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Polraudio

Content Manager
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Everything posted by Polraudio

  1. Polraudio

    Your Pics

    Was bored again. Sucking my thumb
  2. Tomo's 1 Person Menu Request #1 Screenshots: Instructions: Place above main. ################################################# # Tomo's 1p Menu Request # # Credits: Polraudio, Tomo2000 # # This script is an rmxpunlimited.net exclusive # ################################################# class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s5 = "Save" s6 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s5, s6]) @command_window.index = @menu_index @command_window.x = 190 @command_window.y = 78 if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end @playtime_window = Window_PlayTime.new @playtime_window.x = 190 @playtime_window.y = 270 @steps_window = Window_Steps.new @steps_window.x = 190 @steps_window.y = 343 @gold_window = Window_Gold.new @gold_window.x = 190 @gold_window.y = 416 @status_window = Window_MenuStatus.new @status_window.x = 0 @status_window.y = 0 @actor = $game_party.actors[0] @status2_window = Window_Status.new(@actor) @status2_window.x = 350 @status2_window.y = 0 @menu_window = Window_Menu.new @menu_window.x = 190 @menu_window.y = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @status2_window.dispose @menu_window.dispose end def update @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update @status2_window.update @menu_window.update if @command_window.active update_command return end if @status_window.active update_status return end end def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new when 3 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 4 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end end class Window_MenuStatus < Window_Base def initialize super(0, 0, 190, 480) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear @item_max = 1 actor = $game_party.actors[0] draw_actor_graphic(actor, 80, 75) draw_actor_name(actor, 60, 75) draw_actor_class(actor, 80, 100) draw_actor_level(actor, 0, 100) draw_actor_state(actor, 45, 0) draw_actor_exp(actor, 0, 130) draw_actor_hp(actor, 0, 160) draw_actor_sp(actor, 0, 190) draw_actor_parameter(actor, 0, 220, 0) draw_actor_parameter(actor, 0, 250, 1) draw_actor_parameter(actor, 0, 280, 2) draw_actor_parameter(actor, 0, 310, 3) draw_actor_parameter(actor, 0, 340, 4) draw_actor_parameter(actor, 0, 370, 5) draw_actor_parameter(actor, 0, 400, 6) end end class Window_Status < Window_Base def initialize(actor) super(0, 0, 290, 480) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(60, 10, 96, 32, "Equipment") self.contents.draw_text(60, 10, 96, 32, "____________") self.contents.font.color = normal_color draw_item_name($data_weapons[@actor.weapon_id], 60, 85) draw_item_name($data_armors[@actor.armor1_id], 60, 160) draw_item_name($data_armors[@actor.armor2_id], 60, 235) draw_item_name($data_armors[@actor.armor3_id], 60, 310) draw_item_name($data_armors[@actor.armor4_id], 60, 385) self.contents.draw_text(60, 50, 96, 32, $data_system.words.weapon) self.contents.draw_text(60, 125, 96, 32, $data_system.words.armor1) self.contents.draw_text(60, 200, 96, 32, $data_system.words.armor2) self.contents.draw_text(60, 275, 96, 32, $data_system.words.armor3) self.contents.draw_text(60, 350, 96, 32, $data_system.words.armor4) end def dummy draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144) draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272) draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336) draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400) end end class Window_PlayTime < Window_Base def initialize super(0, 0, 160, 73) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -9, 120, 32, "Play Time") @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 16, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end class Window_Steps < Window_Base def initialize super(0, 0, 160,73) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, -8, 120, 32, "Step Count") self.contents.font.color = normal_color self.contents.draw_text(4, 16, 120, 32, $game_party.steps.to_s, 2) end end class Window_Menu < Window_Base def initialize super(0, 0, 160,78) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.font.size = 45 self.contents.draw_text(15, -5, 120, 64, "Menu") self.contents.draw_text(10, -7, 120, 64, "_____") end end class Scene_End def main s1 = "To Title" s2 = "Shutdown" s3 = "Cancel" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.x = 320 - @command_window.width / 2 @command_window.y = 240 - @command_window.height / 2 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end end def update @command_window.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(4) return end if Input.trigger?(Input::C) case @command_window.index when 0 command_to_title when 1 command_shutdown when 2 command_cancel end return end end def command_to_title $game_system.se_play($data_system.decision_se) Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = Scene_Title.new end def command_shutdown $game_system.se_play($data_system.decision_se) Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) $scene = nil end def command_cancel $game_system.se_play($data_system.decision_se) $scene = Scene_Menu.new(4) end end Download for people with troubles with the codebox: Tomo\'s Menu Request Updated.txt
  3. Thats right its time for Nominating. Read the Rules to see how to Nominate. Don't use this topic for saying who your going to vote for. Congratulate the person if you would like. Nominated: -Hebi Kumo -Polraudio -Tomo2000 --- First Member of the Month for 2010, Lets enjoy it.
  4. Nicely done. Its looking very good and works nicely for a beta release.
  5. Polraudio

    Your Pics

    I was and my camera seemed bored sitting there by my laptop wondering why it gets used once a week - month.
  6. Polraudio

    Your Pics

    Well i was bored again and well you know whats coming. POST PICS!!!!!! ANGRY! ANGRY! My I.Q. was 1 when i took that pic. OMG that is sick! High off life! Barf! Woa! i think i should stop.
  7. Hello Bridget. Nice to have you here at unlimited. You came to the right place if you need anything. Everything is very cheep here(I know the owner so free for you). Hope you enjoy your stay and if you need personal help with Rpg Maker or computer tech support please stop by your closest google and search for teamviewer and get my MSN and message me. Dont worry its 100% safe you can ask anyone. Everyone please keep spam down.
  8. Polraudio

    Your Pics

    I was bored and you know what happens when i get bored. FUNNY FACE TIME!!!! 1st one only has a name and its "Dumb Struck" O and yea i got my hair cut.
  9. yea. I would just move the fence down 1 square.
  10. Voted! I will use them all!!!! well whatever ones are going to be picked.
  11. Tried that. It just leaves it a big mess.
  12. The only best way would be to move the fence down. I tried messing with the tileset and had no luck.
  13. Polraudio

    Hey peoples...

    Welcome back joey. As for contacting enterbrain i have no clue. I never had to deal with that.
  14. VGShub.net look better by a long shot. The other kind of looks dull and not as appealing.
  15. Nice. just what i was waiting for.
  16. hi and welcome to RMXPU. How long have you been using RMXP or RMVX?
  17. I was searching for very usefull Firefox Add-ons and i came across WOT. This neat add-on tells you if a site is trusted or not. I find this usefull for children and people(My mom) who dont know much about the internet or what sites are safe. Tell me what you think about this great firefox add-on. https://addons.mozilla.org/en-US/firefox/addon/3456 EDIT: OMG Unlimited is a safe site?????
  18. Here try this i moved it up a few pixels. Replace your UMS with this one. UMS.txt
  19. No problem. Sorry if it seemed like i was a little crabby towards you, i had a rough week.
  20. There is something above it on layer 2. A blank tile that allows movement. Just because its a blank tile doesnt mean it dont do anything. The upper left deleted tiles while other blank tiles act like a real tile. Here is an example. Normal Set on layer 2 Different tileset same map. As you can see there are lots of stair pieces. Everywhere you see a peice of stairs is the place you used a different blank tile instead of the upper left tile to erase something. Set your tileset to Cave of Earth and you will see what i mean.
  21. ok i can explain that hopefully. If a tile that allows you to pass over is placed on a layer above a tile that dont allow movement it overwrites it. Think of files. if you try to put a file(Tile) with the same name(Layer) in a folder it will overwrite it.
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