodere qualcosa! XD
Al posto di Scene_Map 1
#==============================================================================
# * Scene_Map
#------------------------------------------------------------------------------
# It is the class which processes the map picture.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# - Main processing
#--------------------------------------------------------------------------
def main
# Drawing up sprite set
@spriteset = Spriteset_Map.new
# Drawing up the message window
@message_window = Window_Message.new
# Draw HP Window
draw_hp
hide_hud
# Transition execution
Graphics.transition
# Main loop
loop do
# Renewing the game picture
Graphics.update
# Updating the information of input
Input.update
@hp_slide.ox += 1
# Frame renewal
update
# When the picture changes, discontinuing the loop
if $scene != self
break
end
end
# Transition preparation
Graphics.freeze
# Releasing sprite set
@spriteset.dispose
# Releasing the message window
@message_window.dispose
dispose_hp
# When it changes to the title picture and it is in
if $scene.is_a?(Scene_Title)
# Fading out picture
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# - Frame renewal
#--------------------------------------------------------------------------
def update
# oop
loop do
# The map, it renews to the order of the interpreter and the prayer
# (As for this renewal order, when the condition for executing the event is satisfied
# In the reason such that the opportunity which instant is moved in the prayer is not given the importance)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# e system (the timer), renewing the picture
$game_system.update
$game_screen.update
# If it is not the place on the move of the prayer, discontinuing the loop
unless $game_temp.player_transferring
break
end
# Executing place movement
transfer_player
# When it is in the midst of transition processing, discontinuing the loop
if $game_temp.transition_processing
break
end
end
hide_hud
# Renewing sprite set
@spriteset.update
# Renewing the message window
@message_window.update
@hp_window.update
@viewport_bor.update
@hp_bor.update
# When it is the game over
if $game_temp.gameover
# Change to game over picture
$scene = Scene_Gameover.new
return
end
# When you reset to the title picture
if $game_temp.to_title
# Change to title picture
$scene = Scene_Title.new
return
end
# When it is in the midst of transition processing
if $game_temp.transition_processing
# During transition processing clearing the flag
$game_temp.transition_processing = false
# Transition execution
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# When it is in the midst of message window indicating
if $game_temp.message_window_showing
return
end
# When encounter count with 0, Encounter is not the sky
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# If it is not in the midst of event executing or in the midst of encounter prohibiting
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# Deciding the troop
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# If troop validity
if $data_troops[troop_id] != nil
# Setting the battle call flag
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# The B when button is pushed
if Input.trigger?(Input::B)
# If it is not in the midst of event executing or in the midst of menu prohibiting
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# Setting the menu call flag and the SE performance flag
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# When debugging mode ON and the F8 key are pushed
if $DEBUG and Input.press?(Input::F8)
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Reforming the attitude of the prayer
$game_player.straighten
# Change to saving picture
$scene = Scene_Save.new
end
# When debugging mode ON and the F9 key are pushed
if $DEBUG and Input.press?(Input::F9)
# Setting the debugging call flag
$game_temp.debug_calling = true
end
# When it is not on the move of the prayer
unless $game_player.moving?
# Executing the call of various pictures
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
elsif $game_temp.shoot
@spriteset.shoot
$game_temp.shoot = false
elsif $game_temp.hit
$game_temp.hit = false
end
end
end
#--------------------------------------------------------------------------
# - Place movement of prayer
#--------------------------------------------------------------------------
def transfer_player
# Clearing the prayer place portable flag
$game_temp.die_point = true
$game_temp.player_transferring = false
# When the tip of moving differs from the present map
if $game_map.map_id != $game_temp.player_new_map_id
#Setting up the new map
$game_map.setup($game_temp.player_new_map_id)
end
$game_temp.die_point = false
# Setting the position of the prayer
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
case $game_temp.player_new_direction
when 2 # Down
$game_player.turn_down
when 4 # Left
$game_player.turn_left
when 6 # Right
$game_player.turn_right
when 8 # Up
$game_player.turn_up
end
# Map renewal (parallel event execution)
$game_map.update
# Rewriting sprite set
@spriteset.dispose
@spriteset = Spriteset_Map.new
# When it is in the midst of transition processing
if $game_temp.transition_processing
# During transition processing clearing the flag
$game_temp.transition_processing = false
# Transition execution
Graphics.transition(20)
end
# Executing the automatic operation change of BGM and BGS which are set to the map
$game_map.autoplay
# Frame reset
Graphics.frame_reset
# Updating the information of input
Input.update
end
end
Al posto di Scene_Map 2
#==============================================================================
# * Scene_Map
#------------------------------------------------------------------------------
# It is the class which processes the map picture.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# - Draw HP Window
#--------------------------------------------------------------------------
def draw_hp
# Draw HP Window
@hp_window = Window_Sta.new
@hp_window.back_opacity = 160
@viewport_bor= Viewport.new(91, 26, 55, 32)
@viewport_bor.z = 220
@hp_slide = Plane.new(@viewport_bor)
@hp_slide.bitmap = RPG::Cache.title("life")
@hp_bor = Sprite.new(@viewport_bor)
@hp_bor.bitmap = RPG::Cache.title("life_bor")
@hp_bor.z = 240
end
#--------------------------------------------------------------------------
# - Dispose HP Window
#--------------------------------------------------------------------------
def dispose_hp
@hp_window.dispose
@viewport_bor.dispose
@hp_slide.dispose
@hp_bor.dispose
end
#--------------------------------------------------------------------------
# - Refresh Windows
#--------------------------------------------------------------------------
def re_window
@hp_window.refresh
end
#--------------------------------------------------------------------------
# - Refresh Windows
#--------------------------------------------------------------------------
def re_window_2
@hp_window.visible = true
@hp_slide.visible = true
@hp_bor.visible = true
end
#--------------------------------------------------------------------------
# - Hide HUD
#--------------------------------------------------------------------------
def hide_hud
if $game_switches[50] == false
@hp_window.visible = true
@hp_slide.visible = true
@hp_bor.visible = true
else
@hp_window.visible = false
@hp_slide.visible = false
@hp_bor.visible = false
end
end
end
^ ^