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> Sky's & SowS Scripting Hall[Re-openned], Taking Requests
SowS
post Jul 18 2010, 03:46 AM
Post #181


I'm still smiling. My jaw hurts now.
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Type: Coder
Alignment: Neutral Good




@new
I'll try that but I'll do other scripts first so please be patient for this one, ok? biggrin.gif

@kurisu-san
Should I put the menu for the gameover screen? If I should, what would be its contents?

This post has been edited by SowS: Jul 18 2010, 03:48 AM


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new
post Jul 18 2010, 06:55 AM
Post #182



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okie hehe


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Kurisu-San
post Jul 18 2010, 07:46 AM
Post #183


私は決して夢ではない
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Type: Writer
Alignment: Chaotic Evil




I think we're gonna go with the usual....

Load File
To Title Screen


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SowS
post Jul 18 2010, 08:01 AM
Post #184


I'm still smiling. My jaw hurts now.
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Type: Coder
Alignment: Neutral Good




I'll just mention that I won't do major script editing to scripts made by others anymore. biggrin.gif
(unless I need it too. tongue.gif)

@new
I have no idea how to do the script... T_T

This post has been edited by SowS: Jul 18 2010, 11:09 AM


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Kurisu-San
post Jul 18 2010, 10:52 AM
Post #185


私は決して夢ではない
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hahaha, as long as this request gets complete, I'll be forever indebted by you mate


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Spoiler:
Star Wars:

Final Fantasy:

Pokemon:

Color:

Legend of Zelda:

You are Ganondorf!

You are a mean, evil bastard! You hate Link, and are very greedy! You made your first appearance in The Legend Of Zelda!
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SowS
post Jul 18 2010, 11:36 AM
Post #186


I'm still smiling. My jaw hurts now.
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Type: Coder
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@kurisu-san
a gift for you.. biggrin.gif
Spoiler:

CODE
##################################################
# Scene Title Screen Miria V1.0 #
##################################################
#Scripted By Moghunter
#Translated & Edited by: Mortician10101
# http://www.atelier-rgss.com
#Gameover Screen By SowS
##################################################
# Animated Title Script.
#Create a folder with the name Gameover inside the Graphics folder.
#Put all of the images inside the Gameover folder.
#The following images are Necessary.
#
# Gameover #Image which contains the Gameover name
# Transition #The Transition Image used for the intro
# Plane1 #Image for Layer 1
# Plane2 #Image for Layer 2
# Plane3 #Image for Layer 3
# Com_01 #Image on selection of CONTINUE
# Com_02 #Image on selection of RETURN TO TITLE
# Com_03 #Image on selection of EXIT
#
#-------------------------------------------------
#############
# CONFIG #
#############
module MOG_VX01
  # To Activate Full Screen. (true = activated or false = Deactivated)
  FULL_SCREEN = false
  # Transition Time.
  TT = 120
  # Activate "wave" style movement over title of game.
  # (true = activated or false = Deactivated)
  TWAVE = true
  # opacity for Layer 1 image.
  TPLANE1_OPA = 255
  # opacity for Layer 2 image.
  TPLANE2_OPA = 200
  # opacity for Layer 3 image
  TPLANE3_OPA = 170
  # Velocity of Horizontal Movement for Layer 1.
  TPLANE1_X = 1
  # Velocity of Vertical Movement for Layer 1.
  TPLANE1_Y = 0
  # Velocity of Horizontal Movement for Layer 2.
  TPLANE2_X = 2
  # Velocity of Vertical Movement for Layer 2.
  TPLANE2_Y = 0
  # Velocity of Horizontal Movement for Layer 3.
  TPLANE3_X = 4
  # Velocity of Vertical Movement for Layer 3.
  TPLANE3_Y = 0
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript["gameover_miria"] = true
#-------------------------------------------------
###############
# Module Cache #
###############
module Cache
  def self.gameover(filename)
    load_bitmap("Graphics/Gameover/", filename)
  end
end

#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class Window_Command < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index   : item number
  #     enabled : enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    if $scene.is_a?(Scene_Gameover)
      self.contents.draw_text(rect, @commands[index], 1)
    else
      self.contents.draw_text(rect, @commands[index])
    end
  end
end
#############
# Scene_Gameover #
#############
$full_screen = 0
class Scene_Gameover < Scene_Base
  include MOG_VX01
  alias sows_go_main main unless $@
  def main
    $full_screen += 1 if $full_screen == 0
    if MOG_VX01::FULL_SCREEN == true and $full_screen == 1
      $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
      $showm.call(18,0,0,0)
      $showm.call(13,0,0,0)
      $showm.call(13,0,2,0)
      $showm.call(18,0,2,0)
    end
    sows_go_main
  end
  def start
    check_continue
    create_command_window
    RPG::BGM.stop
    RPG::BGS.stop
    $data_system.gameover_me.play
    create_gameover_graphic
  end
  def perform_transition
    Graphics.transition(TT , Cache.gameover"Transition")
  end
  def post_start
    open_command_window
  end
  def pre_terminate
    close_command_window
  end
  def terminate
    dispose_command_window
    snapshot_for_background
    dispose_title_graphic
  end
  def update
    @command_window.update
    case @command_window.index
    when 0
      @com.bitmap = Cache.gameover("Com_01")
    when 1
      @com.bitmap = Cache.gameover("Com_02")
    when 2
      @com.bitmap = Cache.gameover("Com_03")
    end
    @sprite_title.opacity += 2
    @com.opacity += 2 if @sprite_title.opacity > 150
    @sprite.ox += TPLANE1_X
    @sprite.oy += TPLANE1_Y
    @sprite2.ox += TPLANE2_X
    @sprite2.oy += TPLANE2_Y
    @sprite3.ox += TPLANE3_X
    @sprite3.oy += TPLANE3_Y
    @sprite_title.update if TWAVE == true
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        command_continue
      when 1
        command_to_title
      when 2
        command_shutdown
      end
    end
  end
  def update_slide
    @sprite.ox += TPLANE1_X
    @sprite.oy += TPLANE1_Y
    @sprite2.ox += TPLANE2_X
    @sprite2.oy += TPLANE2_Y
    @sprite3.ox += TPLANE3_X
    @sprite3.oy += TPLANE3_Y
    @sprite_title.update if TWAVE == true
  end
  def check_continue
    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  def create_gameover_graphic
    @sprite_title = Sprite.new
    @sprite_title.bitmap = Cache.gameover("Gameover")
    @sprite_title.opacity = 0
    @com = Sprite.new
    @com.bitmap = Cache.gameover("Com_01")
    @com.opacity = 0
    @sprite = Plane.new
    @sprite.bitmap = Cache.gameover("Plane1")
    @sprite2 = Plane.new
    @sprite2.bitmap = Cache.gameover("Plane2")
    @sprite3 = Plane.new
    @sprite3.bitmap = Cache.gameover("Plane3")
    @sprite.opacity = TPLANE1_OPA
    @sprite2.opacity = TPLANE2_OPA
    @sprite3.opacity = TPLANE3_OPA
    @sprite.z = 1
    @sprite2.z = 2
    @sprite3.z = 3
    @com.z = 4
    @sprite_title.z = 5
    if TWAVE == true
      @sprite_title.wave_amp = 8
      @sprite_title.wave_length = 240
      @sprite_title.wave_speed = 320
    end
  end
  def dispose_title_graphic
    @sprite.bitmap.dispose
    @sprite2.bitmap.dispose
    @sprite3.bitmap.dispose
    @com.bitmap.dispose
    @sprite_title.bitmap.dispose
    @sprite.dispose
    @sprite2.dispose
    @sprite3.dispose
    @com.dispose
    @sprite_title.dispose
  end
  def create_command_window
    s1 = Vocab::continue
    s2 = Vocab::to_title
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (Graphics.width - @command_window.width) / 2
    @command_window.y = (Graphics.height - @command_window.height) / 2
    @command_window.opacity = 0
    if @continue_enabled
      @command_window.index = 0
    else
      @command_window.draw_item(0, false)
    end
  end
  def title_fade
    if TWAVE == true
      @sprite_title.wave_amp = 34
      @sprite_title.wave_length =120
      @sprite_title.wave_speed = 800
    end
    for i in 0..120
      @sprite_title.opacity -= 3
      @sprite_title.update if TWAVE == true
      @com.opacity -= 3
      case @command_window.index
      when 0
        @sprite.zoom_x += 0.01
        @sprite.zoom_y += 0.01
        @sprite2.zoom_x += 0.01
        @sprite2.zoom_y += 0.01
        @sprite3.zoom_x += 0.01
        @sprite3.zoom_y += 0.01
        @sprite.ox += 2
        @sprite.oy += 2
        @sprite2.ox += 2
        @sprite2.oy += 2
        @sprite3.ox += 2
        @sprite3.oy += 2
      end
      update_slide
      Graphics.update
    end
  end
  def dispose_command_window
    @command_window.dispose
  end
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  def command_to_title
    confirm_player_location
    Sound.play_decision
    title_fade
    $scene = Scene_Title.new
  end
  def command_continue
    if @continue_enabled
      Sound.play_decision
      title_fade
      $scene = Scene_File.new(false, true, false)
    else
      Sound.play_buzzer
    end
  end
  def command_shutdown
    Sound.play_decision
    title_fade
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
  def snapshot_for_background
    $game_temp.background_bitmap.dispose
    $game_temp.background_bitmap = Graphics.snap_to_bitmap
    $game_temp.background_bitmap.blur
  end
end

################################################
# END ##
################################################



This post has been edited by SowS: Jul 18 2010, 11:43 AM


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new
post Jul 18 2010, 11:58 AM
Post #187



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Type: Designer
Alignment: Chaotic Evil




sows, i noticed a problem. the display gets updated only during the next turn. example if i use weapon bless +50% ATK at turn 1, i can only see the ATK raised by 50% on turn 2. i noticed this when i used <instant cast> tag from YERD skill effect. maybe, i shouldnt use the <instant cast> tag on buffs >.< that increase parameters or add buffs on the same turn.


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SowS
post Jul 18 2010, 12:12 PM
Post #188


I'm still smiling. My jaw hurts now.
Group Icon


Type: Coder
Alignment: Neutral Good




well, you only told me to re-position the contents of the window so i don't know the cause of your problem.
If you can post the scripts, i might be able to help you.

This post has been edited by SowS: Jul 18 2010, 12:13 PM


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new
post Jul 18 2010, 03:34 PM
Post #189



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Type: Designer
Alignment: Chaotic Evil




hmm, it's okay. the script by nature just doesnt get updated til next turn.


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Toothless the Ni...
post Jul 23 2010, 06:10 PM
Post #190



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Type: Undisclosed
Alignment: Unaligned




QUOTE (SowS @ May 22 2010, 09:26 AM) *
@toothless
do you want something like this?

triple posts points for toothless! FTW! biggrin.gif


Thank's, SowS! That really helped!


--------------------
Shorten your signature or it gets deleted.
Spoiler:
I support:
Spoiler:


Free to click on and will help me alot!


http://www.otakuzone.com/registration/inde...DN8Um94YXNYSUlJ
Please go there!And register!

Spoiler:
What is your daemon's shape?

My Results:


Your daemon is a Blue Morpho Butterfly!

Bright and optimistic, your daemon reflects your sunny disposition. You are free-spirited and like to think outside the box. However, you can go from one extreme to another, sometimes extremely shy, or living in the limelight 24/7. Most people you meet like you, but you can sometimes be distant. You like to try new things, and do so frequently.

What Element Are You?

My Results:


Light

You're a bouncy, people-person who is an eternal optimist.

What sort of novel ending are you?

My Results:

Happy

You are the embodiment of a happy ending. To those around you, you are a paragon of happiness and delight, causing their days to be instantaneously brightened. You will forever remain a delight!

What Mystical creature are you?

My Results:


Dragon

You are very powerful, kind of mean and dark. You couldn't care less about others.<---That must be wrong!


What color are you???

My Results:


Rainbow!

u are every color in the world. you are sunny, calm, playful, and like hanging out with friends. keep doing what u do and u will succeed


What is your warrior name?

My Results:


Tigerstripe

You are Tigerstripe.
Clan:ShadowClan
Rank:Medicine Cat
Pelt:Golden-brown with black stripes, and a white chest and front left paw. Scar on left eye.
Eye color:Black
Mother:Darkcloud
Father:Whitepelt
You are Tigerstripe, ShadowClan's medicine cat. Unlike most ShadowClan cats, who are normally up to something, you are a very sweet and generous she-cat. You have saved ShadowClan lives as well as cats from other clans. Even though medicine cats can't have kits, most toms seem to be incredibly fond of you.


What age are you on the inside?

My Results:

10 years old

You're finally mature enough to have a real conversation with someone but your attitude is kind of annoying...












The RMVX Wars.Destroyed rmvx,Click here for RMBO!!!


My adopteds!




Awesome Site:


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post Jul 24 2010, 06:11 AM
Post #191



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Type: Designer
Alignment: Chaotic Evil




Sows can i make request for my Card Battle? I need an upgrade to the menu. you press "B", you go to the equip scene/ card setup by default instead of the menu. the "upgrade" would be if i press L i go to the "status scene" if i press R i go to the "Item scene/Card Album". it's like you press L and R to switch scenes.


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SowS
post Jul 24 2010, 08:15 AM
Post #192


I'm still smiling. My jaw hurts now.
Group Icon


Type: Coder
Alignment: Neutral Good




QUOTE (Toothless the Night Fury @ Jul 24 2010, 03:10 AM) *
Thank's, SowS! That really helped!

That reply was so long ago. laugh.gif

@new
i need to know the class names of your scenes, for example, Scene_Equip.

This post has been edited by SowS: Jul 24 2010, 09:00 AM


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post Jul 24 2010, 11:20 AM
Post #193



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Type: Designer
Alignment: Chaotic Evil




here are the two scripts:

This one is responsible for making press B button go to the Scene_Equip, it rewrites it. can you make it that when i'm in this scene, when i press L, i go to the Item inventory scene, or when i press R when im in equip scene i go to the status scene. I think I should post a pic on what i want right? but I think you do get it..
Spoiler:
CODE
#==============================================================================
# ■ Game_Actor
#------------------------------------------------------------------------------
#  アクターを扱うクラスです。このクラスは Game_Actors クラス ($game_actors)
# の内部で使用され、Game_Party クラス ($game_party) からも参照されます。
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● カードオブジェクトの配列取得
#--------------------------------------------------------------------------
def cards
result = []
result.push($data_weapons[@weapon_id])
result.push($data_weapons[@armor1_id])
result.push($data_weapons[@armor2_id])
return result
end
#--------------------------------------------------------------------------
# ● 装備の変更 (オブジェクトで指定)
# equip_type : 装備部位 (0..4)
# item : 武器 or 防具 (nil なら装備解除)
# test : テストフラグ (戦闘テスト、または装備画面での一時装備)
#--------------------------------------------------------------------------
def change_equip(equip_type, item, test = false)
last_item = cards[equip_type]
unless test
return if $game_party.item_number(item) == 0 if item != nil
$game_party.gain_item(last_item, 1)
$game_party.lose_item(item, 1)
end
item_id = item == nil ? 0 : item.id
case equip_type
when 0; @weapon_id = item_id
when 1; @armor1_id = item_id
when 2; @armor2_id = item_id
end
end
end

#==============================================================================
# ■ Window_Equip
#------------------------------------------------------------------------------
#  装備画面で、アクターが現在装備しているアイテムを表示するウィンド

��です。
#==============================================================================

class Window_Equip < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# actor : アクター
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 336, WLH * 3 + 32)
@actor = actor
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = []
for item in @actor.cards do @data.push(item) end
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, WLH * 0, 92, WLH, "1st")
self.contents.draw_text(4, WLH * 1, 92, WLH, "2nd")
self.contents.draw_text(4, WLH * 2, 92, WLH, "3rd")
draw_item_name(@data[0], 92, WLH * 0)
draw_item_name(@data[1], 92, WLH * 1)
draw_item_name(@data[2], 92, WLH * 2)
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
if item == nil
@help_window.set_text("")
else
skill = $data_skills[item.id]
@help_window.set_text(skill.description)
end
end
end

#==============================================================================
# ■ Window_EquipItem
#------------------------------------------------------------------------------
#  装備画面で、装備変更の候補となるアイテムの一覧を表示するウィンド

��です。
#==============================================================================

class Window_EquipItem < Window_Item
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# width : ウィンドウの幅
# height : ウィンドウの高さ
# actor : アクター
# equip_type : 装備部位 (0~4)
#--------------------------------------------------------------------------
def initialize(x, y, width, height, actor, equip_type)
@actor = actor
@equip_type = equip_type
super(x, y, width, height)
@column_max = 1
refresh
end
#--------------------------------------------------------------------------
# ● ヘルプテキスト更新
#--------------------------------------------------------------------------
def update_help
if item == nil
@help_window.set_text("")
else
skill = $data_skills[item.id]
@help_window.set_text(skill.description)
end
end
end

#==============================================================================
# ■ Window_EquipStatus
#------------------------------------------------------------------------------
#  装備画面で、アクターの能力値変化を表示するウィンドウです。
#==============================================================================

class Window_EquipStatus < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# x : ウィンドウの X 座標
# y : ウィンドウの Y 座標
# actor : アクター
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 208, 360)
@actor = actor
@card = 0
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
return if @card == 0
name = sprintf("card_%d", @card)
bitmap = Cache.picture(name)
self.contents.blt(24, 0, bitmap, Rect.new(0, 0, 128, 192))
card = $data_weapons[@card]
self.contents.font.color = system_color
self.contents.draw_text(4, 208, 168, 24, "HP")
self.contents.draw_text(4, 232, 168, 24, "JP")
self.contents.draw_text(4, 256, 168, 24, "Type")
self.contents.draw_text(4, 280, 168, 24, "Skill")
self.contents.font.color = normal_color
self.contents.draw_text(4, 208, 168, 24, card.def.to_s, 2)
self.contents.draw_text(4, 232, 168, 24, card.atk.to_s, 2)
case card.spi
when 0; text = "A (Attack)"
when 1; text = "D (Defend)"
when 2; text = "T (Tech)"
when 3; text = "S (Special)"
end
self.contents.draw_text(4, 256, 168, 24, text, 2)
self.contents.draw_text(4, 304, 168, 24, $data_skills[@card].name, 2)
end
#--------------------------------------------------------------------------
# ● カード変更
#--------------------------------------------------------------------------
def set_new_card(id)
if @card != id
@card = id
refresh
end
end
end

#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
#  装備画面の処理を行うクラスです。
#==============================================================================

class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# ● 定数
#--------------------------------------------------------------------------
EQUIP_TYPE_MAX = 3 # 装備部位の数
#--------------------------------------------------------------------------
# ● アイテムウィンドウの作成
#--------------------------------------------------------------------------
def create_item_windows
@item_window = Window_EquipItem.new(208, 160, 336, 256, @actor, 0)
@item_window.help_window = @help_window
@item_window.active = false
@item_window.index = -1
end
#--------------------------------------------------------------------------
# ● アイテムウィンドウの解放
#--------------------------------------------------------------------------
def dispose_item_windows
@item_window.dispose
end
#--------------------------------------------------------------------------
# ● アイテムウィンドウの更新
#--------------------------------------------------------------------------
def update_item_windows
@item_window.update
end
#--------------------------------------------------------------------------
# ● ステータスウィンドウの更新
#--------------------------------------------------------------------------
def update_status_window
if @equip_window.active
if @actor.cards[@equip_window.index] == nil
@status_window.set_new_card(0)
else
@status_window.set_new_card(@actor.cards[@equip_window.index].id)
end
elsif @item_window.active
if @item_window.item == nil
@status_window.set_new_card(0)
else
@status_window.set_new_card(@item_window.item.id)
end
end
@status_window.update
end
#--------------------------------------------------------------------------
# ● アイテム選択の更新
#--------------------------------------------------------------------------
def update_item_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
@equip_window.active = true
@item_window.active = false
@item_window.index = -1
elsif Input.trigger?(Input::C)
Sound.play_equip
@actor.change_equip(@equip_window.index, @item_window.item)
@equip_window.active = true
@item_window.active = false
@item_window.index = -1
@equip_window.refresh
@item_window.refresh
end
end
end

This one is responsible for when you press X, you call save menu, can you also add press Y you call load menu?

Spoiler:
CODE
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
#  マップ画面の処理を行うクラスです。
#==============================================================================

class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
$game_map.interpreter.update # インタプリタを更新
$game_map.update # マップを更新
$game_player.update # プレイヤーを更新
$game_system.update # タイマーを更新
@spriteset.update # スプライトセットを更新
@message_window.update # メッセージウィンドウを更新
unless $game_message.visible # メッセージ表示中以外
update_transfer_player
update_encounter
update_call_menu
update_call_save # セーブ画面の呼び出し
update_call_debug
update_scene_change
end
end
#--------------------------------------------------------------------------
# ● セーブ画面の呼び出し
#--------------------------------------------------------------------------
def update_call_save
if Input.press?(Input::X) # Xボタンで呼び出す
Sound.play_decision
$game_temp.next_scene = "save"
end
end
#--------------------------------------------------------------------------
# ● メニュー画面への切り替え
#--------------------------------------------------------------------------
def call_menu
if $game_temp.menu_beep
Sound.play_decision
$game_temp.menu_beep = false
end
$game_temp.next_scene = nil
$scene = Scene_Equip.new
end
end

#==============================================================================
# ■ Scene_Equip
#------------------------------------------------------------------------------
#  装備画面の処理を行うクラスです。
#==============================================================================

class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# ● 元の画面へ戻る
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Map.new
end
end



EDIT:
Here are the pictures, made them via paint.
Spoiler:
Card status scene - can you resize it? and rearrange things? rank, points, duels, wins, draw, lose, and cash are variable names.
Momo is the name of the character, while Hero is the class. Cards was originally "Equip"

Card Inventory - i honestly got it from your bag pockets

Card Shop - the equip window status must display card sprite instead of the normal


This post has been edited by new: Jul 24 2010, 12:37 PM


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SowS
post Jul 24 2010, 11:50 AM
Post #194


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I need to confirm if the class names of Scene_Item and Scene_Status is still the same.


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post Jul 24 2010, 12:39 PM
Post #195



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i attached the pics. hmm, i think it would still be the same? just remodeled i think.


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SowS
post Jul 24 2010, 12:54 PM
Post #196


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I need the Scene_Equip, Scene_Item and Scene_Status of that script.

L/R buttons in Scene_Equip and Scene_Status are used to change actors and in Scene_Item are used for page scrolling.
I assume you're not using L/R buttons in Scene_Equip and Scene_Status, but there might be problems in Scene_Item if I change their functions into what you want.

EDIT: If you want, I can just use X/Y buttons (keyboard A/S) instead of L/R.

This post has been edited by SowS: Jul 24 2010, 12:56 PM


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new
post Jul 24 2010, 01:36 PM
Post #197



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those are just the two scripts that edit things. the normal menu window is only accessible by using an event for example "Script: $scene = Scene_Status.new"
only the scene_equip is edited by the script. its okay if you overwrite the L/R functions since im using only 1 actor here. hehe. then page roll becomes left/right.

QUOTE
I need to confirm if the class names of Scene_Item and Scene_Status is still the same.

yes, because when i use Script: $scene = Scene_Status.new or Script: $scene = Scene_Item.new, i get the normal window. but Script: $scene = Scene_Equip.new
i get the modified one.

here's the script that modifies the Scene_Equip.
Spoiler:
CODE
#==============================================================================
# – Game_Actor
#------------------------------------------------------------------------------
# €€‚‚‚ƒ‚’‰†‚ƒ‚で™€‚“の‚ƒ‚は Game_Actors ‚ƒ‚ ($game_actors)
# の†…ƒで使”•‚Œ€Game_Party ‚ƒ‚ ($game_party) ‹‚‰‚‚‚…•‚Œま™€‚
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # — ‚ƒƒ‰‚ƒ–‚‚‚ƒˆの…ˆ—–—
  #--------------------------------------------------------------------------
  def cards
    result = []
    result.push($data_weapons[@weapon_id])
    result.push($data_weapons[@armor1_id])
    result.push($data_weapons[@armor2_id])
    return result
  end
  #--------------------------------------------------------------------------
  # — …‚™の‰› (‚ƒ–‚‚‚ƒˆでŒ‡š)
  #     equip_type : …‚™ƒ位 (0..4)
  #     item       : 武™ or ˜… (nil な‚‰…‚™解™)
  #     test       : ƒ†‚ƒˆƒ•ƒ‚ (ˆ—˜ƒ†‚ƒˆ€まŸは…‚™”面での€™‚…‚™)
  #--------------------------------------------------------------------------
  def change_equip(equip_type, item, test = false)
    last_item = cards[equip_type]
    unless test
      return if $game_party.item_number(item) == 0 if item != nil
      $game_party.gain_item(last_item, 1)
      $game_party.lose_item(item, 1)
    end
    item_id = item == nil ? 0 : item.id
    case equip_type
    when 0; @weapon_id = item_id
    when 1; @armor1_id = item_id
    when 2; @armor2_id = item_id
    end
  end
end

#==============================================================================
# – Window_Equip
#------------------------------------------------------------------------------
# €€…‚™”面で€‚‚‚ƒŒ現œ…‚™—て„‚‹‚‚ƒ†ƒ‚’表示™‚‹‚‚ƒƒ‰
‚で™€‚
#==============================================================================

class Window_Equip < Window_Selectable
  #--------------------------------------------------------------------------
  # — ‚ƒ–‚‚‚ƒˆˆœŸŒ–
  #     x     : ‚‚ƒƒ‰‚の X 座™
  #     y     : ‚‚ƒƒ‰‚の Y 座™
  #     actor : ‚‚‚ƒ
  #--------------------------------------------------------------------------
  def initialize(x, y, actor)
    super(x, y, 336, WLH * 3 + 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # — ƒƒ•ƒƒƒ‚ƒ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    for item in @actor.cards do @data.push(item) end
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, WLH * 0, 92, WLH, "1st")
    self.contents.draw_text(4, WLH * 1, 92, WLH, "2nd")
    self.contents.draw_text(4, WLH * 2, 92, WLH, "3rd")
    draw_item_name(@data[0], 92, WLH * 0)
    draw_item_name(@data[1], 92, WLH * 1)
    draw_item_name(@data[2], 92, WLH * 2)
  end
  #--------------------------------------------------------------------------
  # — ƒ˜ƒƒ—ƒ†‚‚ƒˆ›–
  #--------------------------------------------------------------------------
  def update_help
    if item == nil
      @help_window.set_text("")
    else
      skill = $data_skills[item.id]
      @help_window.set_text(skill.description)
    end
  end
end

#==============================================================================
# – Window_EquipItem
#------------------------------------------------------------------------------
# €€…‚™”面で€…‚™‰›の€™œとな‚‹‚‚ƒ†ƒの€覧‚’表示™‚‹‚‚ƒƒ‰
‚で™€‚
#==============================================================================

class Window_EquipItem < Window_Item
  #--------------------------------------------------------------------------
  # — ‚ƒ–‚‚‚ƒˆˆœŸŒ–
  #     x          : ‚‚ƒƒ‰‚の X 座™
  #     y          : ‚‚ƒƒ‰‚の Y 座™
  #     width      : ‚‚ƒƒ‰‚の…
  #     height     : ‚‚ƒƒ‰‚の˜•
  #     actor      : ‚‚‚ƒ
  #     equip_type : …‚™ƒ位 (0ž4)
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height, actor, equip_type)
    @actor = actor
    @equip_type = equip_type
    super(x, y, width, height)
    @column_max = 1
    refresh
  end
  #--------------------------------------------------------------------------
  # — ƒ˜ƒƒ—ƒ†‚‚ƒˆ›–
  #--------------------------------------------------------------------------
  def update_help
    if item == nil
      @help_window.set_text("")
    else
      skill = $data_skills[item.id]
      @help_window.set_text(skill.description)
    end
  end
end

#==============================================================================
# – Window_EquipStatus
#------------------------------------------------------------------------------
# €€…‚™”面で€‚‚‚ƒのƒŠ›€‰Œ–‚’表示™‚‹‚‚ƒƒ‰‚で™€‚
#==============================================================================

class Window_EquipStatus < Window_Base
  #--------------------------------------------------------------------------
  # — ‚ƒ–‚‚‚ƒˆˆœŸŒ–
  #     x     : ‚‚ƒƒ‰‚の X 座™
  #     y     : ‚‚ƒƒ‰‚の Y 座™
  #     actor : ‚‚‚ƒ
  #--------------------------------------------------------------------------
  def initialize(x, y, actor)
    super(x, y, 208, 360)
    @actor = actor
    @card = 0
  end
  #--------------------------------------------------------------------------
  # — ƒƒ•ƒƒƒ‚ƒ
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    return if @card == 0
    name = sprintf("card_%d", @card)
    bitmap = Cache.picture(name)
    self.contents.blt(24, 0, bitmap, Rect.new(0, 0, 128, 192))
    card = $data_weapons[@card]
    self.contents.font.color = system_color
    self.contents.draw_text(4, 208, 168, 24, "HP")
    self.contents.draw_text(4, 232, 168, 24, "JP")
    self.contents.draw_text(4, 256, 168, 24, "Type")
    self.contents.draw_text(4, 280, 168, 24, "Skill")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 208, 168, 24, card.def.to_s, 2)
    self.contents.draw_text(4, 232, 168, 24, card.atk.to_s, 2)
    case card.spi
    when 0; text = "A (Attack)"
    when 1; text = "D (Defend)"
    when 2; text = "T (Tech)"
    when 3; text = "S (Special)"
    end
    self.contents.draw_text(4, 256, 168, 24, text, 2)
    self.contents.draw_text(4, 304, 168, 24, $data_skills[@card].name, 2)
  end
  #--------------------------------------------------------------------------
  # — ‚ƒƒ‰‰›
  #--------------------------------------------------------------------------
  def set_new_card(id)
    if @card != id
      @card = id
      refresh
    end
  end
end

#==============================================================================
# – Scene_Equip
#------------------------------------------------------------------------------
# €€…‚™”面の‡†‚’Œ†‚ƒ‚で™€‚
#==============================================================================

class Scene_Equip < Scene_Base
  #--------------------------------------------------------------------------
  # — š•
  #--------------------------------------------------------------------------
  EQUIP_TYPE_MAX = 3                      # …‚™ƒ位の•
  #--------------------------------------------------------------------------
  # — ‚‚ƒ†ƒ‚‚ƒƒ‰‚のœˆ
  #--------------------------------------------------------------------------
  def create_item_windows
    @item_window = Window_EquipItem.new(208, 160, 336, 256, @actor, 0)
    @item_window.help_window = @help_window
    @item_window.active = false
    @item_window.index = -1
  end
  #--------------------------------------------------------------------------
  # — ‚‚ƒ†ƒ‚‚ƒƒ‰‚の解”
  #--------------------------------------------------------------------------
  def dispose_item_windows
    @item_window.dispose
  end
  #--------------------------------------------------------------------------
  # — ‚‚ƒ†ƒ‚‚ƒƒ‰‚の›–
  #--------------------------------------------------------------------------
  def update_item_windows
    @item_window.update
  end
  #--------------------------------------------------------------------------
  # — ‚ƒ†ƒ‚‚‚‚ƒƒ‰‚の›–
  #--------------------------------------------------------------------------
  def update_status_window
    if @equip_window.active
      if @actor.cards[@equip_window.index] == nil
        @status_window.set_new_card(0)
      else
        @status_window.set_new_card(@actor.cards[@equip_window.index].id)
      end
    elsif @item_window.active
      if @item_window.item == nil
        @status_window.set_new_card(0)
      else
        @status_window.set_new_card(@item_window.item.id)
      end
    end
    @status_window.update
  end
  #--------------------------------------------------------------------------
  # — ‚‚ƒ†ƒ選Šžの›–
  #--------------------------------------------------------------------------
  def update_item_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @equip_window.active = true
      @item_window.active = false
      @item_window.index = -1
    elsif Input.trigger?(Input::C)
      Sound.play_equip
      @actor.change_equip(@equip_window.index, @item_window.item)
      @equip_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @equip_window.refresh
      @item_window.refresh
    end
  end
end


This post has been edited by new: Jul 24 2010, 01:41 PM


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SowS
post Jul 24 2010, 01:41 PM
Post #198


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how about Scene_Item?


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new
post Jul 24 2010, 01:52 PM
Post #199



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none, there's no script that edit the scene_item. I was hoping that you could use your bag pockets as base, since i used it in the picture above. i only need the scene_item to display items from the weapon database, since all cards are weapons.

This post has been edited by new: Jul 24 2010, 01:53 PM


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SowS
post Jul 24 2010, 01:54 PM
Post #200


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Type: Coder
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i'm asking if i'll change the functionality of L/R buttons in Scene_Item. By default they're used in page scrolling.


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