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Everything posted by dolarmak
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If it's the 'choice menu' you mean, these windows can only be altered in Window_Message of the game scripts. Line 186: self.back_opacity = 160 change the number to anything from 'transparent' 0-255 'solid' The text boxes in different areas are in their respective Scene files, (like the title screen box with 'new game' 'load' and 'exit' is in Scene_Title) If it was the menu screen then yeah, Big Aces script will work. hope that helps
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by credits i mean acknowledgement of who did what. Just a line at the top of your post saying the hud was made by so and so, and part of the code was taken from so and so's script.
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How to Add Party Switcher to your Menu Screen
dolarmak replied to Jesse66126's topic in Archived RPG Maker XP Scripts (RGSS1)
the problem you're having is probably due to you not splitting the text right (since this is one huge text block without breaks) Here i split it up properly and it works fine. #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Switch" s6 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to Party Switcher $scene = Scene_PartySwitcher.new when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end -
I didn't say he couldn't do it I just said he should give credit to the people who he took the stuff from instead of claiming it as his own.
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Blizzard's Party Switcher does it http://forum.chaos-project.com/index.php?topic=116.0
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Quest, just curious if you're still looking for a party changer. http://forum.chaos-project.com/index.php?topic=116.0 works for the default battle system, but i'm not sure if it'll work in Rye CBS, you'll have to test.
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You just took what i made in http://www.gdunlimited.net/scripts/rpg-maker-xp/misc-system/gold-display-image and added it to some one's gold hud. And don't say you didn't because i can tell, you used the same faulty positioning i put in script when i used a crappy image. Besides that this won't even work in the menu or shop menu unlike the one I posted that replaces Gold_Window. This script only puts the hud on the main screen. Next time put credits for people's work you take or modify. Who made the hud?
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[REQUEST] Changing currency sign from a symbol to an icon.
dolarmak replied to aldrinbulajr's topic in Requests
http://www.gdunlimited.net/scripts/rpg-maker-xp/misc-system/gold-display-image i changed the name and forgot to update the link -
this does look interesting, I like the fact that it'll be free. but i'll wait to make a judgement when it comes out.
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[REQUEST] Changing currency sign from a symbol to an icon.
dolarmak replied to aldrinbulajr's topic in Requests
http://www.gdunlimited.net/scripts/rpg-maker-xp/misc-system/gold-icon here, enjoy -
lol, it was pretty funny seeing them try to jump that 3foot fence
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Create a small game in a week.
dolarmak replied to Broken Messiah's topic in Community Contests & Events
hey no worries marked, there is still plenty of time. I still think there should be a minimum of at least 15 minutes. -
Guess Who's Back, Back Again
dolarmak replied to ShinyToyGuns's topic in Introductions and Farewells
Hey good to see you back and nice to see that things are looking your way :) -
Create a small game in a week.
dolarmak replied to Broken Messiah's topic in Community Contests & Events
sure i guess 30 minutes min would be fine. -
I don't think madanchi is worried about this any more, it's been a year since he posted in this thread. Try not to necro post in the future, thanks.
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The flaw of random generators in modern games.
dolarmak replied to Saltome's topic in General Game Development
that was one thing i was glad they fixed in the sequels. -
Create a small game in a week.
dolarmak replied to Broken Messiah's topic in Community Contests & Events
yeah I'm up for 16th-23rd. that's one week to make a small game, I think we should also stipulate a duration the game needs to fill, say at least 15-20 minutes of game play? -
Oh how 1 line of code can mess everything up lol Thank Erin for letting us know it had issues, and Thanks Diagostimo for fixing it :D I've looked at the script before and have been tempted to use it, but i'm unsure how at this point in my games development.
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The flaw of random generators in modern games.
dolarmak replied to Saltome's topic in General Game Development
This is something I noticed as well. I find it annoying when in games like Fallout 3 (which i'm replaying now) and I have a 50% success rate, it can at time take 5-15 times before I actually succeed. This is a terrible rate considering, with this you would think i was trying to do a 15% or something. -
Create a small game in a week.
dolarmak replied to Broken Messiah's topic in Community Contests & Events
you don't always need an award for something Shin. But if you want I'll make up some Medals for people to pimp lol -
Hey no problem, thanks for letting us know you solved it yourself. That's the kind of ingenuity we like to see. And don't feel shy about joining the ranks of our forum. We have lots of cool people here. Hope to see your game.
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Create a small game in a week.
dolarmak replied to Broken Messiah's topic in Community Contests & Events
i say we start it next week, say the 16th. That way people have plenty of notice about it. but thats just me, if you give me a month it doesn't matter, if it's only a week i can't do it this week. -
unfortunately it won't work that way BM, that would just give a name change but wouldn't allow the same accessory list. This tutorial explains how to make it. Check it out, and if you want to get rid of armor, use the same tutorial but delete the armor slot. http://forum.chaos-project.com/index.php?topic=1066.0
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Create a small game in a week.
dolarmak replied to Broken Messiah's topic in Community Contests & Events
I like the idea, but i'll have to wait til next week when my classes give me a break. if i do it it'll be: Capture the Flag The PCs must secure a military target for the good guys. There are bad guys there that prefer not to be secured. The fundamental tactical scenario.