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About Cerberos
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- Birthday 10/02/1990
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google
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Male
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With my mail you can find me anywhere.
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https://www.facebook.com/harold.hernandezmontenegro
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RPG Maker XP
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Getting There
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Composer
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Draw- Anime
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noname yet
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o right, i got it, SAO menu has clean and elegant shapes.... well im not a scripter so i can't give you "the solution" ... but maybe one of these hep you. If you know about editing or something may be the right for you. the second one is the ffx-2 menu (i couldn't upload the image demo) https://www.google.com.co/search?safe=off&hl=es&site=imghp&tbm=isch&source=hp&biw=1366&bih=653&q=ffx+2+menu&oq=ffx+2+menu&gs_l=img.3...7720.11602.0.11875.10.9.0.1.0.1.207.1013.0j5j1.6.0....0...1ac.1.46.img..6.4.677.bRu9qkbGeOk#imgdii=_ OZ. menu custom,
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LOL, I know the script is disabled by =begin/=end, what I mean is => did you se the clock ?, I want something like that. You can think "why he doesn't simply use the script?". I dont use that script because I don't know how to edit it, change opacity of night effect, or make it count Months and years.
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When you talk about Custom menu, is it a all menu? (items, equip, Bio) is a party menu, o a single player menu?, in this forum i saw 11 custom menus xD
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Cerberos started following Do you have Clickable Quick Access HUD?, Need a few Scripts for my Game, Simple Clock script and and 3 others
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Hi again guys, im in my vacation againg, so im back in my project. came with a request, I have a system of Time/daynight that works with : events, common events and variables in the data base. So while i was testing some scripts I found this little watch or clock that appear/disapear with a switch,I tried to make it work with "my system" but I'm not a scripter so I had a hard time trying to make it work, and it didn't at the end. If someone can help me with this xD, i appreciate it. this is the script where i found the watch
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[found] looking for a dropplet transition screen
Cerberos replied to Mranth0ny62's topic in Requests
You can always google it, ihave this one, it's similar but i've never saw one exactly like that... -
This may help you take a look. This is a Class system based on an online game called Ragnarok.
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I was having some free time, i i took my project and make some things, i add *Mousie the mouse the mouse system to my project, it's very cool, but im having, a problem or a issue...again as im not a scripter i get trap , with the mouse system i can pick almost everything in menu an another kind of things, BUT when i was through my horizotal menu it doesn't matter if its equip-status or party (orden) it happen and happend always when i go down the cursor goes right, and when i go up he goes left like if it was a normal menu. but that's not all, i took almost all day trying to find the issue in the script, maybe i can fix it(i thought...), but i couldn´t. I found something in another script that works with the the menu too i locked it between =begin and =end, (in the mousie system) this is the part of the script i locked and it almost come out, but it didn´t there was a change but it wasn't the one i was looking for now it apparently works when i go right he goes right and and when i go left the same, BUT it just work for the red zone, i took me all day, im really tired now x.x, i expect someone help me. This is the horizontal menu i'm using... with the modifications obviusly, the mouse script are 6 parts, i dont think you will need all that so i'm not putting it here, if you need it let me know. #===================================================================== # ■Window_MenuStatus redéfini # Permet d'avoir une séléction vérticale des personnages dans le menu. #===================================================================== # Auteur: Tasslehoff # Version: 2.0 # Date: 14/05/2011 #===================================================================== # # La taille de la séléction est réglée automatiquement selon le nombre de # personnages dans l'équipe. # Vous pouvez cependant désactiver cette option à la ligne 30 et choisir # une largeur à la ligne 33. # Vous pouvez également activer ou désactiver les barres de séparation entre # les personnages à la ligne 36. # #====================================================================== #Définit la classe (Window_MenuStatus) et la classe parente (Window_Selectable). #Window_MenuStatus hérite ainsi des variables de classes et des méthodes de Window_Selectable. class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Initialize (ce qui se passe au début) #-------------------------------------------------------------------------- def initialize ###################### # # largeur_auto = true # Taille automatique de la séléction. # # # true = activé et false = désactivé # # @largeur = 114 # Largeur de la séléction (conseillé : entre 76 et 448 # # # selon le nombre de personnages maximum dans l'équipe) # # @lignes = false # Barres de séparation entre les personnages # # # true = activé et false = désactivé ###################### #Crée la fenêtre. super(0, 0, 480, 480) self.contents = Bitmap.new(width - 32, height - 32) if largeur_auto largeur = (width - 32) / $game_party.actors.size @largeur = largeur.to_i end #Si @largeur est impair, ajoute 1. if @largeur%2 == 1 @largeur += 1 end #Spécifie le nombre maximum de colonnes (=le nombre de personnages dans l'équipe). @column_max = $game_party.actors.size #Appel la méthode refresh. refresh #Désactive le clignotement du curseur. self.active = false #Place le curseur sur -1. self.index = -1 end #-------------------------------------------------------------------------- # * Refresh (ce qui se passe à chaque frame, 1 seconde = 20 frames) #-------------------------------------------------------------------------- def refresh #Efface le contenu. self.contents.clear #Rends le nombre d'item (de séléctions) égal au nombre de personnages dans l'équipe. @item_max = $game_party.actors.size #Affiche les informations du personnage i en remplacant chaque fois i par un nombre #compris entre 0 et le nombre de personnages dans l'équipe. for i in 0...$game_party.actors.size x = i * @largeur #this green numbers down here are part the original # the numbres in () are my modifications... actor = $game_party.actors[i] #Rend "actor" égal au personnage numéro i. draw_actor_face(actor, x + @largeur/2-130, 370) #/2, 112 2,130 #Déssine le sprite de "actor". draw_actor_name(actor, x + @largeur/2-55, 1-12) #/2-32 #Ecrit le nom de "actor". draw_actor_class(actor, x + @largeur/4, 10) #/2-32, 32 #Ecrit la classe de "actor". self.contents.draw_text(x+1+@largeur/1-25, 1-4, @largeur/2-32, 32, actor.level.to_s) #Ecrit le niveau de "actor". (x+6+@largeur/2, 86, @largeur/2-32, 32, actor.level.to_s) draw_actor_state(actor, x + @largeur/2-70, 363) #/2- 32, 112 #Ecrit l'état de "actor". draw_actor_exp_bis(actor, x, 420) #244 #Ecrit l'expérience de "actor". draw_actor_hp_bis(actor, x, 380) #156 #Ecrit les pv de "actor". draw_actor_sp_bis(actor, x, 400) #200 #Ecrit les mp de "actor". # draw_actor_equipement(actor, x, 300) #i took this away for me too. if @lignes self.contents.fill_rect((i + 1) * @largeur, 0, 1, 480, Color.new(255, 255, 255)) end #1 end end #-------------------------------------------------------------------------- # * Update Cursor Rect (met à jour le rectangle du curseur) #-------------------------------------------------------------------------- def update_cursor_rect #Si le curseur est en dessous de 0, l'éfface, sinon le met au bon endroit. if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(@index * @largeur, 0, @largeur, self.height - 32) end end #-------------------------------------------------------------------------- # * Modifications de l'affichage des informations #-------------------------------------------------------------------------- ############################ #Affichage de l'expérience.# ############################ def draw_actor_exp_bis(actor, x, y) #Fixe la couleur à system_color. self.contents.font.color = system_color #Ecrit "Exp :". Entre parenthèses : (position x, position y, largeur, hauteur, texte). self.contents.draw_text(x+4, y, contents.text_size("Exp :").width, 32, "Exp :") #Fixe la couleur à normal_color. self.contents.font.color = normal_color #Ecrit l'expérience. Entre parenthèses : (position x, position y, largeur, hauteur, texte, alignement). self.contents.draw_text(x+contents.text_size("Exp :").width+6, y, @largeur-contents.text_size("Exp :").width - 14, 32, actor.exp_s, 2) #Dessine la barre d'expérience. self.contents.fill_rect(x+5, y+25, @largeur - 11, 6, Color.new(20, 20, 20, 150)) self.contents.fill_rect(x+4, y+24, @largeur - 12, 5, Color.new(0, 0, 0, 200)) #(RETIRADO) self.contents.fill_rect(x+5, y+25, (@largeur-14)*actor.exp_s.to_i/actor.next_exp_s.to_i, 3, Color.new(100, 100, 220, 255)) # I took this away because i was getting trouble with it ################### #Affichage des PV.# ################### def draw_actor_hp_bis(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x+4, y, contents.text_size($data_system.words.hp+" :").width, 32, $data_system.words.hp+" :") self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 3 ? crisis_color : normal_color self.contents.draw_text(x+contents.text_size($data_system.words.hp+" :").width+6, y, @largeur-contents.text_size($data_system.words.hp+" :").width - 14, 32, actor.hp.to_s, 2) if actor.hp <= actor.maxhp / 3 couleur_barre = Color.new(230, 230, 0, 255) else couleur_barre = Color.new(80, 230, 20, 255) end self.contents.fill_rect(x+5, y+25, @largeur - 11, 6, Color.new(20, 20, 20, 150)) self.contents.fill_rect(x+4, y+24, @largeur - 12, 5, Color.new(0, 0, 0, 200)) self.contents.fill_rect(x+5, y+25, (@largeur-14)*actor.hp/actor.maxhp, 3, couleur_barre) end ################### #Affichage des SP.# ################### def draw_actor_sp_bis(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x+4, y, contents.text_size($data_system.words.sp+" :").width, 32, $data_system.words.sp+" :") self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxhp / 3 ? crisis_color : normal_color self.contents.draw_text(x+contents.text_size($data_system.words.sp+" :").width+6, y, @largeur-contents.text_size($data_system.words.sp+" :").width - 14, 32, actor.sp.to_s, 2) if actor.sp <= actor.maxsp / 3 couleur_barre = Color.new(165, 118, 100, 255) else couleur_barre = Color.new(100, 40, 160, 255) end self.contents.fill_rect(x+5, y+25, @largeur - 11, 6, Color.new(20, 20, 20, 150)) self.contents.fill_rect(x+4, y+24, @largeur - 12, 5, Color.new(0, 0, 0, 200)) self.contents.fill_rect(x+5, y+25, (@largeur-14)*actor.sp/actor.maxsp, 3, couleur_barre) end ############################ #Affichage de l'équipement.# ############################ def draw_item(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x+@largeur/2-36, y, bitmap, Rect.new(0, 0, 24, 24)) end end
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Could you be more especific? what are you looking for exactly?
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I did it, i just need to change de background image, take a look, i will end it soon
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ok no problem I have these ones. Nevertheless sometimes I change the scripts that I'm using if I found a better way to do the work. TDS Continue [scene_Gameover] Animated Battlers by Minkoff, Updated by DerVVulfman Resultado de batalla estilo Final Fantasy 1.3 Imagenes antes de titulo Fal Script Train_Actor Achievements Neo-Angel Special Title (v1.1) Creado por Vash-X el 28 de abril de 2005. (maybe i change this one) MOG_Window Treasure Name V1.5 Gold Map. Locations system MOG_MPW Map_Name V1.3 Falcao Ship system Copyright(ver 0.98) Script de Control de Clima Automatico V 2.0 MOG Scene - Item- status-equip-skill-file-end- battle panorama- picture gallery, and -adv load bar Book/Library Scene New map Nightmare - Change Actors System V 1.3 XP RO Job/Skill System by Blizzard Grass Or Bush Scriptlet - GOBS IntroCredit V 1.2 Advanced Shop Status Window Window transparent antihack antilag *sigh*.... large list
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lastnight before your juicy reply, I did find this script, as I said I don't know anything about scripts, but it shows simple, take a look it looks like this Lastnight I used this one /\ and it worked for me. I tried To use those that you gave me, but it may have incompatibility with another scripts, because it doest show the names, exp,hp,sp- etc and the background doesn't show up neither ---- "orden" and "Test" are some scripts that i use and work with menu as you see. this is an image of a "testproject" that i have to check incompatibility issues, of all script that i want to use. As you say you are busy, you may want to modify the French one.
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it looks like these one. but this isn't for xp, i just want the large portrait, because, i already have in use some script for location menu, gold, and things like that.
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Hello I'm new around here,and I will be glad if i can help. I'm a kind good with english, and I am here looking for guidance and help... looking scripts for my game, i find this http://rmrk.net/index.php?topic=42396.0 if you go to "Shanghai Simple Scripts" you will find some interesting scripts, and i fell in love of one, ff xiii menus style, im not a scripter, and i didnt find that scripts for rpg maker xp, the rgss im using, i already have a lot of scripts that i want to use, and i would like these take a part on my game, more exactly the "main menu". i would like to someone make me the script for xp. I can give you the list that scripts that I'm using, for concepts of compatibility. Please a would like any kind of help.