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Jesse66126

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Everything posted by Jesse66126

  1. It works! Thank you! Err...For some reason it changes to the map music whenever you go to the status, skill, items, save screens etc. OK, just had to make a small tweak when the music is supposed to actually stop. This is a custom menu with music, and it uses the Battler Graphic instead of default. If anyone wants to use it as well. Thanks to diagostimo and Moonpearl for their help. =) #============================================================================== # ** 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 Audio.bgm_play("Audio/BGM/" + "LD", 100, 0) Audio.bgs_stop # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Save" s6 = "Shut Down" @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 Audio.bgm_stop $game_map.autoplay $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 # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Status.new(@status_window.index) 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
  2. something like this? It's still not stopping and refreshing the map music. #============================================================================== # ** 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 Audio.bgm_play("Audio/BGM/" + "LD", 100, 0) # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Save" s6 = "Shut Down" @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 $scene = Scene_Hero_DataBase.new when 4 # save # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.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 def update Audio.bgm_stop #will autoplay any autoplay music set for the map $game_map.autoplay end end end
  3. Ok, it starts but doesn't stop. #============================================================================== # ** 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 Audio.bgm_play("Audio/BGM/" + "LD", 100, 0) # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Save" s6 = "Shut Down" @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 $scene = Scene_Hero_DataBase.new when 4 # save # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.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 Audio.bgm_stop #will autoplay any autoplay music set for the map $game_map.autoplay end end
  4. It seems really easy. I know how to play music via a script, but how would you get it to play a certain song every time the menu is opened, and then revert to the map BGM when the menu is closed?
  5. I'm still learning how to draw in Illustrator. I still really like my Coral Painter Essentials 4. The blending tools are really nice.
  6. I'm kind of hoping the series ends with This season. It's really running dry to be honest. That whole "Sam's soul" fiasco really wore me down. The leviathans in season 7, were so absent that, I honestly didn't see them as much of a threat. Not like the demons who were a threat throughout the series. I would've liked to see Castiel as God for a few more episodes.
  7. Check out One Piece of Bleach, that site has just about everything. There's also http://www.animeultima.tv That site has like six different links per video.
  8. It's EXACTLY like .hack only without the glitched monsters, and EVERYONE is trapped in the game like Tsubasa. Anyone who dies in the game supposedly dies in real life. It also has a lot more action.
  9. My thoughts Exactly. Fairies are very mmorpg-ish and I know they were inspired by Aion(though, with Aion it's angels and demons.) Angels and Demons would have been awesome. But fairies are just...lame. Yeah, here's to hoping it gets better lol.
  10. SAO was probably the most rewarding anime I've seen in years. The first 14 episodes were pure gold to the point where I can't discern any episode as filler. Even characters who weren't even alive a full 13 minutes left a powerful impact on the overall story. I kind of wish it stopped at 14 though(the way I wish Sailor Moon had ended at episode 46 subbed), but SAO might pick up again later on.
  11. Oh little bit of background, the queen WAS the rightful heir to her country's throne, but she married the wrong man, who took everything from her once he become king, as it would happen in actual history. The servant is in a bit of a mixed position, on the one hand, he feels awful that the queen lost everything, but on the other hand, she's no longer married to the king. Being raised as royalty from birth, she wouldn't know how to do anything for herself, as her servants did everything for her. She needs him.
  12. I can help out too. Stories are my specialty.
  13. Jesse66126

    Transfering an npc

    You can some how with Xas. That's how his TOOL map works. You set up the attack event on that map, so it'll appear when use said tool or skill.
  14. http://forums.rpgmakerweb.com/index.php?/files/file/33-rmvxace-sprite-and-bust-generator/ They sort of did. It's very limited at the moment though.
  15. It's the Family Guy quote I used it in reference to Amanda Todd's suicide which quickly gained over half the country's attention, despite there being over 35,000 suicides each year in the US alone. -------------------------------------------------------------------------------------------------------------------------------- Peter Griffin: "You know, like all of America gets distracted when a cute, white girl dies." [Cutaway to an overturned bus, with a policeman holding a clipboard and the press standing by] Policeman: We regret to report that not all the children on board the school bus survived. We have identified the body of one victim: 9 year-old, Becky Gunderson. The Press: Awww. Policeman: [Reading from his clipboard] No, wait. That's, uh, Becky Gutierrez. The Press: Oh. Journalist: That's not news.
  16. We were all distracted by the cute, white girl killing herself. That and I just got the email about it this morning to download it.
  17. yup that's it exactly. it's like Game Maker, where they block out a lot of the features to motivate you into purchasing.
  18. it can't open reg. ace due to it's trial-like limits. It can't comprehend a game with more than 10 common events, enemies etc. It's intended for you to only use it if you don't have VX Ace, otherwise, you'd just activate Reg. Ace on a laptop and use it anywhere.
  19. It's a free version of VX Ace. I think they're finally copying Game Maker's method. It looks about the same, but you're limited to ten common events, characters, enemies. It would not open my current VA Ace project either, so I guess you'd have to create a new one and copy your stuff over. For anyone wanting to try it out, here's the link they sent me: http://tryace.rpgmakerweb.com/download-lite/ I don't know why they sent me this since I already paid for VX Ace, but w/e.
  20. Yeah, and then you have all the false accusations of bullying to deal with as well. Like this kid Jeffery, accused me of calling him, the "N-Word" in 4th Grade. Supposedly from across the room, and no one else heard me say it, not even the kid next to me, while I was quietly reading The Outsiders! Some how I got an in-school-suspension anyway. >.> Two years later, Jeffery was killed in a gang shooting; he was in the blue bandana gang, and the principal who issued the suspension was fired and sued for violently paddling students to the point of breaking one of the paddles on a student.
  21. Oh sorry! You said "Moon-like-Earth", I thought, you said Ishtar was the moon. Yeah, I could see how that would work. =)
  22. Jesse66126

    Amanda Todd

    In this topic, let's discuss cyber-bullying, real life bullying, and how to overcome them. "You know, like all of America gets distracted when a cute, white girl dies." -Peter Griffin (It should be noted that Tanisha Miller only made the local news when she killed herself.) As far as cyber-bullying goes, you need to be thick skinned to a certain degree to even use the internet anyway. I can't even tell you how many times my sexuality has been called into question by random guy on the internet, or some guy, who did not like my opinion, typed profanities at me with caps lock on. It's just how it is. People are so much more vicious when they can't see your face. As for real life bullying, if you ignore them completely, they will leave you alone, or even better smiling and laughing with them, (if you can't laugh at yourself), and just being a good person, makes them feel like the bad guys and back off. On the topic of suicide, over 35,000 Americans kill themselves each year. It sucks, but you can't do anything for the dead. Best thing you can do is talk to that lonely kid at lunch, or if you see someone getting bullied, stick up for them.
  23. I miss Megaupload. If they had been a free file share service like 4shared, they would not have been attacked. Who knows? If this crap continues, we may lose all file sharing sites.
  24. Ishtar isn't the moon, it's the size of the moon, though. Hence the weak gravity. The Goddess of Ishtar WAS once an Earthling herself, and remembering all the horrible things she endured there, she created a better world, free of said horrible things.
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