Agckuu_Coceg
Member-
Content Count
313 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Blogs
Downloads
Calendar
Gallery
Everything posted by Agckuu_Coceg
-
Saddest moment in a video game?
Agckuu_Coceg replied to LaDestitute's topic in Entertainment & Media
The most saddest moment for me - is when the video game CRASHES... :angry: :angry: :angry: -
I have already said that it is easily done through the Common events. Example: Written in Common event of skill Destruction of skill Conditional branch if Switch .... is activated if AWS = 3 (I do not remember how the function looks like the script Ccoa, so I write simple) Skill [Flame] is unlearned. else Skill [Flame] is learned. Gain the strongest skill: if Switch .... is activated if AWS = 3 Skill [Water] is unlearned Skill [strong Water] is learned else Skill [Water] is learned Skill [strong Water] is unlearned
-
[XP][REQUEST] Custom Class/Job System Script
Agckuu_Coceg replied to LaDestitute's topic in Requests
Well, I do not remember the function RM heart, but it looks something like this. I'll try not to be mistaken. It creates the variables: [Variable: 0001] Power [Variable: 0002] Swim [Variable: 0003] Flying [Variable: 0004] Running [Variable: 0005] Evil \ Good Created things, increasing these variables: For example: Bear: (is highlighted in the Common event of item) [Variable: 0001] +3 [Variable: 0002] +1 [Variable: 0003] -2 [Variable: 0004] -1 Prescription event at the races (race card, running in parallel Event) Example: Chao meets with an obstacle in the form of a palm. Conditional Branch If [Variable 0001: Power] >= 0 (Show animation: Chao Power Wait: 20 sec Erase Event) else If [Variable 0001: Power] >= 10 (Show animation: Chao Power Wait: 15 sec Erase Event) else ... The same principle works and all the rest is blocked. Now with the levels. Prescribes the map of the garden in the form of Chao Alongside Event: Conditional branch: If [Name of Chao] level is 70 If [Variable: 0005] Good \ Evil >= 200 Change Class = Light Chao Change character graphic: Good Chao rest functions ... else If [Variable: 0005] Good \ Evil >= 100 Change Class = Neutral Chao Change character graphic: Neutral Chao rest functions ... else ... Here, somehow. Try to practice on a separate project. If anything, you can contact. -
I mean - someone would give me a HP Pavilion a couple of days .... And it was glad to ...
-
Wah-wah-wah ... Who would I even simple HP Pavilion gave at least a couple of days ...
-
[XP][REQUEST] Custom Class/Job System Script
Agckuu_Coceg replied to LaDestitute's topic in Requests
Make a demo now I am not in a position, but I can not trivial to explain this system incrementally. At chao Create Common Event with four variables - strength, flight, swimming and running. Each of this little animal, or capsule (I personally cite an example in the style of SA2) increases the rate of a particular variable at a certain number of points. This is highlighted in the common events of items. As soon as a certain variable attains a certain number, a chao there any skills (varies its speed, it is possible to swim, fly, etc.) is prescribed to a branch. Also, branches may affect the raising. Once Chao reaches a certain level of experience (you have 70), the map it is possible to turn it into a chaos, darkness and light Chao. This is also a branch on the map chao garden. If you use a system of influence on the Chao heroes (as it was in SA2), it can be done on the basis of a single variable, depending on what the hero develops a Chao. For example, if it develops a light hero, then a variable number of good \ evil increases, and if the dark - then decreases. After obtaining level 70 depending on the number of variable Chao can be either dark or light. -
It is also possible to construct on the basis of events, Miles. If you are using AWS Ccoa, it looks like. Set conditional branch to a specific weather (prescribe branch of the script) and set up necessary for you to create effects. Example: If the rain comes, then you put branch at the script and rain is on the Common Event object, which you desired effect. This system is invoked by providing the necessary object with switches or variables.
-
[XP][REQUEST] Custom Class/Job System Script
Agckuu_Coceg replied to LaDestitute's topic in Requests
Miles, I can offer you a system that is much simpler and easier to use. But the main thing - it does not require scripts. Plants for each chao and their own style variable, which will increase by level. After a certain level you give an opportunity for Chao use a specific skill, using switch. A then you can increase it with increasing level. Example: Chao shaking a palm tree on the race. If the level of variable strength (number variable) >10, then the animation shaking chao delayed for 20 seconds. If the level of strength >20, then the animation is delayed for 15 seconds, and so on. This prescribes the elementary common events. -
Browse it in downloads. Its name - CharacterPack2.
-
C#? Interesting. That is, such projects can be used in professional web applications? Is not bad. I hope that this thing will not keep you waiting long. I personally know quite a lot of similar projects, and I'm curious to see your decisions.
-
I saw something in the char-Pack on the Chao. Should help. But, if you can wait until February 15, I will be able to give you charsets with professional quality. P.S. I'm also love SA 1 and 2 ... :)
-
And that's one: Currency Liquid Funds (Heh, heh, heh, what can you do, I'm an economist ...)
-
Hello to all, I'm back in RMXPU
Agckuu_Coceg replied to Agckuu_Coceg's topic in Introductions and Farewells
Not the best memories. Thankfully, though still alive but appeared to work. And that's nice. Glad to see you all again. -
So was my vacation, which lasted more than a month. Once again I begin to work on RMXPU, and out of my head are already ideas ... Well, again, all happy to see you. Embark on their duties. The most terrifying creature of the CIS, Agckuu Coceg.
-
I agree with Polraudio. Piercing - it is certainly art, but looks at the human it's pretty disgusting ...
-
No, it's not the point. Well, one thing - when you just "fuck", and another thing - when there is a storyline. It's like comparing FF VIII with cheap porn.
-
It's obvious that with such a thing as Hentai, you are not familiar. I agree about the fact that porn are fucking shit, but you can not deny the fact that genres, actually close to pornography, are shit. It is my opinion as a Shōnen.
-
Granted, most of these forums are often faced with a similar problem. But this does not mean that forums do not need to develop. It just means that you need a little push and expand the topics of forum.
-
Crack these idiots on the head with a firewall, so that they did not send you any garbage. And that's it. And if you say that all porn is "porn", it is not so. Take for example original japanese genre - hentai. Well, who says that this genre has to die because of the fact that it consists entirely of porn? Given the fact that it pretty decent plot, not far from the standard exhaust dōjinshi, and it is often a model for constructing a standard series of manga or anime.
-
I'm not sure at NVIDIA. I have recently chosen a excellent ATI Radeon HD 4530 on Ebay, and if I can buy it, I'll be happy ...
-
CG Gallery script for a long time has not been seen on the forums. That was all I could dig up on your request. Custom Commands script #============================================================================== # ** Custom Commands #------------------------------------------------------------------------------ # © Dargor, 2008-2009 # 03/03/09 # Version 1.15 #------------------------------------------------------------------------------ # VERSION HISTORY: # - 1.0 (09/03/08), Initial release # - 1.1 (15/03/08), Added support for Party Commands # - 1.2 (15/03/08), Added support for Actor Commands # - 1.2.1 (15/03/08), Bug fixed with Selectable Window's contents # - 1.3 (24/03/08), Added the 'Selection' method to Window_Selectable # - 1.4 (08/05/08), Works with the 'Selection' method # - 1.5 (08/06/08), Added support for command substitution based # on an actor's class ID # - 1.6 (13/06/08), Added support for Title Screen Commands # - 1.7 (13/06/08), Bug fixed when disabling default commands # - 1.7.1 (16/06/08), Increased compatibility # - 1.8 (18/06/08), Menu Index has been corrected when comming back of # default scenes (Item/Skill/Equip/Status/Save/End). # - 1.9 (18/06/08), Added support for enabling/disabling commands. # - 1.9.1 (05/09/08), Minor revisions # - 1.10 (07/09/08), Added support for command icons # - 1.11 (16/02/09), Added support for message codes in command names # - 1.12 (16/02/09), Added a "Rainbow" command feature # - 1.13 (16/02/09), Added support for message codes in item names # - 1.14 (23/02/09), Fixed a bug when drawing command names # - 1.15 (03/03/09), Fixed a bug with font characters width #------------------------------------------------------------------------------ # INSTRUCTIONS: # 1) Place this script above all custom scripts and below all # default scripts # 2) To change the default menu commands, use: # - $game_system.menu_commands = [string1, string2...] # or # - $game_system.add_menu_command(index, command) # or # - $game_system.remove_menu_command(command) # 3) To change the default party commands, use: # - $game_system.party_commands = [string1, string2...] # or # - $game_system.add_party_command(index, command) # or # - $game_system.remove_party_command(command) # 4) To change an actor's battle commands, use: # - $game_actors[id].commands = [string1, string2...] # or # - $game_actors[id].add_command(index, command) # or # - $game_actors[id].remove_command(command) #------------------------------------------------------------------------------ # NOTES: # - When using the following methods: # > $game_system.add_menu_command(index, command) # > $game_system.remove_menu_command(command) # > $game_system.add_party_command(index, command) # > $game_system.remove_party_command(command) # > $game_actors[id].add_command(index, command) # > $game_actors[id].remove_command(command) # 'command' can be a String or an Array # - This script overides the following methods: # > Window_PartyCommand # <> initialize # > Window_ActorCommand # <> initialize # <> setup # > Scene_Menu # <> create_command_window # <> update_command_selection # <> update_actor_selection # > Scene_Battle # <> update_party_command_selection # <> update_actor_command_selection # This script will be incompatible with any other scripts # modifying these methodsunless they are based on the # Custom Commands script methods. # - Some message codes are available for command and item names: # > Color Change: \C[x] # > Variable: \V[x] # > Actor Name: \N[x] #============================================================================== module Custom_Commands # Temporary System Data $data_system = load_data('Data/System.rvdata') # Maximum number of commands visible at the same time in the # command windows Menu_Item_Max = 7 Party_Item_Max = 4 Actor_Item_Max = 4 Title_Item_Max = 3 # Icon index based on command names Icons = { # title screen Vocab::new_game => 141, Vocab::continue => 133, Vocab::shutdown => 112, # main menu Vocab::item => 144, Vocab::skill => 119, Vocab::equip => 41, Vocab::status => 149, Vocab::save => 159, Vocab::game_end => 112, # battle Vocab::attack => 2, Vocab::guard => 52, Vocab::fight => 2, Vocab::escape => 48, # game end Vocab::to_title => 141, Vocab::cancel => 143 } # Commands that will flash in rainbow colors Rainbow_Commands = [] # Colors for "Rainbow" commands (color index from windowskin) Rainbow_Colors = [1,2,5,10,17] # Delay between "Rainbow" commands update Rainbow_Frame_Skip = 4 end #============================================================================== # ** RPG::Class #------------------------------------------------------------------------------ # This class handles actors classes. #============================================================================== class RPG::Class #-------------------------------------------------------------------------- # * Command Name # Returns a substitute to command_name. # Returns the original command name if no substitues are found. # command_name : command name #-------------------------------------------------------------------------- def command_name(command) # Commands Substitution Array @commands = [] # SYNTAX: @commands[class_ID] = { original_command => substitute } @commands[1] = { Vocab::attack => 'Strike', Vocab::item => 'Things', } @commands[2] = { Vocab::guard => 'Protect', Vocab::item => 'Stuff', } # Get command substitute if @commands[@id].nil? or @commands[@id][command].nil? return command end return @commands[@id][command] end end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles system-related data. Also manages vehicles and BGM, etc. # The instance of this class is referenced by $game_system. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :menu_commands attr_accessor :party_commands attr_accessor :title_commands attr_accessor :disabled_menu_commands attr_accessor :disabled_party_commands attr_accessor :disabled_title_commands #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_cmc_system_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize dargor_vx_cmc_system_initialize @disabled_menu_commands = {} @disabled_party_commands = {} @disabled_title_commands = {} s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end @menu_commands = [] add_menu_command(0,[s1, s2, s3, s4, s5, s6]) s1 = Vocab::fight s2 = Vocab::escape @party_commands = [] add_party_command(0,[s1, s2]) s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @title_commands = [] add_title_command(0,[s1, s2, s3]) end #-------------------------------------------------------------------------- # * Add Menu Command #-------------------------------------------------------------------------- def add_menu_command(index, command) return if @menu_commands.include?(command) if command.is_a?(String) @menu_commands.insert(index, command) @disabled_menu_commands[command] = false elsif command.is_a?(Array) for i in 0...command.size @menu_commands.insert(index+i, command[i]) @disabled_menu_commands[command[i]] = false end end end #-------------------------------------------------------------------------- # * Add Party Command #-------------------------------------------------------------------------- def add_party_command(index, command) return if @party_commands.include?(command) if command.is_a?(String) @party_commands.insert(index, command) @disabled_party_commands[command] = false elsif command.is_a?(Array) for i in 0...command.size @party_commands.insert(index+i, command[i]) @disabled_party_commands[command[i]] = false end end end #-------------------------------------------------------------------------- # * Add Title Command #-------------------------------------------------------------------------- def add_title_command(index, command) return if @title_commands.include?(command) if command.is_a?(String) @title_commands.insert(index, command) @disabled_party_commands[command] = false elsif command.is_a?(Array) for i in 0...command.size @title_commands.insert(index+i, command[i]) @disabled_title_commands[command[i]] = false end end end #-------------------------------------------------------------------------- # * Remove Menu Command #-------------------------------------------------------------------------- def remove_menu_command(command) if command.is_a?(String) @menu_commands.delete(command) elsif command.is_a?(Array) for i in command @menu_commands.delete(i) end end end #-------------------------------------------------------------------------- # * Remove Party Command #-------------------------------------------------------------------------- def remove_party_command(command) if command.is_a?(String) @party_commands.delete(command) elsif command.is_a?(Array) for i in command @party_commands.delete(i) end end end #-------------------------------------------------------------------------- # * Remove Title Command #-------------------------------------------------------------------------- def remove_title_command(command) if command.is_a?(String) @title_commands.delete(command) elsif command.is_a?(Array) for i in command @party_commands.delete(i) end end end #-------------------------------------------------------------------------- # * Add Menu Command #-------------------------------------------------------------------------- def enable_menu_command(command) @disabled_menu_commands[command] = false end #-------------------------------------------------------------------------- # * Add Party Command #-------------------------------------------------------------------------- def enable_party_command(command) @disabled_party_commands[command] = false end #-------------------------------------------------------------------------- # * Add Title Command #-------------------------------------------------------------------------- def enable_title_command(command) @disabled_title_commands[command] = false end #-------------------------------------------------------------------------- # * Add Menu Command #-------------------------------------------------------------------------- def disable_menu_command(command) @disabled_menu_commands[command] = true end #-------------------------------------------------------------------------- # * Add Party Command #-------------------------------------------------------------------------- def disable_party_command(command) @disabled_party_commands[command] = true end #-------------------------------------------------------------------------- # * Add Title Command #-------------------------------------------------------------------------- def disable_title_command(command) @disabled_title_commands[command] = true end #-------------------------------------------------------------------------- # * Add Menu Command #-------------------------------------------------------------------------- def menu_command_disabled?(command) return @disabled_menu_commands[command] end #-------------------------------------------------------------------------- # * Add Party Command #-------------------------------------------------------------------------- def party_command_disabled?(command) return @disabled_party_commands[command] end #-------------------------------------------------------------------------- # * Add Title Command #-------------------------------------------------------------------------- def title_command_disabled?(command) return @disabled_title_commands[command] end end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vc_cmc_interpreter_command_134 command_134 alias dargor_vc_cmc_interpreter_command_301 command_301 #-------------------------------------------------------------------------- # * Change Save Access #-------------------------------------------------------------------------- def command_134 if @params[0] == 0 $game_system.disable_party_command(Vocab::save) else $game_system.enable_party_command(Vocab::save) end # The usual dargor_vc_cmc_interpreter_command_134 end #-------------------------------------------------------------------------- # * Battle Processing #-------------------------------------------------------------------------- def command_301 return true if $game_temp.in_battle if @params[2] $game_system.enable_party_command(Vocab::escape) else $game_system.disable_party_command(Vocab::escape) end # The usual dargor_vc_cmc_interpreter_command_301 end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :commands # battle commands #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_battle_commands_actor_setup setup #-------------------------------------------------------------------------- # * Setup # actor_id : actor ID #-------------------------------------------------------------------------- def setup(actor_id) dargor_vx_battle_commands_actor_setup(actor_id) actor = $data_actors[actor_id] s1 = self.class.command_name(Vocab::attack) s2 = self.class.command_name(Vocab::skill) s3 = self.class.command_name(Vocab::guard) s4 = self.class.command_name(Vocab::item) if self.class.skill_name_valid # Skill command name is valid? s2 = self.class.skill_name # Replace command name end @commands = [s1, s2, s3, s4, 'Black'] end #-------------------------------------------------------------------------- # * Add Command #-------------------------------------------------------------------------- def add_command(index, command) return if @commands.include?(command) if command.is_a?(String) @commands.insert(index, command) elsif command.is_a?(Array) for i in 0...command.size @commands.insert(index+i, command[i]) end end end #-------------------------------------------------------------------------- # * Remove Command #-------------------------------------------------------------------------- def remove_command(command) if command.is_a?(String) @commands.delete(command) elsif command.is_a?(Array) for i in command @commands.delete(i) end end end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This is a superclass of all windows in the game. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Item Name # item : Item (skill, weapon, armor are also possible) # x : draw spot x-coordinate # y : draw spot y-coordinate # enabled : Enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- def draw_item_name(item, x, y, enabled = true) if item != nil draw_icon(item.icon_index, x, y, enabled) self.contents.font.color = normal_color temp_name = item.name.dup temp_name.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] } temp_name.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name } temp_name.gsub!(/\\C\[([0-9]+)\]/i) { "\x01[#{$1}]" } cx = 0 loop do c = temp_name.slice!(/./m) # Get next text character case c when nil break when "\x01" # \C[n] (text character color change) temp_name.sub!(/\[([0-9]+)\]/, "") self.contents.font.color = text_color($1.to_i) next else cw = contents.text_size(c).width ch = contents.text_size(c).height self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x + cx + 24, y + 2, cw, ch, c) cx += cw end end self.contents.font.color = normal_color end end end #============================================================================== # ** Window_Selectable #------------------------------------------------------------------------------ # This window contains cursor movement and scroll functions. #============================================================================== class Window_Selectable < Window_Base #-------------------------------------------------------------------------- # * Selection #-------------------------------------------------------------------------- def selection return @commands[self.index] end end #============================================================================== # ** Window_Command #------------------------------------------------------------------------------ # This window deals with general command choices. #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_cmc_window_command_draw_item draw_item alias dargor_vx_cmc_window_command_update update #-------------------------------------------------------------------------- # * Draw Item # index : item number # enabled : enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- def draw_item(index, enabled = true) return if index.nil? return if @commands[index].nil? rect = item_rect(index) rect.x += 4 icon_index = Custom_Commands::Icons[@commands[index]] rect.x += 20 unless icon_index.nil? rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 temp_command = @commands[index].dup temp_command.gsub!(/\\V\[([0-9]+)\]/i) { $game_variables[$1.to_i] } temp_command.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name } temp_command.gsub!(/\\C\[([0-9]+)\]/i) { "\x01[#{$1}]" } cx = 0 loop do c = temp_command.slice!(/./m) # Get next text character case c when nil break when "\x01" # \C[n] (text character color change) temp_command.sub!(/\[([0-9]+)\]/, "") self.contents.font.color = text_color($1.to_i) next else if Custom_Commands::Rainbow_Commands.include?(@commands[index]) color = Custom_Commands::Rainbow_Colors[rand(Custom_Commands::Rainbow_Colors.size)] self.contents.font.color = text_color(color) end cw = contents.text_size(c).width ch = contents.text_size(c).height self.contents.draw_text(rect.x + cx, rect.y, cw, ch, c) cx += cw end end draw_icon(icon_index,0,rect.y, enabled) unless icon_index.nil? end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # The Usual dargor_vx_cmc_window_command_update # Update "Rainbow" commands for command in @commands if Custom_Commands::Rainbow_Commands.include?(command) index = @commands.index(command) if Graphics.frame_count % Custom_Commands::Rainbow_Frame_Skip == 0 draw_item(index) end end end end end #============================================================================== # ** Window_PartyCommand #------------------------------------------------------------------------------ # This window is used to select whether to fight or escape on the battle # screen. #============================================================================== class Window_PartyCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @commands = $game_system.party_commands super(128, @commands, 1, 0) self.height = 32 + Custom_Commands::Party_Item_Max * WLH for i in 0...@commands.size draw_item(i, !$game_system.party_command_disabled?(@commands[i])) end self.active = false end end #============================================================================== # ** Window_ActorCommand #------------------------------------------------------------------------------ # This window is used to select actor commands, such as "Attack" or "Skill". #============================================================================== class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(128, [], 1, 4) self.active = false end #-------------------------------------------------------------------------- # * Setup # actor : actor #-------------------------------------------------------------------------- def setup(actor) @commands = actor.commands @item_max = @commands.size height = 32 + Custom_Commands::Actor_Item_Max * WLH self.contents = Bitmap.new(width - 32, (@item_max * WLH)) refresh self.index = 0 end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_Command.new(160, $game_system.menu_commands) @command_window.index = @menu_index @command_window.height = 8 + Custom_Commands::Menu_Item_Max * 24 if $game_party.members.size == 0 # If number of party members is 0 index = $game_system.menu_commands.index(Vocab::item) @command_window.draw_item(index, false) # Disable item index = $game_system.menu_commands.index(Vocab::skill) @command_window.draw_item(index, false) # Disable skill index = $game_system.menu_commands.index(Vocab::equip) @command_window.draw_item(index, false) # Disable equipment index = $game_system.menu_commands.index(Vocab::status) @command_window.draw_item(index, false) # Disable status end if $game_system.save_disabled # If save is forbidden index = $game_system.menu_commands.index(Vocab::save) @command_window.draw_item(index, false) # Disable save end for command in $game_system.menu_commands index = $game_system.menu_commands.index(command) if $game_system.menu_command_disabled?(command) @command_window.draw_item(index, false) # Disable command end end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection command = @command_window.selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and (command == Vocab::item or command == Vocab::skill or command == Vocab::equip or command == Vocab::status) Sound.play_buzzer return elsif $game_system.save_disabled and command == Vocab::save Sound.play_buzzer return elsif $game_system.menu_command_disabled?(command) Sound.play_buzzer return end Sound.play_decision if !$game_system.menu_command_disabled?(command) case command when Vocab::item $scene = Scene_Item.new when Vocab::skill,Vocab::equip,Vocab::status start_actor_selection when Vocab::save $scene = Scene_File.new(true, false, false) when Vocab::game_end $scene = Scene_End.new end end end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.selection when Vocab::skill # skill $scene = Scene_Skill.new(@status_window.index) when Vocab::equip # equipment $scene = Scene_Equip.new(@status_window.index) when Vocab::status # status $scene = Scene_Status.new(@status_window.index) end end end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_custom_commands_battle_create_info_viewport create_info_viewport #-------------------------------------------------------------------------- # * Create Information Display Viewport #-------------------------------------------------------------------------- def create_info_viewport dargor_vx_custom_commands_battle_create_info_viewport for command in $game_system.party_commands index = $game_system.party_commands.index(command) if $game_system.party_command_disabled?(command) @party_command_window.draw_item(index, false) # Disable command end end end #-------------------------------------------------------------------------- # * Update Party Command Selection #-------------------------------------------------------------------------- def update_party_command_selection if Input.trigger?(Input::C) case @party_command_window.selection when Vocab::fight # Fight Sound.play_decision @status_window.index = @actor_index = -1 next_actor when Vocab::escape # Escape if $game_troop.can_escape == false Sound.play_buzzer return end Sound.play_decision process_escape end end end #-------------------------------------------------------------------------- # * Update Actor Command Selection #-------------------------------------------------------------------------- def update_actor_command_selection skill = Vocab::skill if @active_battler.class.skill_name_valid skill = @active_battler.class.skill_name end if Input.trigger?(Input::B) Sound.play_cancel prior_actor elsif Input.trigger?(Input::C) case @actor_command_window.selection when @active_battler.class.command_name(Vocab::attack) # Attack Sound.play_decision @active_battler.action.set_attack start_target_enemy_selection when skill # Skill Sound.play_decision start_skill_selection when @active_battler.class.command_name(Vocab::guard) # Guard Sound.play_decision @active_battler.action.set_guard next_actor when @active_battler.class.command_name(Vocab::item) # Item Sound.play_decision start_item_selection end end end end #============================================================================== # ** Scene_Title #------------------------------------------------------------------------------ # This class performs the title screen processing. #============================================================================== class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- alias dargor_vx_cmc_title_check_continue check_continue #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_Command.new(172, $game_system.title_commands) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.height = 32 + Custom_Commands::Title_Item_Max * 24 continue_index = $game_system.title_commands.index(Vocab::continue) if @continue_enabled # If continue is enabled @command_window.index = continue_index # Move cursor over command else # If disabled @command_window.draw_item(continue_index, false) # Make command semi-transparent end for command in $game_system.title_commands index = $game_system.title_commands.index(command) if $game_system.title_command_disabled?(command) @command_window.draw_item(index, false) # Disable command end end @command_window.openness = 0 @command_window.open end #-------------------------------------------------------------------------- # * Determine if Continue is Enabled #-------------------------------------------------------------------------- def check_continue # The usual dargor_vx_cmc_title_check_continue if @continue_enabled $game_system.enable_title_command(Vocab::continue) else $game_system.disable_title_command(Vocab::continue) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super @command_window.update if Input.trigger?(Input::C) case @command_window.selection when Vocab::new_game #New game command_new_game when Vocab::continue # Continue command_continue when Vocab::shutdown # Shutdown command_shutdown end end end end #============================================================================== # ** Scene_Item #------------------------------------------------------------------------------ # This class performs the item screen processing. #============================================================================== class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene index = $game_system.menu_commands.index(Vocab::item) $scene = Scene_Menu.new(index) end end #============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs the skill screen processing. #============================================================================== class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene index = $game_system.menu_commands.index(Vocab::skill) $scene = Scene_Menu.new(index) end end #============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs the equipment screen processing. #============================================================================== class Scene_Equip < Scene_Base #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene index = $game_system.menu_commands.index(Vocab::equip) $scene = Scene_Menu.new(index) end end #============================================================================== # ** Scene_Status #------------------------------------------------------------------------------ # This class performs the status screen processing. #============================================================================== class Scene_Status < Scene_Base #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene index = $game_system.menu_commands.index(Vocab::status) $scene = Scene_Menu.new(index) end end #============================================================================== # ** Scene_File #------------------------------------------------------------------------------ # This class performs the save and load screen processing. #============================================================================== class Scene_File < Scene_Base #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- alias dargor_vx_custom_commands_return_scene return_scene #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene if !@from_title && !@from_event index = $game_system.menu_commands.index(Vocab::save) $scene = Scene_Menu.new(index) else dargor_vx_custom_commands_return_scene end end end #============================================================================== # ** Scene_End #------------------------------------------------------------------------------ # This class performs game end screen processing. #============================================================================== class Scene_End < Scene_Base #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene index = $game_system.menu_commands.index(Vocab::game_end) $scene = Scene_Menu.new(index) end end Picture Gallery Script You have to place the script ABOVE Main and BELOW the Custom Commands script. #============================================================================== # ** Picture Gallery #------------------------------------------------------------------------------ # Â © Dargor, 2008 # 16/10/08 # Version 1.0 # Requested by iceblue #------------------------------------------------------------------------------ # VERSION HISTORY: # - 1.0 (16/10/08), Initial release #------------------------------------------------------------------------------ # INSTRUCTIONS: # - Paste this above main # - Edit the constants in the Picture Gallery module # - To lock/unlock a picture, use the following lines of code: # $game_system.lock_picture(picture_id) # $game_system.unlock_picture(picture_id) #============================================================================== # Vocabulary Vocab::CommandPictureGallery = 'Gallery' #============================================================================== # ** Picture Gallery Configuration Module #============================================================================== module Picture_Gallery # Galleries # SYNTAX: {'Gallery Name' => [picture_id, picture_id]} Galleries = {'Name 1' => [1,2], 'Name 2' => [3,4]} # Picture Names # SYNTAX: {picture_id => 'name'} Pictures = {1 => 'Cave', 2 => 'Mountain', 3 => 'Sky', 4 => 'Ocean'} # Name of locked pictures Pictures.default = '- Empty -' # Files # SYNTAX: {picture_id => 'filename'} Files = {1 =>'Cave', 2 =>'Mountain', 3 =>'Sea of clouds', 4 =>'Ocean'} # Filename of locked pictures Files.default = 'Empty' # Window XY cpprdinates Window_X = 16 Window_Y = 16 # Add Picture Gallery to the main menu? (Requires the Custom Commands script) Main_Menu = false end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles system-related data. Also manages vehicles and BGM, etc. # The instance of this class is referenced by $game_system. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :unlocked_pictures #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias game_system_picture_gallery_system_initialize initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize game_system_picture_gallery_system_initialize @unlocked_pictures = [] end #-------------------------------------------------------------------------- # * Unlock Picture #-------------------------------------------------------------------------- def unlock_picture(id) @unlocked_pictures << id end #-------------------------------------------------------------------------- # * Lock Picture #-------------------------------------------------------------------------- def lock_picture(id) @unlocked_pictures.delete!(id) end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This is a superclass of all windows in the game. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Remake Window Contents #-------------------------------------------------------------------------- def remake_contents(width, height) self.width = width self.height = height create_contents end end #============================================================================== # ** Window_Command #------------------------------------------------------------------------------ # This window deals with general command choices. #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Set Commands #-------------------------------------------------------------------------- def commands=(commands) row_max = (commands.size + column_max - 1) / column_max remake_contents(width, row_max * WLH + 32) @commands = commands @item_max = commands.size refresh end end #============================================================================== # ** Scene_PictureGallery #------------------------------------------------------------------------------ # This class performs the picture gallery screen processing. #============================================================================== class Scene_PictureGallery < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(from_menu = false) @from_menu = from_menu end #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start @picture_sprite = Sprite.new @gallery_window = Window_Command.new(160,Picture_Gallery::Galleries.keys) @gallery_window.x = Picture_Gallery::Window_X @gallery_window.y = Picture_Gallery::Window_Y @gallery_window.height = 56 @gallery_window.active = false @picture_window = Window_Command.new(160, ['','','','']) @picture_window.x = Picture_Gallery::Window_X @picture_window.y = Picture_Gallery::Window_Y + 56 @picture_window.height = (4 * 24) + 32 update_picture_window_contents update_picture_window end #-------------------------------------------------------------------------- # * Terminate Processing #-------------------------------------------------------------------------- def terminate @picture_sprite.dispose @gallery_window.dispose @picture_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @gallery_window.update @picture_window.update if @gallery_window.active update_gallery_window return end if @picture_window.active update_picture_window return end end #-------------------------------------------------------------------------- # * Update Gallery Window #-------------------------------------------------------------------------- def update_gallery_window if Input.trigger?(Input::B) Sound.play_cancel if @from_menu index = $game_system.menu_commands.index(Vocab::CommandPictureGallery) $scene = Scene_Menu.new(index) else $scene = Scene_Map.new end return return end update_picture_window_contents if Input.trigger?(Input::C) @gallery_window.active = false @picture_window.active = true end end #-------------------------------------------------------------------------- # * Update Picture Window #-------------------------------------------------------------------------- def update_picture_window if Input.trigger?(Input::B) @gallery_window.active = true @picture_window.active = false return end gallery = Picture_Gallery::Galleries[@gallery_window.selection] picture_id = gallery[@picture_window.index] if $game_system.unlocked_pictures.include?(picture_id) file = Picture_Gallery::Files[picture_id] else file = Picture_Gallery::Files.default end @picture_sprite.bitmap = Cache.picture(file) end #-------------------------------------------------------------------------- # * Update Picture Window Contents #-------------------------------------------------------------------------- def update_picture_window_contents pictures = [] picture_ids = [] for picture_id in Picture_Gallery::Galleries[@gallery_window.selection] picture_ids << picture_id if $game_system.unlocked_pictures.include?(picture_id) pictures << Picture_Gallery::Pictures[picture_id] else pictures << Picture_Gallery::Pictures.default end end return if @picture_window.commands == pictures @picture_window.commands = pictures @picture_window.height = (4 * 24) + 32 for i in 0...picture_ids.size unless $game_system.unlocked_pictures.include?(picture_ids[i]) @picture_window.draw_item(i, false) end end end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Alias Listing #-------------------------------------------------------------------------- alias dargor_vx_cmcpicgal_menu_create_command_window create_command_window alias dargor_vx_cmcpicgal_menu_update_command_selection update_command_selection #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window if Picture_Gallery::Main_Menu commands = $game_system.menu_commands index = commands.index(Vocab::save) $game_system.add_menu_command(index, Vocab::CommandPictureGallery) end dargor_vx_cmcpicgal_menu_create_command_window end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection dargor_vx_cmcpicgal_menu_update_command_selection if Picture_Gallery::Main_Menu command = @command_window.selection if Input.trigger?(Input::C) case @command_window.selection when Vocab::CommandPictureGallery $scene = Scene_PictureGallery.new(true) end end end end end In a script call: $scene = Scene_PictureGallery.new
-
Well, as I said earlier, my old computer. Type: PC CPU: Pentium 4, 2,66 GHz. RAM: DIMM DDR2 512 MB HDD: 80 GB Graphics Card: ATI Radeon X600 DDR2 256 MB Video RAM (going to upgrade soon to 1GB - NVIDIA or ATI - have not yet decided) CD \ DVD: NEC DVD Reader\Writer Operating System: Windows XP SP3 Extra: LCD Monitor 17', 2+1 sound system, speakers with microphone, 4 USB Ports ... As for the programs, I have too many ...
-
Retail version? I do not use it. Perhaps it is better. I enjoyed the original W7.
-
And I'm talking about my old PC, which is already 4 years old. CPU: Pentium 4 2,66 Ghz Ram: 512 MB Video-card: 256 MB ATI Radeon X600 So, W7 on my old PC ate good 326 MB RAM and hung like a lamb. Without any shelters where she ate a 304 MB RAM. But XP SP3, I ate only 240 MB RAM. And I know quite why - W7 created on the engine of Windows Vista, and has the same bugs when applied to old computers. You have just new computers. And if you sit on the old times, then you'll understand what I mean.