Valdred
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EDIT: oh, you already figured out. put this above main: $actor_id = 1 #============================================================================== # ** Window_HP #------------------------------------------------------------------------------ # This window displays amount of hp. #------------------------------------------------------------------------------ # * by Valdred #============================================================================== class Window_HP < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end # #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(35, 0, 120-cx-2, 32, $game_actors[$actor_id].hp.to_s + "/" + $game_actors[$actor_id].maxhp.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(0, 0, cx, 32, "HP:", 2) end end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs map screen processing. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make sprite set @spriteset = Spriteset_Map.new # Make message window @message_window = Window_Message.new # Transition run Graphics.transition @hp = Window_HP.new # Main loop loop do # Update game screen Graphics.update # Update input information Input.update @hp.refresh # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of sprite set @spriteset.dispose @hp.dispose # Dispose of message window @message_window.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Loop loop do # Update map, interpreter, and player order # (this update order is important for when conditions are fulfilled # to run any event, and the player isn't provided the opportunity to # move in an instant) $game_map.update @hp.update $game_system.map_interpreter.update $game_player.update # Update system (timer), screen $game_system.update $game_screen.update # Abort loop if player isn't place moving unless $game_temp.player_transferring break end # Run place move transfer_player # Abort loop if transition processing if $game_temp.transition_processing break end end # Update sprite set @spriteset.update # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition processing if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # If showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $game_temp.battle_calling = true $game_temp.battle_troop_id = troop_id $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil end end end # If B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end end end #-------------------------------------------------------------------------- # * Battle Call #-------------------------------------------------------------------------- def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # Memorize map BGM and stop BGM $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop # Play battle start SE $game_system.se_play($data_system.battle_start_se) # Play battle BGM $game_system.bgm_play($game_system.battle_bgm) # Straighten player position $game_player.straighten # Switch to battle screen $scene = Scene_Battle.new end #-------------------------------------------------------------------------- # * Shop Call #-------------------------------------------------------------------------- def call_shop # Clear shop call flag $game_temp.shop_calling = false # Straighten player position $game_player.straighten # Switch to shop screen $scene = Scene_Shop.new end #-------------------------------------------------------------------------- # * Name Input Call #-------------------------------------------------------------------------- def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end #-------------------------------------------------------------------------- # * Menu Call #-------------------------------------------------------------------------- def call_menu # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end #-------------------------------------------------------------------------- # * Save Call #-------------------------------------------------------------------------- def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end #-------------------------------------------------------------------------- # * Debug Call #-------------------------------------------------------------------------- def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end #-------------------------------------------------------------------------- # * Player Place Move #-------------------------------------------------------------------------- def transfer_player # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end end
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sign me up. I'm not very good though. EDIT: here you go:
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I would definitively join. Would it run with same tileset and same rules?
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Will this be repeated? I will join next time
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The music is there ;) The link is fixed.
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Some music I have made. Free to use for anyone. I am a huge beginner in the terms of composing. http://bb.xieke.com/files/1/BGM's.zip
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Bump. Tileset request is opened again. For a few days I considered trying myself, which was the most retarded idea ever.
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1. http://rmvxp.com/thread-2141-post-14182.html#pid14182 2. When you want the thing to go away, use "control self-switch" > self-switch A = on. Then create a new page on the same event. Under "Conditions on this second page (the one you just created) check "Self-switch" and select "A". Set this page's trigger to "paralel process". Now add to this page: "wait (200frames)" you can exchange 200 with any other number you'd like. higher = wait longer before respawn. "self-switch A = off" 3. The battler is the graphics displayed in battle, if you mean the player graphic shown when walking, then it's called Characterset. Unless you are able to draw versions of the characterset where he does these actions then you will have to write in a show text command "*Drinking tea*"
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Have you seen this tileset? please show me, It doesn't seem like anyone is going to take the tileset job anyway.
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*BUMP* I still need a tileset-artist.
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I have heard rumors about turkish hackers, but I don't know what to believe.
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Who? :rofl:
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http://rmvxp.com/thread-1944.html We were hacked three times, and additionally Noise/Despain's (the founder) personal site were hacked. Then Noise had a midlife crisis and decided to make his leave. That's pretty much what happened.
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Should prostitution be legal in the US?
Valdred replied to FranklinX's topic in Debate and Mature Discussion
Sometimes, We have to ignore what's right or wrong and focus on what's smart or not smart. -
there is a script allowing you to exchange game over with a common event somewhere. If you find that one you can do the game over thing with events.
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ABS and TBS (tactical)
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Tell me when the game is complete joey ;) I think it sounds interesting. Also you can ask me for eventing/mapping help if you want though you probably wont need that. ;)
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Looks great.
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It allows you to insert a text, choose a voice, a pitch and a speed, then listen to the voice saying it. You will need some kind of recording software though
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for the first one, this program could help you: http://www.groovekitten.co.uk/#/talkany/4508182908
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How did you get so awesome :drool:
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After reading all you said about people saying you are ugly I were really surprised when I saw the pictures. I'm a heterosexual boy so it's hard for me to rate if another boy is good looking, but you are definitively not ugly. I wouldn't even noticed your ears if you didn't tell us about them. :alright:
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It is important. As long as you want it to be a good game ;)
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I get lots of ideas all the time. When I think one is good, I think a bit to decide the rough storyline. Then I write a few pages with a story outline. Think a bit more, does some mapping, gather some resources, write a new improved story-outline then I repeat the last until I feel comfortable with the story.
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Better now?