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QuesTMajoR

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Everything posted by QuesTMajoR

  1. THis is Pretty good, but I think an Editor at the same time as Generator would be better, so that even though you are first timer in scripting, you can make your own easily.... :D
  2. Well Guys! 2nd Place isn't so Bad... but Im still a Loser.... : ( T.T
  3. Okay guys, thanks for the feedback... Now, I started to Practice with a sarcastic personality, maybe quite confident emotions and boastful voice... How's that?
  4. Hi guys! I was just wondering about the Correct emotion that I will show up with this ORATION, I need this ASAP co'z this will be presented on Friday... Any Comments about the correct Emotion and Pronunciation will HELP me A Lot. THANKS in Advance! The Tyranny of False Values By: Gonzalo Gonzales I am the youth of the land I am told that I am inconstant and frivolous That I am soft and easy going I am accused of being supercilious and cynical, of not having the right attitude And since I do not have the right attitude My leaders tell me that they do not know where this country is headed for That they wonder with a gloomy sense of foreboding, what shall I do with this land when it was left to me as my heritage, And when it is willed to me as my own I am the youth of the land I am easy going and parasitic I am irresponsible I do not stand before you to whitewash my errors, I admit the accusations hurled against me are in great part true But in all justice, in all fairness, In all deference to truth Do not hold me entirely accountable for my failings, do not overburden me with the sins of the world Do not crucify me on the cross I did not fashion For, if you, my accusers are led astray by the veneer of democracy deceived by the shame of formality Do not expect that I will be serious minded and constant Do not stand Outraged if I flaunt the tinseled trappings of my forebears If you, my accusers have not progressed from politics to statemanship Do not demand that I mature form childhood to manhood As I moved the earth at twenty For you, My leaders are of today and yesterday. Yours was the youthfulness that first saw the light of freedom dawn, mine was the youthful spirit that sees the light of liberty imperiled. Your was the hand that struck at the heart of an empire, mine was the hand, born to build an eternal. Demand of me, but teach me before you demand, do not train me into a leadership that cannot be mine, do not show me an indolence I can never afford, do not accustom me with arrogance I can never enjoy, do not lead me into a way of life I shall never know. For I cannot build without my strength, I cannot suffer without any hopes, I cannot live without my dreams. Give me leaders, who shall lead lives fraught with hardship and sacrifice, who shall demand of themselves before they demand of me. Give me leaders, and theirs will is my command Give me leaders, and theirs is my destiny to shape Give me leaders, and I shall follow them to the ends of the earth. QUITE Long, But I already memorized this Oration... I need some emotions.... THANKS for all!
  5. "Oppa Gangnam Style"! Do you know this song? :D :D :D
  6. I need a keyboard input script that uses Conditional Branch in order to activate. PLEASE need it really.... I tried many scripts but I can't make them work... Need DEMO for it... Thanks in Advance.
  7. Well, From this day. I will start talking in Green.
  8. WELCOME Amane Nishiki is Wow! Your Name is very Unique!
  9. Its OK if it is only an Offline game. Do you HAVE ONE? :D
  10. Well, the Problem is... Im only 48% from an actual scripter. I don't know much about scripting... T.T
  11. What Forum hosting site are you using? Phpbb or Forumotion? I know Forumotion's database! Actually! I made one for myself http://www.anonymoustpp.forums.cl/
  12. Sounds like too difficult to make. 2 Player Script, do you have one? I will make a chess system on my own but I need a 2 Player Script.
  13. QuesTMajoR

    RMXP Chess System

    Anyone who would like to Give me a Script or a Technique or something that I can do to make a Chess Game in RMXP :D Thanks in Advance!
  14. I want to Create a Conditional Brach where if the Mouse Left-clicks the Player's current position on the map, It will display a message. Here's the Mouse Script: What Script Call must I use on the Conditional Branch? Thanks in Advance
  15. Oh Sorry about the Double Post, my Internet connection is gone crazy... Anyway.. If you want to disable it. Call This Script Lines: If You Want to Hide: If You Want to Show it Again: The Name that is Displayed on the Map is Automatically Changing, it depends on the name that you entered.
  16. QuesTMajoR's Gold and Map Name Display (Transparent Window) Description This Script Allows you to add Map Name and Gold Displayed on your Screen, of course It's Window is TRANSPARENT so you will able to see the map on it's back. ALSO! This Script has a Gold and Map Icon. ScreenShot SCRIPT =begin ----------------------->>>>>>>>>>>>>>>>†<<<<<<<<<<<<<<<<------------------------ QuesTMajoR's Transparent Gold and Map Window with Icons Credits: QuesTMajoR Instructions: -Plug 'n Play, you just need Icons for the Gold and Map. The Icon must be named "Gold-Pouch" (For Gold Icon) and "Map" (For Map Icon), the format must be ".png" and must be at the "Graphics/Icons/" Folder. <img src="http://www.rmxpunlimited.net/forums//public/style_emoticons/default/biggrin.png" alt="biggrin.png"> Have Fun Using this on your Game! Just Give a Credit! =end class Game_Map #-------------------------------------------------------------------------- # ◠Properties #-------------------------------------------------------------------------- attr_accessor :tileset_name # Name of the tileset file attr_accessor :autotile_names # Names of the autotiles files attr_accessor :panorama_name # Name of the background graphic file attr_accessor :panorama_hue # Hue of the background graphic attr_accessor :fog_name # Name of the foreground graphic file attr_accessor :fog_hue # Hue of the foreground graphic attr_accessor :fog_opacity # Opacity of the foreground graphic (0-255) attr_accessor :fog_blend_type # Blending of the foregroung graphic (0=Normal, 1=Additive, 2=Negative) attr_accessor :fog_zoom # Zoom settings of the foreground graphic attr_accessor :fog_sx # Horizontal scrolling direction for the foreground graphic. (-=left, +=right) attr_accessor :fog_sy # Vertical scrolling direction for the foreground graphic (-=up, +=down) attr_accessor :battleback_name # Name of the battle background file attr_accessor :display_x # How far right the map has scrolled (4 units = 1 pixel) attr_accessor :display_y # How far down the map has scrolled (4 units = 1 pixel) attr_accessor :need_refresh # Check if the screen needs to be refereshed attr_reader :passages # Map's tile passability values attr_reader :priorities # Map's tile prioritiey values attr_reader :terrain_tags # Map's tile terrain values attr_reader :events # Events on the map attr_reader :fog_ox # displacement of the foreground graphic relative to the origin in the X direction attr_reader :fog_oy # displacement of the foreground graphic relative to the origin in the Y direction attr_reader :fog_tone # Tone of the foregound graphic attr_reader :map_name # Name of the map #-------------------------------------------------------------------------- # ◠Initialize the map #-------------------------------------------------------------------------- def initialize @map_id = 0 @display_x = 0 @display_y = 0 end #-------------------------------------------------------------------------- # ◠Set up the map # map_id : ID assigned to the map #-------------------------------------------------------------------------- def setup(map_id) # get tileset information from a Map file @map_id = map_id @map = load_data(sprintf("Data/Map%03d.rxdata", @map_id)) # get map name from MapInfos file @map_name = load_data("Data/MapInfos.rxdata")[$game_map.map_id].name tileset = $data_tilesets[@map.tileset_id] @tileset_name = tileset.tileset_name @autotile_names = tileset.autotile_names @panorama_name = tileset.panorama_name @panorama_hue = tileset.panorama_hue @fog_name = tileset.fog_name @fog_hue = tileset.fog_hue @fog_opacity = tileset.fog_opacity @fog_blend_type = tileset.fog_blend_type @fog_zoom = tileset.fog_zoom @fog_sx = tileset.fog_sx @fog_sy = tileset.fog_sy @battleback_name = tileset.battleback_name @passages = tileset.passages @priorities = tileset.priorities @terrain_tags = tileset.terrain_tags @display_x = 0 @display_y = 0 @need_refresh = false @events = {} for i in @map.events.keys @events = Game_Event.new(@map_id, @map.events) end @common_events = {} for i in 1...$data_common_events.size @common_events = Game_CommonEvent.new(i) end @fog_ox = 0 @fog_oy = 0 @fog_tone = Tone.new(0, 0, 0, 0) @fog_tone_target = Tone.new(0, 0, 0, 0) @fog_tone_duration = 0 @fog_opacity_duration = 0 @fog_opacity_target = 0 @scroll_direction = 2 @scroll_rest = 0 @scroll_speed = 4 end #-------------------------------------------------------------------------- # ◠Return the ID assigned to the map #-------------------------------------------------------------------------- def map_id return @map_id end #-------------------------------------------------------------------------- # ◠Return the width of the map in tiles #-------------------------------------------------------------------------- def width return @map.width end #-------------------------------------------------------------------------- # ◠Return the height of the map in tiles #-------------------------------------------------------------------------- def height return @map.height end #-------------------------------------------------------------------------- # ◠Return the monster groups that can be encountered on the map #-------------------------------------------------------------------------- def encounter_list return @map.encounter_list end #-------------------------------------------------------------------------- # ◠Return the number of steps to occurr between encounters #-------------------------------------------------------------------------- def encounter_step return @map.encounter_step end #-------------------------------------------------------------------------- # ◠Return the raw tile information from the map data file to the caller #-------------------------------------------------------------------------- def data return @map.data end #-------------------------------------------------------------------------- # ◠Play the BGM and BGS that are assigned to the map #-------------------------------------------------------------------------- def autoplay if @map.autoplay_bgm $game_system.bgm_play(@map.bgm) end if @map.autoplay_bgs $game_system.bgs_play(@map.bgs) end end #-------------------------------------------------------------------------- # ◠Update the events on the map #-------------------------------------------------------------------------- def refresh if @map_id > 0 for event in @events.values event.refresh end for common_event in @common_events.values common_event.refresh end end @need_refresh = false end #-------------------------------------------------------------------------- # ◠Scroll the map down # distance : Distance to scroll in real units (4 = 1 pixel). #-------------------------------------------------------------------------- def scroll_down(distance) @display_y = [@display_y + distance, (self.height - 15) * 128].min end #-------------------------------------------------------------------------- # ◠Scroll the map left # distance : Distance to scroll in real units (4 = 1 pixel). #-------------------------------------------------------------------------- def scroll_left(distance) @display_x = [@display_x - distance, 0].max end #-------------------------------------------------------------------------- # ◠Scroll the map right # distance : Distance to scroll in real units (4 = 1 pixel). #-------------------------------------------------------------------------- def scroll_right(distance) @display_x = [@display_x + distance, (self.width - 20) * 128].min end #-------------------------------------------------------------------------- # ◠Scroll the map up # distance : Distance to scroll in real units (4 = 1 pixel). #-------------------------------------------------------------------------- def scroll_up(distance) @display_y = [@display_y - distance, 0].max end #-------------------------------------------------------------------------- # ◠Checks to see if an ordered pair of (X, Y) tile coordinates passed to it are within the bounds of the map. # x : X must be greater than 0 and less than the width of the map # y : Y must be greater than 0 and less than the height of the map #-------------------------------------------------------------------------- def valid?(x, y) return (x >= 0 and x < width and y >= 0 and y < height) end #-------------------------------------------------------------------------- # ◠Checks to see if a tile on the map is passable # x : X coordinate to check # y : Y coordinate to check # d : Direction to check (0,2,4,6,8,10) # 0-Multidirectional # 2-Down # 4-Left # 6-Right # 8-Up # 10-Special # self_event : Event for which passability is being evaluated #-------------------------------------------------------------------------- def passable?(x, y, d, self_event = nil) unless valid?(x, y) return false end bit = (1 << (d / 2 - 1)) & 0x0f for event in events.values if event.tile_id >= 0 and event != self_event and event.x == x and event.y == y and not event.through if @passages[event.tile_id] & bit != 0 return false elsif @passages[event.tile_id] & 0x0f == 0x0f return false elsif @priorities[event.tile_id] == 0 return true end end end for i in [2, 1, 0] tile_id = data[x, y, i] if tile_id == nil return false elsif @passages[tile_id] & bit != 0 return false elsif @passages[tile_id] & 0x0f == 0x0f return false elsif @priorities[tile_id] == 0 return true end end return true end #-------------------------------------------------------------------------- # ◠Checks if the "Obscure Character" flag is set for any of the three tiles # at the specified X/Y coordinates. # x : X Coordinate to check # y : Y Coordinate to check #-------------------------------------------------------------------------- def bush?(x, y) if @map_id != 0 for i in [2, 1, 0] tile_id = data[x, y, i] if tile_id == nil return false elsif @passages[tile_id] & 0x40 == 0x40 return true end end end return false end #-------------------------------------------------------------------------- # ◠Checks if the counter flag is set for any of the three tiles at the # specified X/Y coordinates # x : X coordinate to check # y : Y coordinate to check #-------------------------------------------------------------------------- def counter?(x, y) if @map_id != 0 for i in [2, 1, 0] tile_id = data[x, y, i] if tile_id == nil return false elsif @passages[tile_id] & 0x80 == 0x80 return true end end end return false end #-------------------------------------------------------------------------- # ◠Returns the terrain tag for the specified X and Y coordinates # x : X coordinate to check # y : Y coordinate to check #-------------------------------------------------------------------------- def terrain_tag(x, y) if @map_id != 0 for i in [2, 1, 0] tile_id = data[x, y, i] if tile_id == nil return 0 elsif @terrain_tags[tile_id] > 0 return @terrain_tags[tile_id] end end end return 0 end #-------------------------------------------------------------------------- # ◠Return the event ID for the event at the X and Y coordinates passed to # this method. # x : X coordinate to check # y : Y coordinate to check #-------------------------------------------------------------------------- def check_event(x, y) for event in $game_map.events.values if event.x == x and event.y == y return event.id end end end #-------------------------------------------------------------------------- # ◠Scroll the camera across the map # direction : Direction to scroll (2, 4, 6, 8). # 2-Down # 4-Left # 6-Right # 8-Up # distance : Distance to scroll in tiles # speed : Speed to scroll (1-6) #-------------------------------------------------------------------------- def start_scroll(direction, distance, speed) @scroll_direction = direction @scroll_rest = distance * 128 @scroll_speed = speed end #-------------------------------------------------------------------------- # ◠Checks if the screen is scrolling #-------------------------------------------------------------------------- def scrolling? return @scroll_rest > 0 end #-------------------------------------------------------------------------- # ◠Change the tone of the foreground # tone : Value of the new tone # duration : Transition time in frames #-------------------------------------------------------------------------- def start_fog_tone_change(tone, duration) @fog_tone_target = tone.clone @fog_tone_duration = duration if @fog_tone_duration == 0 @fog_tone = @fog_tone_target.clone end end #-------------------------------------------------------------------------- # ◠Change the opacity of the foreground # opacity : Value of the new opacity # duration : Transition time in frames #-------------------------------------------------------------------------- def start_fog_opacity_change(opacity, duration) @fog_opacity_target = opacity * 1.0 @fog_opacity_duration = duration if @fog_opacity_duration == 0 @fog_opacity = @fog_opacity_target end end #-------------------------------------------------------------------------- # ◠Refresh the map each frame #-------------------------------------------------------------------------- def update if $game_map.need_refresh refresh end if @scroll_rest > 0 distance = 2 ** @scroll_speed case @scroll_direction when 2 scroll_down(distance) when 4 scroll_left(distance) when 6 scroll_right(distance) when 8 scroll_up(distance) end @scroll_rest -= distance end for event in @events.values event.update end for common_event in @common_events.values common_event.update end @fog_ox -= @fog_sx / 8.0 @fog_oy -= @fog_sy / 8.0 if @fog_tone_duration >= 1 d = @fog_tone_duration target = @fog_tone_target @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d @fog_tone_duration -= 1 end if @fog_opacity_duration >= 1 d = @fog_opacity_duration @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d @fog_opacity_duration -= 1 end end end #============================================================================== # ■Scene_Map #------------------------------------------------------------------------------ #  This class handles the scene-related elements of the map, such as setting up # the message window and calling various menus that would change the "Scene". # Other duties, such as processing of map graphics and map events, are handled # by the Game_Map class and its member objects. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ◠Properties # Global variables so the gold and help window can be controlled # on the map. #-------------------------------------------------------------------------- attr_accessor :gold_window attr_accessor :help_window #-------------------------------------------------------------------------- # ◠Set up the scene #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new # Put gold on page $gold_window = Window_Gold2.new $gold_window.opacity = 0 $gold_window.x = -10 $gold_window.y = 410 # Put title on page $help_window = Window_MapName.new $help_window.opacity = 0 $help_window.x = -10 $help_window.y = 435 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @spriteset.dispose @message_window.dispose $help_window.dispose $gold_window.dispose if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # ◠Update the map contents and processes input from the player #-------------------------------------------------------------------------- def update loop do $game_map.update $game_system.map_interpreter.update $game_player.update $game_system.update $game_screen.update unless $game_temp.player_transferring break end transfer_player if $game_temp.transition_processing break end end @spriteset.update @message_window.update $gold_window.update if $game_temp.gameover $scene = Scene_Gameover.new return end if $game_temp.to_title $scene = Scene_Title.new return end if $game_temp.transition_processing $game_temp.transition_processing = false if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end if $game_temp.message_window_showing return end if $game_player.encounter_count == 0 and $game_map.encounter_list != [] unless $game_system.map_interpreter.running? or $game_system.encounter_disabled n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] if $data_troops[troop_id] != nil $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 # Open Menu at player's request if Input.trigger?(Input::B) unless $game_system.map_interpreter.running? or $game_system.menu_disabled $game_temp.menu_calling = true $game_temp.menu_beep = true end end # Open Journal at player's request (a) if Input.press?(Input::X) call_journal end # Open Item Menu at player's request (s) if Input.trigger?(Input::Y) call_items end # Open Options Menu at player's request (a) if Input.press?(Input::Z) call_options end if $DEBUG and Input.press?(Input::F9) $game_temp.debug_calling = true end unless $game_player.moving? 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 #-------------------------------------------------------------------------- # ◠Call the battle screen #-------------------------------------------------------------------------- def call_battle $game_temp.battle_calling = false $game_temp.menu_calling = false $game_temp.menu_beep = false $game_player.make_encounter_count $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $game_player.straighten $scene = Scene_Battle.new end #-------------------------------------------------------------------------- # ◠Open the Journal #-------------------------------------------------------------------------- def call_journal unless $game_system.map_interpreter.running? or $game_system.menu_disabled $game_system.se_play($data_system.decision_se) $scene = Scene_Journal.new end end #-------------------------------------------------------------------------- # ◠Open the Save Menu #-------------------------------------------------------------------------- def call_save $game_player.straighten $scene = Scene_Save.new end #-------------------------------------------------------------------------- # ◠Open the Item Menu #-------------------------------------------------------------------------- def call_items unless $game_system.map_interpreter.running? or $game_system.menu_disabled $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new end end #-------------------------------------------------------------------------- # ◠Open the shop window #-------------------------------------------------------------------------- def call_shop $game_temp.shop_calling = false $game_player.straighten $scene = Scene_Shop.new end #-------------------------------------------------------------------------- # ◠Open the Hero Name window #-------------------------------------------------------------------------- def call_name $game_temp.name_calling = false $game_player.straighten $scene = Scene_Name.new end #-------------------------------------------------------------------------- # ◠Open the save window #-------------------------------------------------------------------------- def call_options unless $game_system.map_interpreter.running? or $game_system.menu_disabled $option_menu_on = 1 $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new end end #-------------------------------------------------------------------------- # ◠Opens the Main Menu #-------------------------------------------------------------------------- def call_menu $game_temp.menu_calling = false if $game_temp.menu_beep $game_system.se_play($data_system.decision_se) $game_temp.menu_beep = false end $game_player.straighten $scene = Scene_Menu.new end #-------------------------------------------------------------------------- # ◠Open the Debug Window (f9 during gameplay) #-------------------------------------------------------------------------- def call_debug $game_temp.debug_calling = false $game_system.se_play($data_system.decision_se) $game_player.straighten $scene = Scene_Debug.new end #-------------------------------------------------------------------------- # ◠Teleport the Player #-------------------------------------------------------------------------- def transfer_player $game_temp.player_transferring = false # Map to teleport to if $game_map.map_id != $game_temp.player_new_map_id $game_map.setup($game_temp.player_new_map_id) $help_window.update end # Location on the map to teleport to $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Direction the player should face 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 $game_player.straighten $game_map.update @spriteset.dispose @spriteset = Spriteset_Map.new if $game_temp.transition_processing $game_temp.transition_processing = false Graphics.transition(20) end $game_map.autoplay Graphics.frame_reset Input.update end end #============================================================================== # QuesTMajoR's Gold Transparent Window #------------------------------------------------------------------------------ #============================================================================== class Window_Gold2 < Window_Base #-------------------------------------------------------------------------- # ◠Initializes the 'Currency' window #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Tahoma" self.contents.font.size = 21 refresh end #-------------------------------------------------------------------------- # ◠Draw the content of the window #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.bold = false self.contents.font.size = 15 pic1 = RPG::Cache.icon("post-22158-0-60751400-1344399409") x = 28 y = 0 x2 =120 y2 = 32 text = $game_party.gold.to_s align = 1 rect = Rect.new(x, y, x2, y2) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) # shadow self.contents.font.color = knockout_color self.contents.draw_text(x+1, y, x2, y2, text) self.contents.draw_text(x-1, y, x2, y2, text) self.contents.draw_text(x, y+1, x2, y2, text) self.contents.draw_text(x, y-1, x2, y2, text) # text self.contents.font.color = normal_color self.contents.draw_text(x, y, x2, y2, text) self.contents.blt(0, 0, pic1, Rect.new(0,0,33,48)) end #-------------------------------------------------------------------------- # ◠Update the content of the window #-------------------------------------------------------------------------- def update super refresh end end #============================================================================== # QuesTMajoR's Map Name Transparent Window #------------------------------------------------------------------------------ class Window_MapName < Window_Base #-------------------------------------------------------------------------- # ◠Initializes the 'Currency' window #-------------------------------------------------------------------------- def initialize super(0, 0, 260, 64) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Tahoma" refresh end #-------------------------------------------------------------------------- # ◠Draw the content of the window #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.bold = false self.contents.font.size = 15 pic1 = RPG::Cache.icon("post-22158-0-35001600-1344399423") x = 28 y = 0 x2 =120 y2 = 32 text = $game_map.map_name.to_s align = 1 rect = Rect.new(x, y, x2, y2) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) # shadow self.contents.font.color = system_color self.contents.draw_text(x+1, y, x2, y2, text) self.contents.draw_text(x-1, y, x2, y2, text) self.contents.draw_text(x, y+1, x2, y2, text) self.contents.draw_text(x, y-1, x2, y2, text) # text self.contents.font.color = knockout_color self.contents.draw_text(x, y, x2, y2, text) self.contents.blt(0,4, pic1, Rect.new(0,0,33,48)) end #-------------------------------------------------------------------------- # ◠Update the content of the window #-------------------------------------------------------------------------- def update super refresh end end INSTRUCTIONS Place this Script above main. You Need this Icons that must be placed on "Graphics/Icons/". DEMO EXPIRED CREDITS QuesTMajoR - For the Script Building...
  17. Because the ScreenShot and the Script is Actually look like ForeverZer0's Script.... Ok! :D
  18. Is there any other Way? What do you guys think?
  19. Is this Yours? I actually Seen This Before, you better list down the members who made the script. :D SERIOUSLY!
  20. I want a Script to Limit my Game like a TRIAL Version. :( I saw this Script BUT I Think that theres a Problem here that's why this doesnt work. Can Someone Please Fix This For Me. :) Thanks!
  21. First of All SORRY for NecroPosting, but... I really want the Chess System.. But the Link says: "File not found" Can you re-upload it on http://www.mediafire.com/ so that It can be easy to Download. :D Thnx...
  22. Try using a SPOILER in Posting Scripts so that it's very easy to hide/show on the page.
  23. That Means? RMVXA is more what than RMXP ? Is RMVXA have more layers?
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