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RMXPirate

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Everything posted by RMXPirate

  1. well not to sound mean but u cant expect everyone to use firefox! u know what i mean? Anywho i have a suggestion. Under home u should add a drop down menu that says Home Page and Forum Index! Then delete the home link from the main menu!
  2. There are some ppl that said they are. And also not just that i have tried IE it doesnt work on that either and Netscape. I did try Firefox and it worked.
  3. sure hold on!! Check back in like five minutes and this post will be updated. Edit: It looks like this:
  4. How can you make it so you can sail the seas and attatck other ships? Do you have a ship character that rides on the ocean or what?
  5. Well yes i have not got any errors but the problem in this thread is still going on. I cant see the entertainment... But i can see links that say entertainment...
  6. Thats pretty good! Probably better then my game, which i lost due to having to restor my comp :blink:. Oh well keep up the good work and keep improving as i try too lol.
  7. It was so sad when you were gone lol. Well welcome back and have another nice time here.
  8. that is awesome. Happy B-day late!
  9. So pretty much were just walking the maps? If so i would love to test!! When exactly is the test date starting?
  10. well like he said. He hasnt been able to copy the database or whatever so yeah!
  11. Yeah i know ur making one lol. But sure thing.
  12. well it is from microsoft. And btw u probably already have .net framework if u keep auto update son on ur computer :lol:
  13. Sounds great! I can figure out how to do it. Let me just ask around on msdn they should know how lol. Sorting them alphabettically really matters, unless all you do is use the search function lol! Edit: Version 1.0 has been released!!! Below you can read what was added. Look for 1.1 in 2-3 days. New Version!!(1.0): -A label that tells the use if the script needs the SDK or not. - Multi use script info, meaning it will include scripts that need one or more scripts to work (it wont have all the scripts but basically a place to get the scripts, the featurues and download. See program for example). - New Scripts added!!!: -SDK 2.2 - Ccoa's UMS -Maplinks -Mr. Mo's ABS -Widescreen Thats all for now, more will be added. And if you would like to suggest a script to add please pm me or email me(pming would be the best)
  14. that is easy to do Ratty! Anywho some ppl say this look slike a pokemon menu, and there right it does, adn just think if u make it u can post it and youll be famous lol!
  15. It be fine with that! I mena it would be smart to, because if u cant copy the new stuff then all the topics started now and on wont be copied so yeah! Also what hosting service you using? Im looking for a new service as well.
  16. Welcome, usually i dont have much to say like everyone else lol. But welcome to the forums and i hope you have a wonderful stay!
  17. RMXPirate

    CMS reuest!

    oic. Well i did try that after a while but it does lag, alot! But for some reason the sdk one doesnt, i wonder y. Oh well. Thanks for this though!
  18. Ok so i was wondering if anyone could make me a Custom title Screen! I would like it to look like this please: Pretty much it reads the first savefile and places the info on it as you see from the screenshot. If you cant make it that way then just make a normal window that says Continue!
  19. RMXPirate

    CMS reuest!

    hey cant you try and do it? I mean someone made one for me at rmxp and it works fine, no lag but its sdk version :lol: and i dont like sdk scripts, so maybe you can try? Edit: I tried it myself but only got the right side to expand. Maybe u can try and fix it? #=================================== # Ichabod's Menu, made by Leon. #---------------------------------------------------------------------- # Here you go, and it goes off of the built in scenes. # Just put it under 'Scene_Debug', but above 'Main' #=================================== $defaultfonttype = Font.default_name $defaultfontsize = Font.default_size #=================================== # Game_Party #=================================== class Game_Party attr_accessor :menu_cursor alias leon_ichabodmenu_gameparty_initialize initialize def initialize leon_ichabodmenu_gameparty_initialize @menu_cursor = 0 end end #=================================== # Window_Item_Option #=================================== class Window_Item_Option < Window_Selectable def initialize super(0, 0, 106, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 0 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (106-34), 32, "Item", 1) end end #=================================== # END Window_Item_Option #=================================== #=================================== # Window_Skill_Option #=================================== class Window_Skill_Option < Window_Selectable def initialize super(106, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 1 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Skill", 1) end end #=================================== # END Window_Skill_Option #=================================== #=================================== # Window_Equip_Option #=================================== class Window_Equip_Option < Window_Selectable def initialize super(213, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 2 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Equip", 1) end end #=================================== # END Window_Equip_Option #=================================== #=================================== # Window_Status_Option #=================================== class Window_Status_Option < Window_Selectable def initialize super(320, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 3 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Status", 1) end end #=================================== # END Window_Status_Option #=================================== #=================================== # Window_Save_Option #=================================== class Window_Save_Option < Window_Selectable def initialize super(427, 0, 107, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 4 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.draw_text(4, 0, (107-34), 32, "Save", 1) end end #=================================== # END Window_Save_Option #=================================== #=================================== # Window_Endgame_Option #=================================== class Window_Endgame_Option < Window_Selectable def initialize super(534, 0, 106, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize if $game_party.menu_cursor == 5 self.active = true self.index = 0 else self.active = false self.index = -1 end refresh end def refresh self.contents.clear self.contents.font.size = 18 self.contents.draw_text(0, 0, (106-32), 32, "End Game", 1) end end #=================================== # END Window_Endgame_Option #=================================== #=================================== # Window_Actor_Select #=================================== class Window_Actor_Select < Window_Selectable def initialize super(160, 64, 480, 416) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.active = false self.index = -1 refresh end def refresh self.contents.clear self.contents.font.size = 18 @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 95 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 28) draw_actor_state(actor, x + 90, y + 28) draw_actor_exp(actor, x, y + 54) draw_actor_hp(actor, x + 236, y + 28) draw_actor_sp(actor, x + 236, y + 54) end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 95, self.width - 32, 96) end end end #=================================== # END Window_Actor_Select #=================================== #=================================== # Scene_Menu #=================================== class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224-160 @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320-160 @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416-160 @item_window = Window_Item_Option.new @skill_window = Window_Skill_Option.new @equip_window = Window_Equip_Option.new @status_window = Window_Status_Option.new @save_window = Window_Save_Option.new @endgame_window = Window_Endgame_Option.new @actor_window = Window_Actor_Select.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @item_window.dispose @skill_window.dispose @equip_window.dispose @status_window.dispose @save_window.dispose @endgame_window.dispose @gold_window.dispose @steps_window.dispose @playtime_window.dispose @actor_window.dispose end def update @item_window.update @skill_window.update @equip_window.update @status_window.update @save_window.update @endgame_window.update @gold_window.update @steps_window.update @playtime_window.update @actor_window.update case $game_party.menu_cursor when 0 @item_window.active = true @item_window.index = 0 when 1 @skill_window.active = true @skill_window.index = 0 when 2 @equip_window.active = true @equip_window.index = 0 when 3 @status_window.active = true @status_window.index = 0 when 4 @save_window.active = true @save_window.index = 0 when 5 @endgame_window.active = true @endgame_window.index = 0 end if @actor_window.active update_actor return end if @item_window.active update_item return end if @skill_window.active update_skill return end if @equip_window.active update_equip return end if @status_window.active update_status return end if @save_window.active update_save return end if @endgame_window.active update_endgame return end end def update_item @item_window.width = 120 @item_window.z += 1 if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) @item_window.width = 106 $game_party.menu_cursor = 5 @item_window.index = -1 @item_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) @item_window.width = 106 $game_party.menu_cursor = 1 @item_window.index = -1 @item_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) @item_window.width = 106 $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 0 $scene = Scene_Item.new end end def update_skill @skill_window.width = 121 @skill_window.z += 1 if Input.trigger?(Input::B) @skill_window.width = 106 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) @skill_window.width = 107 $game_party.menu_cursor = 0 @skill_window.index = -1 @skill_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) @skill_window.width = 107 $game_party.menu_cursor = 2 @skill_window.index = -1 @skill_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) @skill_window.width = 107 $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 1 @skill_window.active = false @actor_window.active = true @actor_window.index = 0 #$scene = Scene_Skill.new end end def update_equip @equip_window.width = 121 @equip_window.z += 1 if Input.trigger?(Input::B) @equip_window.width = 107 @equip_window.x = 213 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) @equip_window.width = 107 $game_party.menu_cursor = 1 @equip_window.index = -1 @equip_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) @equip_window.width = 107 $game_party.menu_cursor = 3 @equip_window.index = -1 @equip_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) @equip_window.width = 107 $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 2 @equip_window.active = false @actor_window.active = true @actor_window.index = 0 #$scene = Scene_Equip.new end end def update_status @status_window.width = 121 @status_window.z += 1 if Input.trigger?(Input::B) @status_window.width = 107 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) @status_window.width = 107 $game_party.menu_cursor = 2 @status_window.index = -1 @status_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) @status_window.width = 107 $game_party.menu_cursor = 4 @status_window.index = -1 @status_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) @status_window.width = 107 $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 3 @status_window.active = false @actor_window.active = true @actor_window.index = 0 #$scene = Scene_Status.new end end def update_save @save_window.width = 121 @save_window.z += 1 if Input.trigger?(Input::B) @save_window.width = 107 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) @save_window.width = 107 $game_party.menu_cursor = 3 @save_window.index = -1 @save_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) @endgame_window.refresh @save_window.width = 107 $game_party.menu_cursor = 5 @save_window.index = -1 @save_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) @save_window.width = 107 $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 4 $scene = Scene_Save.new end end def update_endgame if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::LEFT) $game_party.menu_cursor = 4 @endgame_window.index = -1 @endgame_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::RIGHT) $game_party.menu_cursor = 0 @endgame_window.index = -1 @endgame_window.active = false $game_system.se_play($data_system.cursor_se) end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_party.menu_cursor = 5 $scene = Scene_End.new end end def update_actor if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) case $game_party.menu_cursor when 1 @skill_window.active = true @actor_window.active = false @actor_window.index = -1 when 2 @equip_window.active = true @actor_window.active = false @actor_window.index = -1 when 3 @status_window.active = true @actor_window.active = false @actor_window.index = -1 end end if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case $game_party.menu_cursor when 1 $scene = Scene_Skill.new(@actor_window.index) when 2 $scene = Scene_Equip.new(@actor_window.index) when 3 $scene = Scene_Status.new(@actor_window.index) end end end end
  20. sounds great! BTW they work but not in Internet Explorer, that seems to be the problem.
  21. its a good thing were moving. I just hope the new place is better! btw is it still 110 or no?
  22. RMXPirate

    CMS reuest!

    ok i figured that would b the answer.
  23. RMXPirate

    CMS reuest!

    Awesome it works, now can i ask you if u can make it do this when its hovering over a selction?: Pretty much it will expand on he left and right sides. then when u go to the next selction it will unexpand and expand the next one! Could u do that?
  24. RMXPirate

    CMS reuest!

    oic lol. Just post when u finnish. And then ill talk to u about how i want the expand feature to look!!
  25. RMXPirate

    CMS reuest!

    its pretty much good, but u cant slect which character you want to equip items with... it just automatically goes to the first player.
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