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zahraa

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Everything posted by zahraa

  1. Howdy! I'm going to learn a programming language because i want to learn scripting for my projects (in RMXP)I really need it. I choose C++,this is a very popular programming language,you know.Do you think C++ is a good choice? or another programming language?If you're a scriptwriter,Which programming language did you choose to learn first?Can I use RGSS easily When i learned C++ or I need more knowledge? Thanks a lot :heart:
  2. I don't know you very well like other guys here,But when i read your post,I just wondered, how strong are you!You started a new life and threw away your bad feels and memories.All i can say is : You didn't give up!I appreciate you! I like to hear more from you,BTW
  3. zahraa

    2 Requests (Script)

    Sorry for late reply,I was studying for my geography exam :\ Status: Biography add-on by bigace is a very nice script but there's only one problem.I want to remove character's image at background and use windows skin instead an image for its BG. My second problem in status solved.Now i can add a character's face instead sprite.Thanks a lot Option: About screen size,I saw games (like aveyond or millennium if you played)which have screen size option. Game difficulty I use this script to set game difficulty #--------------------------------------------------- # Adjust damage for difficult level #--------------------------------------------------- def adjust_difficulty(user) return if [0, nil, "", "Miss"].include?(self.damage) # Determine damage adjustment if user.is_a?(Game_Actor) # actors are 25% stronger on easy, 25% weaker on difficult adjust = [1.25, 1, 0.75][$game_variables[1]] else # enemies are 25% weaker on easy, 25% stronger on difficult adjust = [0.75, 1, 1.25][$game_variables[1]] end # Adjust damage (take into account whether it's REAL damage, or healing) if self.damage > 0 self.damage = [1, (self.damage * adjust).to_i].max else self.damage = [-1, (self.damage * adjust).to_i].min end end When you add this script at the end of Game_Battler 3 it changes difficulty of all battles in game.You just need to choose a variable (Number 1 in this script) and set it to 0 or 1 or 2 to select game difficulty (I guess u knew how does it work :) ) Credit: That script is good but i want to access 'credits' via option,not menu Overall,I want to have an option like this: ( but with less options) Aveyond 3 DP Thanks for your help and sorry for my awful English
  4. zahraa

    2 Requests (Script)

    Hi there! Here are script requests: 1) I want to have a "Option" part in my menu.Option should include: Screen size Music On/Off Sound On/Off Game difficulty : Easy/Normal/Hard Mouse Control On/Off Credits 2) I want to add : age,height,weight,a good habit,a bad habit for every character in status part.Also I want it to show character's faceset instead his/her small character. that's it.Please tell me if you need more info. Thanks
  5. So this is somehow flaw of default battle system that doesn't show them differently.Right?. I didn't know that :annoyed: But It's OK! Cause I'm still learning how to use RMXP. :grin: So these mistakes are normal. Thank u for letting me know :3
  6. Hmmm...,When you use default battle system,there are only 3 kinds of action that may happen during the battle: 1.Normal attack 2.Critical attack 3.Miss But there are 4 kinds of action in Enu Tankentai : 1.Normal attack 2.Critical attack 3.Miss 4.Evade Why isn't there any action called "Evade" in default battle system?Any Idea? I guess default battle system uses the same name for "Evade" action and "Miss" action...Maybe. Sorry for bad English :]
  7. I don't like the whole ability.I want to remove it completely. :)
  8. Hi! yep,I have another problem with this script :/ I want to remove its "Evasion" part,I really don't like it .could you please help me modify this script? Tell me if u need more info about it. :) Thanks
  9. Hi! hope to see your good games soon gdunlimited is one of the best sites for both experienced and inexperienced game developers,in my opinion. So search around and have fun! ;)
  10. zahraa

    Enu SBS Tanketai XP

    Ooo0oh! Thank you ! you saved my life! I was blind so that i missed it ! :thumbsup:
  11. zahraa

    Enu SBS Tanketai XP

    Hi! Ahhh, i have a REALLY annoying headache right now so that I prefer to stop searching for a solution in this vague script,I come here to ask for help. In default battle system,There is an arrow to show your target and it's at the bottom of the enemy's battle graphic but in Enu SBS Tanketai XP , that arrow is at the top of the enemy's battle graphic.I want it to be at the bottom,how can i do that ? :huh2: Sorry for bad English. tell me if it's hard to understand and I'll upload screenshots
  12. - I'm addicted to music,computer,game making - I like raw potato - I eat raw potato
  13. Yeah,I like this idea.It can be very helpful for all of the members in this site. (Level Designers,Developers,Scriptwriters, etc) also It can be a good place for new game developers (like me) too. :ok: I agree with last reason completely and I believe, that reason is enough to make a new thread.
  14. Hi everybody! Well,I'm not very lucky these days..another problem. :angry: I have HP/SP gauge animation indication vesion 1.03 script (posted at the end of topic) and Tanketai's side view battle system together. When i put HP/SP gauge script above " * Sideview 2 " script (you'll find this script in demo of Tanketai's side view battle system) and start battling enemies and an enemy attacks , number of HP gets lower but HP bar takes a while to be lower. and when i put this script below " * Sideview 2 " script and open my game,this error comes : Script " * Sideview 1 " line 210: ArgumentError occurred wrong number of arguments (3 for 2) I'm so sorry i know my English is too bad please tell me if you need more explanation. also i didn't forget to post HP/SP gauge animation indication 1.03 script :grin:. here you go: # HP/SP gauge animation indication Ver1.03 # 07/01/11 # Distribution original support URL # http://members.jcom.home.ne.jp/cogwheel/ #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return (@exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0) end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This class is for all in-game windows. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- alias :initialize_gauge :initialize def initialize(x, y, width, height) initialize_gauge(x, y, width, height) # Initialize HP and SP gauge values @hp_gauge = {} @sp_gauge = {} end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- alias :dispose_gauge :dispose def dispose # Æ’Q[Æ’W‚Ìíœ gauge_delete # Æ’IÆ’Å Æ’WÆ’iƒ‹‚̉ð•úˆ— dispose_gauge end #-------------------------------------------------------------------------- # * Gauge Delete #-------------------------------------------------------------------------- def gauge_delete # HP Æ’Q[Æ’W‚ÌËŽ for gauge in @hp_gauge.values gauge[0].bitmap.dispose gauge[0].dispose end # SP Æ’Q[Æ’W‚ÌXV for gauge in @sp_gauge.values gauge[0].bitmap.dispose gauge[0].dispose end @hp_gauge = {} @sp_gauge = {} end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias :update_gauge :update def update update_gauge # HP Æ’Q[Æ’W‚ÌXV for gauge in @hp_gauge.values gauge_refresh(gauge, 0) end # SP Æ’Q[Æ’W‚ÌXV for gauge in @sp_gauge.values gauge_refresh(gauge, 1) end end #-------------------------------------------------------------------------- # * Draw HP Gauge #-------------------------------------------------------------------------- # Modification of the original Draw HP process alias :draw_actor_hp_hpsp :draw_actor_hp def draw_actor_hp(actor, x, y, width = 144) # ‰•`‰æ‚Ìê‡ if @hp_gauge[actor] == nil # Æ’Q[Æ’W‚ height = 10 # FÃ’èBcolor1:Å OËœgCcolor2:’†˜g # color3:‹óƒQ[Æ’WÆ’_[Æ’NÆ’Jƒ‰[Ccolor4:‹óƒQ[Æ’Wƒ‰ƒCÆ’gÆ’Jƒ‰[ color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(64, 0, 0, 192) color4 = Color.new(0, 0, 0, 192) # ‹óƒQ[Æ’W‚Ì•`‰æ @hp_frame = gauge_rect(width, height, color1, color2, color3, color4) sprite = Sprite.new sprite.bitmap = Bitmap.new(width, height) sprite.x = self.x + x + 16 sprite.y = self.y + y + 42 - height sprite.z = self.z + 1 count = rand(400) # •Ãâ€rate‚É Œ»Ã‚ÌHP/MHP‚ð‘ã“ü if actor.maxhp != 0 rate = ((width - 4) * actor.hp.to_f / actor.maxhp).ceil else rate = width - 4 end # ˆÊ’u“™î•ñ‚Ì‹L‰¯ @hp_gauge[actor] = [sprite, actor, rate, count, x, y - height] # Æ’Q[Æ’W•`‰æ gauge_refresh(@hp_gauge[actor], 0) # Æ’^[Æ’QÆ’bÆ’gÆ’EÆ’Bƒ“ƒhÆ’E‚Ìê‡A‰Šúó‘Ô‚Ãâ€Ã±â€¢\Ž¦ @hp_gauge[actor][0].visible = false if self.is_a?(Window_Target) end # •Ãâ€rate‚É Œ»Ã‚ÌHP/MHP‚ð‘ã“ü if actor.maxhp != 0 rate = ((width - 4) * actor.hp.to_f / actor.maxhp).ceil else rate = width - 4 end @hp_gauge[actor][2] = rate # Æ’IÆ’Å Æ’WÆ’iƒ‹‚ÌHP•`‰æˆ—‚ðŒÄ‚Ño‚µ draw_actor_hp_hpsp(actor, x, y, width) end #-------------------------------------------------------------------------- # * Draw SP Gauge #-------------------------------------------------------------------------- # Modification of the original Draw SP process alias :draw_actor_sp_hpsp :draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) # ‰•`‰æ‚Ìê‡ if @sp_gauge[actor] == nil # Æ’Q[Æ’W‚ height = 10 # FÃ’èBcolor1:Å OËœgCcolor2:’†˜g # color3:‹óƒQ[Æ’WÆ’_[Æ’NÆ’Jƒ‰[Ccolor4:‹óƒQ[Æ’Wƒ‰ƒCÆ’gÆ’Jƒ‰[ color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 64, 64, 192) color4 = Color.new(0, 0, 0, 192) # ‹óƒQ[Æ’W‚Ì•`‰æ @sp_frame = gauge_rect(width, height, color1, color2, color3, color4) sprite = Sprite.new sprite.bitmap = Bitmap.new(width, height) sprite.x = self.x + x + 16 sprite.y = self.y + y + 42 - height sprite.z = self.z + 1 count = rand(400) # •Ãâ€rate‚É Œ»Ã‚ÌHP/MHP‚ð‘ã“ü if actor.maxsp != 0 rate = ((width - 4) * actor.sp.to_f / actor.maxsp).ceil else rate = width - 4 end # ˆÊ’u“™î•ñ‚Ì‹L‰¯ @sp_gauge[actor] = [sprite, actor, rate, count, x, y - height] # Æ’Q[Æ’W•`‰æ gauge_refresh(@sp_gauge[actor], 1) # Æ’^[Æ’QÆ’bÆ’gÆ’EÆ’Bƒ“ƒhÆ’E‚Ìê‡A‰Šúó‘Ô‚Ãâ€Ã±â€¢\Ž¦ @sp_gauge[actor][0].visible = false if self.is_a?(Window_Target) end # •Ãâ€rate‚É Œ»Ã‚ÌHP/MHP‚ð‘ã“ü if actor.maxsp != 0 rate = ((width - 4) * actor.sp.to_f / actor.maxsp).ceil else rate = width - 4 end @sp_gauge[actor][2] = rate # Æ’IÆ’Å Æ’WÆ’iƒ‹‚ÌHP•`‰æˆ—‚ðŒÄ‚Ño‚µ draw_actor_sp_hpsp(actor, x, y, width) end #-------------------------------------------------------------------------- # * Drawing of gauge #-------------------------------------------------------------------------- def gauge_rect(width, height, color1, color2, color3, color4) bitmap = Bitmap.new(width, height) # Ëœg•`‰æ bitmap.fill_rect(0, 0, width, height, color1) bitmap.fill_rect(1, 1, width - 2, height - 2, color2) # ‹óƒQ[Æ’W‚Ì•`‰æ bitmap.gradation_rect(2, 2, width-4, height-4, color3, color4, 1) return bitmap end #-------------------------------------------------------------------------- # Å“ ŽÀƒQ[Æ’W‚ÌXV #-------------------------------------------------------------------------- def gauge_refresh(gauge, type) # Æ’^Æ’CÆ’v‚É‚æ‚蕪Šò case type when 0 # HPÆ’Q[Æ’W‚Ìê‡ graphic = RPG::Cache.system("Gauge_HP") rate = gauge[2] * 100 / (gauge[0].bitmap.width - 4) point = (rate < 50 ? 8 : 0) + (rate < 25 ? 8 : 0) frame = @hp_frame when 1 # SPÆ’Q[Æ’W‚Ìê‡ graphic = RPG::Cache.system("Gauge_SP") rate = gauge[2] * 100 / (gauge[0].bitmap.width - 4) point = (rate < 50 ? 8 : 0) + (rate < 25 ? 8 : 0) frame = @sp_frame end # Æ’JÆ’Eƒ“ƒg‚ÌXV gauge[3] = (gauge[3] - 2) % 400 # ‹óƒQ[Æ’W‚Ì‚Ì•`‰æ gauge[0].bitmap.fill_rect(0, 0, gauge[0].bitmap.width, gauge[0].bitmap.height, Color.new(0, 0, 0, 0)) gauge[0].bitmap.blt(0, 0, frame, frame.rect) # Æ’Q[Æ’W‚Ì’†g‚ð•`‰æ‰Ââ€\‚Èê‡ if gauge[2] > 0 # ŽÀƒQ[Æ’W‚Ì•`‰æ gauge[0].bitmap.blt(2, 2, graphic, Rect.new(gauge[3], point, gauge[2], gauge[0].bitmap.height - 4), 192) gauge[0].bitmap.fill_rect(3, 3, gauge[2] - 2, gauge[0].bitmap.height - 6,Color.new(0, 0, 0, 0)) gauge[0].bitmap.blt(3, 3, graphic, Rect.new(gauge[3]+1,point+1,gauge[2]-2,gauge[0].bitmap.height- 6), 128) end # Æ’Q[Æ’WÀ•W‚ÌXV gauge[0].x = [self.x - self.ox + gauge[4] + 16, self.x + 16].max gauge[0].y = [self.y - self.oy + gauge[5] + 42, self.y + 16].max gauge[0].src_rect = Rect.new([self.ox - gauge[4], 0].max, [self.oy - gauge[5] - 26, 0].max, [self.ox + self.width - gauge[4] - 32, gauge[0].bitmap.width].min, [self.oy + self.height - gauge[5] - 32, gauge[0].bitmap.height].min) gauge[0].visible = self.visible end #-------------------------------------------------------------------------- # Set X-position for gauge #-------------------------------------------------------------------------- def x=(new_x) super(new_x) if @hp_gauge != nil # HP Æ’Q[Æ’W‚ÌXV for gauge in @hp_gauge.values + @sp_gauge.values gauge[0].x = self.x + gauge[4] + 16 end end end #-------------------------------------------------------------------------- # Set Y-position for gauge #-------------------------------------------------------------------------- def y=(new_y) super(new_y) if @hp_gauge != nil # HP Æ’Q[Æ’W‚ÌXV for gauge in @hp_gauge.values + @sp_gauge.values gauge[0].y = self.y + gauge[5] + 42 end end end #-------------------------------------------------------------------------- # Set Z-depth for gauge #-------------------------------------------------------------------------- def z=(new_z) super(new_z) if @hp_gauge != nil # HP Æ’Q[Æ’W‚ÌXV for gauge in @hp_gauge.values + @sp_gauge.values gauge[0].z = self.z + 1 end end end end #============================================================================== # ** Window_Help #------------------------------------------------------------------------------ # This window shows skill and item explanations along with actor status. #============================================================================== class Window_Help < Window_Base #-------------------------------------------------------------------------- # * Set Text # text : text string displayed in window # align : alignment (0..flush left, 1..center, 2..flush right) #-------------------------------------------------------------------------- alias :gauge_set_text :set_text def set_text(text, align = 0) # Æ’eÆ’LÆ’XÆ’g‚ƃAƒ‰ƒCƒ“ƒƒ“ƒg‚Ì*‚È‚*‚Æ‚à ˆê•û‚ª‘O‰ñ‚ƈá‚ÂĂ¢‚éê‡ if text != @text or align != @align # Æ’Q[Æ’W‚Ìíœ gauge_delete # Æ’IÆ’Å Æ’WÆ’iƒ‹‚̈— gauge_set_text(text, align) end end #-------------------------------------------------------------------------- # * Set Actor # actor : status displaying actor #-------------------------------------------------------------------------- alias :gauge_set_actor :set_actor def set_actor(actor) if actor != @actor # Æ’Q[Æ’W‚Ìíœ gauge_delete # Æ’IÆ’Å Æ’WÆ’iƒ‹‚̈— gauge_set_actor(actor) end end #-------------------------------------------------------------------------- # * Set Enemy # enemy : name and status displaying enemy #-------------------------------------------------------------------------- alias :gauge_set_enemy :set_enemy def set_enemy(enemy) # Æ’Q[Æ’W‚Ìíœ gauge_delete # Æ’IÆ’Å Æ’WÆ’iƒ‹‚̈— gauge_set_enemy(enemy) end end #============================================================================== # ** Spriteset_Battle #------------------------------------------------------------------------------ # This class brings together battle screen sprites. It's used within # the Scene_Battle class. #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias :initialize_gauge :initialize def initialize initialize_gauge @viewport2.z = 100 end end #============================================================================== # ** Bitmap #------------------------------------------------------------------------------ # New routine added to the Bitmap class. #============================================================================== class Bitmap #-------------------------------------------------------------------------- # * Rectangle Gradation Indicator # color1: Start color # color2: Ending color # align: 0: On side gradation # 1: Vertically gradation # 2: The gradation (intense concerning slantedly heavily note) #-------------------------------------------------------------------------- def gradation_rect(x, y, width, height, color1, color2, align = 0) if align == 0 for i in x...x + width red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1) green = color1.green + (color2.green - color1.green) * (i - x) / (width - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - x) / (width - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - x) / (width - 1) color = Color.new(red, green, blue, alpha) fill_rect(i, y, 1, height, color) end elsif align == 1 for i in y...y + height red = color1.red + (color2.red - color1.red) * (i - y) / (height - 1) green = color1.green + (color2.green - color1.green) * (i - y) / (height - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - y) / (height - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - y) / (height - 1) color = Color.new(red, green, blue, alpha) fill_rect(x, i, width, 1, color) end elsif align == 2 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end elsif align == 3 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end end end end #============================================================================== # ** Sprite #------------------------------------------------------------------------------ # Class for sprites added to various effect handling used within RPGXP #============================================================================== module RPG class Sprite < ::Sprite def damage(value, critical) dispose_damage if value.is_a?(Numeric) damage_string = value.abs.to_s else damage_string = value.to_s end bitmap = Bitmap.new(160, 48) bitmap.font.name = "Arial Black" bitmap.font.size = 32 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1) if value.is_a?(Numeric) and value < 0 bitmap.font.color.set(176, 255, 144) else bitmap.font.color.set(255, 255, 255) end bitmap.draw_text(0, 12, 160, 36, damage_string, 1) if critical bitmap.font.size = 20 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1) bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1) end @_damage_sprite = ::Sprite.new @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 + self.viewport.ox @_damage_sprite.oy = 20 + self.viewport.oy @_damage_sprite.x = self.x + self.viewport.rect.x @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y @_damage_sprite.z = 3000 @_damage_duration = 40 end def animation(animation, hit) dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end update_animation end def loop_animation(animation) return if animation == @_loop_animation dispose_loop_animation @_loop_animation = animation return if @_loop_animation == nil @_loop_animation_index = 0 animation_name = @_loop_animation.animation_name animation_hue = @_loop_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_loop_animation_sprites = [] for i in 0..15 sprite = ::Sprite.new sprite.bitmap = bitmap sprite.visible = false @_loop_animation_sprites.push(sprite) end update_loop_animation end def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self.viewport != nil sprite.x = self.viewport.rect.width / 2 sprite.y = self.viewport.rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x + self.viewport.rect.x - self.ox + self.src_rect.width / 2 sprite.y = self.y + self.viewport.rect.y - self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2 end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] sprite.z = 2000 sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end end end #============================================================================== # ** RPG #------------------------------------------------------------------------------ # A module containing RPGXP's data structures and more. #============================================================================== module RPG #============================================================================ # ** Cache #---------------------------------------------------------------------------- # A module that loads each of RPGXP's graphic formats, creates a Bitmap # object, and retains it. #============================================================================ module Cache def self.system(filename) self.load_bitmap("Graphics/Pictures/", filename) end end end thanks
  15. zahraa

    PLEASE HELP ME!!!!

    Why do you need a demo when it even happens when you open a new project ? :huh2: (it will happen only if you open or close the menu AND using this script : http://www.gdunlimited.net/forums/topic/9550-opacity-of-windowskin/ in a map which made by that tileset.Look care fully and compare it.There is a different within a normal map and a map made by that uploaded tileset ) I will never forget your helps if you solve this problem ;) Please !
  16. zahraa

    PLEASE HELP ME!!!!

    @QuseTMajoR : No,as I said in my last post,Many events are NOT cause of lag in my map. Use this script,then open or close the menu,you'll see it takes a while to be opened.(it's not a very long time) http://www.gdunlimit...of-windowskin/� also it takes a while to start a new game when you press new game at title screen @bigace : Yes.it happens even in a new project.
  17. zahraa

    PLEASE HELP ME!!!!

    @QuesTmajoR : Do you want a screenshot from tileset ?! If yes,here's one of the tilesets: http://2imgs.com/ae3a4963b0 @bigace : I tried those scripts but they didn't work, But cause of lag in my maps is not Many events or large maps.it's tilesets and There is no lag while i'm walking into maps.but when i open or close the menu,It takes one or two second to be opened or closed.also when i put the start point in a map which made by a large tileset,and press new game at the title,it takes about two or three seconds to start a new game.you can also try it,just make a very small map by that tileset that i uploaded for QuesTmajoR and put that script which you made for me here : http://www.gdunlimited.net/forums/topic/9550-opacity-of-windowskin/ in script editor then start your game and open or close the menu and you'll see what will happen. Thanks :)
  18. Well,I found something : when 4 # Common Event # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active $game_temp.common_event_id = 9 # <<< Change this number to the common event you wish to initialize when the menu option is selected. $scene = Scene_Map.new Just copy and paste this script instead this one in Scene_Menu : 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 save screen $scene = Scene_Save.new This script is not mine it's Chad sexington's. I found it at http://www.neoseeker.com Hope it helps. :)
  19. zahraa

    PLEASE HELP ME!!!!

    ..... .... :cry: Thank you guys for your helps and your concern and sharing your experiences with me :) Anyway,I have to draw my maps again so let's smile! .... :ehh:
  20. zahraa

    PLEASE HELP ME!!!!

    :cry: Hi.. I made very long tilesets....and made many maps by them...and you can guess what happend... LAG!!!! :angry: There are many empty spaces in my tilesets,and i want to remove them but i can't because there are some tilesets that i used in maps at the bottom of these empty spaces,Is there any way to remove empty spaces without ruining my maps ? :( (I didn't know anything about tilesets when i made them,that why they're very long and have many empty spaces) Please find a way for me or I''m going to cry :ehh: And sorry for bad English I'm waiting. . . . Thanks.....
  21. zahraa

    Opacity of windowskin

    yeah,when i put those codes above Graphics.transition,It worked really great. :thumbsup: thanks. :) and thanks again for your answer about ' battleback behind windowskin ' :grin:
  22. zahraa

    Opacity of windowskin

    Got it! :P And thank you sooooo much for your help.this is exactly what i want. :excited: Nice job. :thumbsup:
  23. zahraa

    Opacity of windowskin

    Well,Let's see : @diagostimo: Your answers was good.Second one works Really great.thanks a lot :thumbsup: First one works too,but there was something that annoyed me: When i open the menu,It takes about one second (Its time depends on size of map) to change opacity of windoskin and show map behind it.Maybe it doesn't seem a big problem but i really care about it. :\ @bigace:I'm not sure I'm using this script right,But i got an error. I placed these codes at start of window_base : class Window_Base < Window alias :zahraa_menu_init :initialize unless $@ def initialize(*args, &block) zahraa_menu_init(*args, &block) menu_opacity? end def menu_opacity? return unless $scene.is_a?(Scene_Menu) self.back_opacity = 160 self.opacity = 160 end end and placed these codes at start of scene_menu : class Window_Base < Window alias :zahraa_menu_init :initialize unless $@ def initialize(*args, &block) zahraa_menu_init(*args, &block) menu_opacity? end def menu_opacity? return unless $scene.is_a?(Scene_Menu) self.back_opacity = 160 self.opacity = 160 end end and when i start the game,I get this error : Script "Scene_Menu" line 8 : NameError occurred. undefined method `main' for class `Scene_Menu' Thank you guys :grin:
  24. zahraa

    Opacity of windowskin

    Hi ! :) Well,I have nothing to say so let's ask main question! I know how to change opacity of windowskin but when you make Opacity of your windowskin (which used in menu of game) lower,you see nothing but a black screen but i want to see the map which I'm in it behind the windowskin I want it for "Window_BattleStatus" too.i want to see battleback behind the windowskin (when i make its opacity lower,you know) SORRY for bad English Waiting for your answers Thanks ;)
  25. oh sorry... :( . . . and THANK you soooooo much for your answer.It worked :grin: :excited:
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