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> Neo Menu System v1.12 LITE + Shoppe, Customize the Items in your menu *NEW LAYOUTS*
Rating 5 V
Prince210
post Jun 6 2011, 03:19 PM
Post #41


Royal Family Member
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Type: Artist
Alignment: Lawful Good




Nice menus happy.gif tnx

This post has been edited by Prince210: Jun 6 2011, 03:24 PM


--------------------
W00T W00T W00T W00T W00T....


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Zetu
post Jun 6 2011, 05:34 PM
Post #42


Has broken out of Staby Rehab!
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Type: Undisclosed
Alignment: Chaotic Evil




Why thank you! biggrin.gif

I added the menu requested by ikos (http://www.rpgmakervx.net/index.php?showtopic=45788)
Also, I have v1.09 LITE up. Only use the LITE version for games without layouts OR anything from the above menu layout and newer. I will probably make the older layouts compatible with the LITE version later, but many lingering (often unused) definitions have been removed in the LITE version, which a few may be used in the old version.


--------------------
My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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Barchetta
post Jun 6 2011, 07:16 PM
Post #43



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Type: Undisclosed




Awesome looking but having to space out every single line of text is irritating. I seem to have an issue when loading text boxes from the internet. It acts as if it's one long line of text. Can anyone tell me how to fix this so I can actually use user posted scripts?

Sorry is the question isn't really particular to this script.
I just intend to use the FF6 style version of this. I really like what you have here.

This post has been edited by Barchetta: Jun 6 2011, 07:17 PM
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Leaferian
post Jun 6 2011, 08:25 PM
Post #44



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Type: Designer
Alignment: Neutral Good




Hey there Zetu.
I'm hoping that my request wasn't lost in your PMs?

> .<;;

I just saw the update about not using PMs anymore and all that.

Anyway, still lovely menus and I'll be so please when mine is done~ <3


And if it helps/matters, I AM using the KGC_LargeParty system.
Only 4 active battle members at the moment, but yeah.

:3
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malaki263
post Jun 6 2011, 11:23 PM
Post #45



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Type: Designer




How do I change the color scheme to match your screenshots? (Master script, no additional add-ons)... Mine stays the same blue/white default color scheme.
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Zetu
post Jun 7 2011, 12:12 AM
Post #46


Has broken out of Staby Rehab!
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Type: Undisclosed
Alignment: Chaotic Evil




@Leaf: I haven't lost it, just... err... (Avoids)

Jk, I've started on it, and will hopefully have it up soon.

@malaki263: It has nothing to do with the script. Get a different Window Skin.


--------------------
My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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Leaferian
post Jun 7 2011, 12:40 AM
Post #47



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Type: Designer
Alignment: Neutral Good




Bahaha, oh yay!

tongue.gif

I'm glad ye have a sense of humor, yo.


I'm super excited about this, actually. I've been checking every day just to make sure I don't miss it! I downloaded all of your different menus to take a look at them and see how they worked, and I was really impressed. smile.gif
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malaki263
post Jun 7 2011, 06:23 AM
Post #48



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Type: Designer




QUOTE (Zetu @ Jun 6 2011, 07:12 PM) *
@malaki263: It has nothing to do with the script. Get a different Window Skin.



I'm new to RPG Maker so I'm not even entirely sure what that means lol
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Zetu
post Jun 8 2011, 07:30 PM
Post #49


Has broken out of Staby Rehab!
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Type: Undisclosed
Alignment: Chaotic Evil




There's images that determine what the window looks like. Search for "Window Skin RMVX" on google, you'll see plenty.

@leaf: How's this? (Tell me if you want to change even the slightest thing, then I'll post the layout.)



--------------------
My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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Leaferian
post Jun 8 2011, 07:35 PM
Post #50



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Type: Designer
Alignment: Neutral Good




It looks pretty good, but I don't see the little sunburst icons? I understand of course if they were too much trouble, and the sub-menus too.

As for the text on the menu, I'd been hoping for something flowy and elegent, kind like this:

Spoiler:


Again, if that's too much of a problem then it's fine as it is.
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Zetu
post Jun 8 2011, 08:26 PM
Post #51


Has broken out of Staby Rehab!
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Type: Undisclosed
Alignment: Chaotic Evil




May I ask what you mean by sunburst? Do you mean the default icons? If so, I can add them really quick. Also, my Text2IMG has a skin to it, so you can customize the font once I put it up. Also, I'm going to add exp to that empty area... it looks so lonely.


--------------------
My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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Leaferian
post Jun 8 2011, 08:37 PM
Post #52



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Type: Designer
Alignment: Neutral Good




Hmm?
I was pretty sure I'd included it in my request...

On the end of the rounded graphics for each menu item, I'd asked for there to be three little sunbursts. The default icons would work, I suppose, they were mostly just there for flair since the game is called "Memories of Sunlit Time". And then I'd asked if there could be sub menu options, where the sunbursts would be little crescent moons instead. I can provide little icon-sized graphics for those if you like.

And yar, that sounds fine to me.


EDIT: Here, I'll include a slightly better image of what I meant.

Spoiler:



And graphics for the sun and moon:


Does that help any?


This post has been edited by Leaferian: Jun 8 2011, 08:47 PM
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Zetu
post Jun 8 2011, 08:56 PM
Post #53


Has broken out of Staby Rehab!
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Type: Undisclosed
Alignment: Chaotic Evil




Ah, I see (simple enough) How about this?

Spoiler:


--------------------
My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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Leaferian
post Jun 8 2011, 09:04 PM
Post #54



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Type: Designer
Alignment: Neutral Good




Looks good to me!
Gotta run now (date), but I'll pick the script up when I get back.
Thank you so very much~
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lalakoops
post Jun 8 2011, 09:23 PM
Post #55



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Type: Artist




I need help sad.gif
This script is really awesome Zetu smile.gif
But when I installed the FF XIII Addon
When I enter the Item menu or Equip menu
this error appears after I try to go back to the menu

"Script 'CMS FFXII Addon' line 237: NoMethodError ocurred.
undefined method 'dispose' for nil:NilClass"
Is there a fix or am I doing something wrong.
I really like the FF XIII Version... It's so awesome biggrin.gif

PS. I'm using the 1.8 version of the script
And I don't have any custom Equip or Item scenes, although I'm planning on putting An Item organizing script :/


--------------------
IQ: 152 - According to a professional, paid-for quiz.
Yes...I am smart, But sadly not much of a good writer.








I support:

Spoiler:

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Zetu
post Jun 8 2011, 09:28 PM
Post #56


Has broken out of Staby Rehab!
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Type: Undisclosed
Alignment: Chaotic Evil




@lala: It should work straight plug and play. Add ' unless @bar_window.nil?' to the end of the line to see if that helps (although, it shouldn't be nil)
@leaf: In that case... here's everything. I zipped the images and you need three scripts, including the Master.

http://pastebin.com/ASGxYt41 :The Layout
http://pastebin.com/CpTjzzMp :Text2IMG

^^ Add the following to Fonts
CODE
    "24pxReq"  => ["Full", "large_shd_charsheet"],
    "ReqGS"    => ["Full", "large_shd_charsheet_g"]


http://www.mediafire.com/?tcha391yd92ca5v :Finally, the Images
http://i1186.photobucket.com/albums/z379/Zetu88/charset.png :The default Text2IMG character sheet


I'll add your layout to OP later.


--------------------
My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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lalakoops
post Jun 8 2011, 09:37 PM
Post #57



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Type: Artist




QUOTE (Zetu @ Jun 8 2011, 02:28 PM) *
It should work straight plug and play. Add ' unless @bar_window.nil?' to the end of the line to see if that helps (although, it shouldn't be nil)


Thanks so much Zetu smile.gif It works.
I also added that to line 268 (To fix the equip error) too smile.gif

Here's the script that works for me incanse someone else has my error too
Spoiler:
CODE
#=========================================================================#
# Final Fantasy XII Sytle Menu (Requested by Ziimo) v1.04 #
# * THIS ADD-ON REQUIRES the Script "Z-Systems Neo Menu System" by Zetu * #
#=========================================================================#
module Z_Systems
module NeoMenu
FFXIIDEFAULTFONT = "Calibri" # If you wish to use default, set to ""
DEFAULTFONTNAME = "Verdana"
ACTOR_CLASS_COLOR = [] #If any class id does not exist, will return 0.
ACTOR_CLASS_COLOR[1] = 3
ACTOR_CLASS_COLOR[2] = 8
ACTOR_CLASS_COLOR[3] = 14
ACTOR_CLASS_COLOR[4] = 28
end
end

class Scene_Menu < Scene_Base

#-----------------------------------------------------------------------------
# * * * Initialize
#-----------------------------------------------------------------------------
def create_command_window
@bar_window = Window_Bar.new(23)
@bar_window.opacity = 0
@command_window = Window_Command.new(160, Z_Systems::NeoMenu::MENU_ITEMS)
@command_window.y += 10
@command_window.opacity = 0
@time_window = Window_Stats.new(192, 375, [1])
@time_window.opacity = 0
zs_nms_disable
end
#-----------------------------------------------------------------------------
# * * * Status/Gold Location
#-----------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(396, 375)
@gold_window.opacity = 0
@status_window = Window_MenuStatus.new(152, 7)
@status_window.opacity = 0
@map_window = Window_Stats.new(4, 375, [2])
@map_window.opacity = 0
end

alias nms_terminate terminate
def terminate
nms_terminate
@bar_window.dispose
@map_window.dispose
@time_window.dispose
end

alias upd update
def update
upd
@time_window.update
end

end

class Window_MenuStatus < Window_Selectable

#-----------------------------------------------------------------------------
# * * * Draw Actors
#-----------------------------------------------------------------------------
def refresh
self.contents.clear
get_font_type
@item_max = $game_party.members.size
nms_create_contents(0, 4*92)
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 92 + 2, 90)
x = 104
y = actor.index * 92
draw_actor_state(actor, x + 96, y + WLH * 2)
draw_actor_name(actor, x + 8, y + 68)
draw_actor_class_ffxii(actor, x + 96, y + 68)
draw_actor_level_ffxii(actor, x - 8, y - 8, 88)
draw_actor_stats_ffxii(actor, x + 96, y + 4, actor.hp, actor.maxhp, 4, hp_color(actor))
draw_actor_stats_ffxii(actor, x + 96, y + 32, actor.mp, actor.maxmp, 3, mp_color(actor))
end
return_font_type
end

#-----------------------------------------------------------------------------
# * * * Update Cursor
#-----------------------------------------------------------------------------
def update_cursor
nms_set_cursor(0, @index, 0, 91, contents.width, 92)
end

end

class Window_Base < Window

def get_font_type
fontname = Z_Systems::NeoMenu::FFXIIDEFAULTFONT
if fontname != ""
Font.default_shadow = true
Font.default_name = fontname
end
end

def return_font_type
Font.default_shadow = false
Font.default_name = Z_Systems::NeoMenu::DEFAULTFONTNAME
end

def draw_actor_class_ffxii(actor, x, y)
if Z_Systems::NeoMenu::ACTOR_CLASS_COLOR[actor.id] != nil
self.contents.font.color = text_color(Z_Systems::NeoMenu::ACTOR_CLASS_COLOR[actor.id])
else
self.contents.font.color = normal_color
end
self.contents.draw_text(x, y, 108, WLH, actor.class.name)
end

def draw_actor_level_ffxii(actor, x, y, size = 32)
self.contents.font.color = text_color(7)
self.contents.font.size = size
if actor.level < 10
text = "0" + actor.level.to_s
else
text = actor.level
end
self.contents.draw_text(x, y, size, size, text, 2)
self.contents.font.size = 24
self.contents.font.color = normal_color
end

def draw_actor_stats_ffxii(actor, x, y, min, max, dig, color = text_color(0))
slots = []
while 1
if dig <= 0
break
else
slots.push(dig)
dig -= 1
end
end
self.contents.font.color.alpha = 128
for i in slots
value = mod_dig(min, i, slots.size)
if value != 0
self.contents.font.color = color
self.contents.font.color.alpha = 255
end
self.contents.draw_text(x, y, 16, 24, value, 2)
x += 16
end
y += 4
x -= 6
self.contents.font.color = text_color(0)
self.contents.draw_text(x, y, 16, 24, "/", 2)
y += 4
x += 12
self.contents.font.color.alpha = 128
for i in slots
value = mod_dig(max, i, slots.size)
if value != 0
self.contents.font.color = color
self.contents.font.color.alpha = 255
end
self.contents.draw_text(x, y, 16, 24, value, 2)
x += 16
end
self.contents.font.color = normal_color
self.contents.font.color.alpha = 255
end

def mod_dig(num, dig, max = 4)
max = 3 if num < 1000
max = 2 if num < 100
max = 1 if num < 10
array = num.to_s.split(//)
id = max - dig
var = (id >= 0) ? array[id].to_i : 0
return var
end

def draw_stat(value, new_value, x, y, max_dig = 3)
self.contents.font.color = normal_color
valuearray = new_value.to_s.split(//)
tarray = []
for i in 0...max_dig-valuearray.size do tarray.push("0") end
self.contents.font.color.alpha = 128
valuearray = tarray + valuearray
for tvalue in valuearray
if tvalue != "0"
self.contents.font.color = new_parameter_color(value, new_value)
self.contents.font.color.alpha = 255
end
self.contents.draw_text(x, y, 30, WLH, tvalue, 2)
x += 12
end
end

def new_parameter_color(old_value, new_value)
if new_value > old_value
return power_up_color
elsif new_value == old_value
return normal_color
else
return power_down_color
end
end

end

class Scene_Item < Scene_Base

def start
super
create_menu_background
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.y += 4
@help_window.viewport = @viewport
@help_window.opacity = 0
@item_window = Window_Item.new(0, 60, 544, 360)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.active = false
@item_window.opacity = 0
@item_window.y -= 24
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
@bar_window = Window_Bar.new(23)
@bar_window.opacity = 0
end

alias nms_terminate terminate
def terminate
nms_terminate
@bar_window.dispose unless @bar_window.nil?
end

end

class Scene_Equip < Scene_Base

def start
super
@bar_window = Window_Bar.new(23)
@bar_window.opacity = 0
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
@help_window.opacity = 0
@help_window.y += 10
create_item_windows
@equip_window = Window_Equip.new(208, 56, @actor)
@equip_window.help_window = @help_window
@equip_window.index = @equip_index
@equip_window.opacity = 0
@status_window = Window_EquipStatus.new(0, 56, @actor)
@status_window.opacity = 0
end

def terminate
super
dispose_menu_background
@help_window.dispose
@equip_window.dispose
@status_window.dispose
@bar_window.dispose unless @bar_window.nil?
dispose_item_windows
end

def create_item_windows
@item_windows = []
for i in 0...EQUIP_TYPE_MAX
@item_windows[i] = Window_EquipItem.new(0, 208, 544, 208, @actor, i)
@item_windows[i].help_window = @help_window
@item_windows[i].visible = (@equip_index == i)
@item_windows[i].y = 208
@item_windows[i].height = 208
@item_windows[i].active = false
@item_windows[i].index = -1
@item_windows[i].opacity = 0
end
end

end

class Scene_Skill < Scene_Base

def start
super
create_menu_background
@bar_window = Window_Bar.new(23)
@bar_window.opacity = 0
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 0, 544, 416)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@help_window.opacity = 0
@help_window.y += 10
@status_window = Window_SkillStatus.new(0, 32, @actor)
@status_window.viewport = @viewport
@status_window.opacity = 0
@skill_window = Window_Skill.new(0, 79, 544, 304, @actor)
@skill_window.viewport = @viewport
@skill_window.help_window = @help_window
@skill_window.opacity = 0
@skill_window.y += 23
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
end

def terminate
super
dispose_menu_background
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@bar_window.dispose
end

end

class Window_SkillStatus < Window_Base

def initialize(x, y, actor)
super(x, y, 544, 128)
@actor = actor
refresh
end

def refresh
self.contents.clear
draw_actor_level_ffxii(@actor, 96, 0, 68)
draw_actor_stats_ffxii(@actor, 192, 4, @actor.hp, @actor.maxhp, 4)
draw_actor_stats_ffxii(@actor, 192, 32, @actor.mp, @actor.maxmp, 3)
draw_actor_name(@actor, 0, 24)
end

end

class Window_EquipStatus < Window_Base

def draw_parameter(x, y, type)

case type
when 0
name = Vocab::atk
value = @actor.atk
new_value = @new_atk
when 1
name = Vocab::def
value = @actor.def
new_value = @new_def
when 2
name = Vocab::spi
value = @actor.spi
new_value = @new_spi
when 3
name = Vocab::agi
value = @actor.agi
new_value = @new_agi
end
self.contents.font.color = system_color
self.contents.draw_text(x + 4, y, 80, WLH, name)
self.contents.font.color = normal_color
draw_stat(value, value, 36, y)
self.contents.font.color = system_color
self.contents.draw_text(x + 102, y, 20, WLH, ">", 1)
x -= 16
draw_stat(value, new_value, 108, y) if new_value != nil
end

end

class Scene_Status < Scene_Base

def start
create_menu_background
@actor = $game_party.members[@actor_index]
@bar_window = Window_Bar.new(23)
@status_window = Window_Status.new(@actor)
@status_window.opacity = 0
end

def terminate
super
dispose_menu_background
@status_window.dispose
@bar_window.dispose
end

def update
update_menu_background
@status_window.update
@status_window.opacity = 0
if Input.trigger?(Input::cool.gif
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L)
Sound.play_cursor
prev_actor
end
end

end

class Window_Status < Window_Base

def refresh
self.contents.clear
draw_actor_face(@actor, 2, 36, 90)
draw_actor_state(@actor, 102, 80)
draw_actor_name(@actor, 96, 100)
draw_actor_class(@actor, 192, 100)
draw_actor_level_ffxii(@actor, 96, 32, 68)
thpcolor = hp_color(@actor)
tmpcolor = mp_color(@actor)
draw_actor_stats_ffxii(@actor, 192, 36, @actor.hp, @actor.maxhp, 4, thpcolor)
draw_actor_stats_ffxii(@actor, 192, 64, @actor.mp, @actor.maxmp, 3, tmpcolor)
draw_parameters(32, 160)
draw_exp_info_ffxii(288, 32)
draw_equipments(288, 160)
end

alias nms_draw_parameters draw_parameters
def draw_parameters(x, y)
self.contents.font.color = system_color
self.contents.draw_text(x - 32, y + WLH*0, 48, WLH, "ATK")
self.contents.draw_text(x - 32, y + WLH*1, 48, WLH, "DEF")
self.contents.draw_text(x - 32, y + WLH*2, 48, WLH, "SPI")
self.contents.draw_text(x - 32, y + WLH*3, 48, WLH, "AGI")
draw_stat(@actor.atk, @actor.atk, x, y + WLH*0)
draw_stat(@actor.def, @actor.def, x, y + WLH*1)
draw_stat(@actor.spi, @actor.spi, x, y + WLH*2)
draw_stat(@actor.agi, @actor.agi, x, y + WLH*3)
end

def draw_exp_info_ffxii(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x+56, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x+56, y + WLH * 2, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s1, 2)
self.contents.draw_text(x, y + WLH * 3, 180, WLH, s2, 2)
end

end

class Scene_Base

def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(0, 0, 8, 192)
@menuback_sprite.tone = Tone.new(0, 0, 0, 234)
update_menu_background
end

end

Thanks again Zetu biggrin.gif


--------------------
IQ: 152 - According to a professional, paid-for quiz.
Yes...I am smart, But sadly not much of a good writer.








I support:

Spoiler:

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Leaferian
post Jun 9 2011, 03:37 AM
Post #58



Group Icon


Type: Designer
Alignment: Neutral Good




Mkay, so a bit of a problem that's best explained with a picture first.

Spoiler:


That second window in the back persists no matter what screen I go to. Sometimes it's in front of the window I'm looking at, sometimes it's behind...

> .<;;



As for the Text2Image, I assume that I just put a PNG file of whatever font I want with the same format/name?
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Zetu
post Jun 9 2011, 11:19 PM
Post #59


Has broken out of Staby Rehab!
Group Icon


Type: Undisclosed
Alignment: Chaotic Evil




That is completely my bad. I accidentally had 2 @status_window's become defined (which is a no-no, since only 1 will be disposed). Here's the updated script...

http://pastebin.com/ASGxYt41


Also, you do not need to place ".png" to the filenames on Text2IMG, it is assumed to be ".png".


--------------------
My Scripts:

Best. Error. Evah!!!
Spoiler:


Team JIFZ: Jet, Ice, Fenix, Zetu

A stabbing Gesture is a friendly Gesture
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HuhJuh
post Jun 10 2011, 09:39 AM
Post #60


New Age Messiah
Group Icon


Type: Designer
Alignment: Chaotic Neutral




First of all, everything looks awesome
and i've been trying to get the FFXII thing to work, and overall it does perfectly, but
Attached File  1.png ( 119.5K ) Number of downloads: 23

I've got this TEMP option in my menu, and i don´t know what it does (Just plugged and tested scripts)
And when i then press enter, it gives me this error,
Attached File  2.png ( 29.49K ) Number of downloads: 21


I'd like to have this option removed from the menu, since i don't know what it's supposed to do,
but i'm fine without it entirely.

I hope you or someone here can help me out.
Thanks in advance.


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And i can't get out.
Like a song of sirens, you're sickly satisfied,
Knowing i can't hide.
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