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Agckuu_Coceg

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Everything posted by Agckuu_Coceg

  1. Well, it clear. Here a lacks of Scrive. 1) Scrive exists only in on-line. And it is a superfluous traffic. Besides he requires the enough far of computer resources. 2) Scrive yet raw. When versions will be rather better and with less of bagov, then it is already possible it will be to talk and about his meaningfulness. And it is while better to put at the first place of Facemaker. And I think, many will accede to me in that it is an excellent utility, in particular case for those, who draws badly.
  2. Wait... To me it bio reminds someone... yuna21, are not you acquainted with a guy under nickname Airwolf? If you know him, and you - that, who I think about, I am devilish glad you here to see, although I did not even expect it.
  3. I not love Scrive... Maybe, Facemaker was a top utilite?
  4. I already saw such as a script, but also type of events it looks fully fine... Wonderful work, Polraudio!
  5. And you forgot me... All right, I'm begin my line of story. Isaacsol said that poison could be stolen from a city pharmacy. I was instantly sent there and checked up the list of account of sales of this poison. Unfortunately, finding out losses was not succeeded. It means, that someone from purchasing before this poison and there is a killer Kiriashi. I will have to walk on a list, to given to me by a chemist and to check up an alibi all, who could be participating to murder. But in the beginning I would be necessary to go down in a pastry shop... I can not work without sweet... P.S. Happy Birthday Formlesstree4!
  6. Well, clearly, that it is exact Kiriashi. That a question - that with him to do farther? Does prescribe ban on a month, that he really rested? :D :D :D
  7. It seems to me, that 1024*768 is not enough. Maybe, will do background in twise as much?
  8. Honestly speaking, I did not think, what this is possibly, however I recently find just the same system. It is a patch for ZTBS. I'm give a link. Link
  9. Probably, it is a problem of compatibility with other scripts.The list of the scripts used by you and text went out with the line of error.
  10. Ok, I with you... Here my information: Username: Agckuu Coceg Password: WANNFH Adress: Yorozuya Gin-san, Edo. Partner: Dr. NickTo Weapon: Bokutou of Modification, Machinegun of Great scenario Writers. Equipment: Shounen Armor, Shounen Jump, Airwolf Notebook. Home Sector: Shadow Shoreline. Additional info: Most terrible creation from the CIS. P.S. Happy Birthday Formlesstree4!
  11. Here in Сharacter Pack I saw something similar... But there they were small... It is possible, certainly to try to increase by means of special plug-ins (simply it to not turn out, is necessary smoothing).
  12. I personally play it on PC. Game is really quite good, but hardish enough in connection with BAK. Though Radical Entertaiment and Activision have made all very not bad.
  13. Before the quick meeting, Kiriashi. I hope that this month of rest will not injure you.
  14. It is simple, if it that I think. :) Create new event - Set Move route - Turn ...
  15. BLIZZ-ABS?! That you were silent, it was necessary to speak at once, that you use THIS script. Garfield501, simply take the newer version. In it precisely is Skill Bar. Here's a link to the Blizzard's forum: Blizz-ABS
  16. In any case, we need the Handbook script itself. But this menu looks somehow like this... #============================================================================== # ■ Scene_Menu #------------------------------------------------------------------------------ #  メニュー画面の処理を行うクラスです。 #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # ● オブジェクト初期化 # menu_index : コマンドのカーソル初期位置 #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- def main # コマンドウィンドウを作成 s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Handbook" s5 = "Status" s6 = "Save Game" s7 = "Game End" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index # パーティ人数が 0 人の場合 if $game_party.actors.size == 0 # アイテム、スキル、装備、ステータスを無効化 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # セーブ禁止の場合 if $game_system.save_disabled # セーブを無効にする @command_window.disable_item(4) end # プレイ時間ウィンドウを作成 @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 256 # 歩数ウィンドウを作成 #@steps_window = Window_Steps.new #@steps_window.x = 0 #@steps_window.y = 344 # ゴールドウィンドウを作成 @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 440 # ステータスウィンドウを作成 @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # トランジション実行 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break end end # トランジション準備 Graphics.freeze # ウィンドウを解放 @command_window.dispose @playtime_window.dispose #@steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update # ウィンドウを更新 @command_window.update @playtime_window.update #@steps_window.update @gold_window.update @status_window.update # コマンドウィンドウがアクティブの場合: update_command を呼ぶ if @command_window.active update_command return end # ステータスウィンドウがアクティブの場合: update_status を呼ぶ if @status_window.active update_status return end end #-------------------------------------------------------------------------- # ● フレーム更新 (コマンドウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_command # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # マップ画面に切り替え $scene = Scene_Map.new return end # C ボタンが押された場合 if Input.trigger?(Input::C) # パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合 if $game_party.actors.size == 0 and @command_window.index < 4 # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # コマンドウィンドウのカーソル位置で分岐 case @command_window.index when 0 # アイテム # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # アイテム画面に切り替え $scene = Scene_Item.new when 1 # スキル # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータスウィンドウをアクティブにする @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # 装備 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータスウィンドウをアクティブにする @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # ステータス # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータスウィンドウをアクティブにする @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # ゲーム終了 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ゲーム終了画面に切り替え $scene = (HANDBOOK SCRIPT SCENE!) when 5 # セーブ # セーブ禁止の場合 if $game_system.save_disabled # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # セーブ画面に切り替え $scene = Scene_Save.new when 6 # ゲーム終了 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ゲーム終了画面に切り替え $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # ● フレーム更新 (ステータスウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_status # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) # コマンドウィンドウをアクティブにする @command_window.active = true @status_window.active = false @status_window.index = -1 return end # C ボタンが押された場合 if Input.trigger?(Input::C) # コマンドウィンドウのカーソル位置で分岐 case @command_window.index when 1 # スキル # このアクターの行動制限が 2 以上の場合 if $game_party.actors[@status_window.index].restriction >= 2 # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # スキル画面に切り替え $scene = Scene_Skill.new(@status_window.index) when 2 # 装備 # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # 装備画面に切り替え $scene = Scene_Equip.new(@status_window.index) when 3 # ステータス # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) # ステータス画面に切り替え $scene = Scene_Status.new(@status_window.index) end return end end end
  17. I'm agree with Kiriashi. I hate this ugliness from Viz Media. They and so too strongly scoff over normal Shounen Jump manga. But a manga is basically interesting, the truth in final chapters of Kishimoto has started to bear such nonsense that at times it seems that "Naruto" are written by two different persons.
  18. Simply and clearly, and it looks quite not bad. Excellent work, Kiriashi.
  19. In the usual menu? Yes, it is very simple. Only that script which you wish to add to the menu is necessary.
  20. Idea interesting... But there are some problems: 1) There is only a Japanese version, and the good few from us does not understand the Japanese in general. The English version would make - and that would be good. 2) Few standard resources, and are taken they with RMVX (WELL I DO NOT LOVE RESOURCES RMVX :angry: ). 3) There is no editor of scripts... To it, certainly it is possible to get used, especially if you worked with RM2003 earlier. But looks vigorously enough. If to consider that DS possesses functions touch-screen and an exit in WiFi something can turn out interesting...
  21. There is such thing, as the calculator of calculation of a put loss for projects RPG Maker XP and VX. The calculator, your project undertakes and the necessary maximum and minimum loss put to the certain enemy the certain hero with the certain weapon of is calculated %) If you wish to look, here to you a topic on rmxp.org. http://www.hbgames.org/forums/viewtopic.php?f=179&t=67456
  22. No, it will not work. And new SDK, and SVBS influence the same component, but methods different and incompatible with each other.
  23. "There is no easy way of doing that. I have not made the sizes dynamic so one will have to deal with a lot of math. Sorry :(" I understand that it is difficult, but you for certain will help me. You could not specify the basic lines of editing in script Window_Quest that I could interrupt them for the individual size?
  24. I don't know. It is easier to me to take advantage RPG Maker-calculator, than to calculate under this formula.
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