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Polraudio

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Everything posted by Polraudio

  1. There you go Raxus This an updated version of the 300mill save files. Its now plug and play and it requires no modification. You can also name your save files now. If you liked the old one you will like this one and if you didn't like the old one you might like this one. Let me know what you think
  2. Features: This script allows you to have a name for your save files Replaces Scene_Title Instructions: Place directly above main Demo: None unless requested Script: Personal_Save_Files.txt RMXP Version #--------------------- # Personal Save Files # By: Polraudio # Credits: Polraudio, RPG Advocate, Cybersam # Version: 1.0 #--------------------- =begin #---------------------------------------------------- Features: - Allows you to have up to Unlimited save files - You can have a name for your save files Instructions: Place above main Contact: If you have any questions or comments you can find me at www.rmxpunlimited.net(Best Method) Or email me polraudio@gmail.com =end class Window_SaveFile < Window_Base # ------------------- def initialize(file_index, filename, position) y = 64 + position * 104 super(0, y, 640, 104) self.contents = Bitmap.new(width - 32, height - 32) @file_index = file_index @filename = "Save#{@file_index + 1}." + $savename @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @frame_count = Marshal.load(file) @game_system = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close end refresh @selected = false end def refresh self.contents.clear self.contents.font.color = normal_color name = "Record #{@file_index + 1}" self.contents.draw_text(4, 0, 600, 32, name) @name_width = contents.text_size(name).width if @file_exist for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(0, 0, cw, ch) x = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 8, 600, 32, time_string, 2) self.contents.font.color = normal_color time_string = @time_stamp.strftime("%Y/%m/%d %H:%M") self.contents.draw_text(4, 40, 600, 32, time_string, 2) end end def selected=(selected) @selected = selected update_cursor_rect end def update_cursor_rect if @selected self.cursor_rect.set(0, 0, @name_width + 8, 32) else self.cursor_rect.empty end end end class Scene_File SAVEFILE_MAX = 99 # ------------------- def initialize(help_text) @help_text = help_text end # ------------------- def main @help_window = Window_Help.new @help_window.set_text(@help_text) @savefile_windows = [] @cursor_displace = 0 for i in 0..3 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i), i)) end @file_index = 0 @savefile_windows[@file_index].selected = true Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose for i in @savefile_windows i.dispose end end # ------------------- def update @help_window.update for i in @savefile_windows i.update end if Input.trigger?(Input::C) on_decision(make_filename(@file_index)) $game_temp.last_file_index = @file_index return end if Input.trigger?(Input::B) on_cancel return end if Input.repeat?(Input::DOWN) if Input.trigger?(Input::DOWN) or @file_index < SAVEFILE_MAX - 1 if @file_index == SAVEFILE_MAX - 1 $game_system.se_play($data_system.buzzer_se) return end @cursor_displace += 1 if @cursor_displace == 4 @cursor_displace = 3 for i in @savefile_windows i.dispose end @savefile_windows = [] for i in 0..3 f = i - 2 + @file_index name = make_filename(f) @savefile_windows.push(Window_SaveFile.new(f, name, i)) @savefile_windows[i].selected = false end end $game_system.se_play($data_system.cursor_se) @file_index = (@file_index + 1) if @file_index == SAVEFILE_MAX @file_index = SAVEFILE_MAX - 1 end for i in 0..3 @savefile_windows[i].selected = false end @savefile_windows[@cursor_displace].selected = true return end end if Input.repeat?(Input::UP) if Input.trigger?(Input::UP) or @file_index > 0 if @file_index == 0 $game_system.se_play($data_system.buzzer_se) return end @cursor_displace -= 1 if @cursor_displace == -1 @cursor_displace = 0 for i in @savefile_windows i.dispose end @savefile_windows = [] for i in 0..3 f = i - 1 + @file_index name = make_filename(f) @savefile_windows.push(Window_SaveFile.new(f, name, i)) @savefile_windows[i].selected = false end end $game_system.se_play($data_system.cursor_se) @file_index = (@file_index - 1) if @file_index == -1 @file_index = 0 end for i in 0..3 @savefile_windows[i].selected = false end @savefile_windows[@cursor_displace].selected = true return end end end def make_filename(file_index) return "Save#{file_index + 1}." + $savename end end class Scene_Save < Scene_File def initialize super("Which file would you like to save to?") end def on_decision(filename) $game_system.se_play($data_system.save_se) file = File.open(filename, "wb") write_save_data(file) file.close if $game_temp.save_calling $game_temp.save_calling = false $scene = Scene_Map.new return end $scene = Scene_Menu.new(4) end def on_cancel $game_system.se_play($data_system.cancel_se) if $game_temp.save_calling $game_temp.save_calling = false $scene = Scene_Map.new return end $scene = Scene_Menu.new(4) end def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) end end class Scene_Load < Scene_File def initialize $game_temp = Game_Temp.new $game_temp.last_file_index = 0 latest_time = Time.at(0) for i in 0..3 filename = make_filename(i) if FileTest.exist?(filename) file = File.open(filename, "r") if file.mtime > latest_time latest_time = file.mtime $game_temp.last_file_index = i end file.close end end super("Which file would you like to load?") end def on_decision(filename) unless FileTest.exist?(filename) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.load_se) file = File.open(filename, "rb") read_save_data(file) file.close $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) $game_map.update $scene = Scene_Map.new end def on_cancel $game_system.se_play($data_system.cancel_se) $scene = Scene_Title.new end def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) if $game_system.magic_number != $data_system.magic_number $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end $game_party.refresh end end class Scene_Title def main if $BTEST battle_test return end $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") $game_system = Game_System.new @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) s1 = "New Game" s2 = "Continue" s3 = "Shutdown" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.back_opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 288 $game_system.bgm_play($data_system.title_bgm) Audio.me_stop Audio.bgs_stop Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @sprite.bitmap.dispose @sprite.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 command_new_game when 1 command_continue when 2 command_shutdown end end end def command_new_game $game_system.se_play($data_system.decision_se) data = [] top_text = "Please create a name for your saves" text = "" font = "Arial" max = 9 size = 24 $savename = Text_input.new(top_text, text, font, max, size).text $game_system.se_play($data_system.decision_se) Audio.bgm_stop Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new end def command_continue $game_system.se_play($data_system.decision_se) data = [] top_text = "Please type your save name" text = "" font = "Arial" max = 9 size = 24 $savename = Text_input.new(top_text, text, font, max, size).text $game_system.se_play($data_system.decision_se) $scene = Scene_Load.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 battle_test $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $game_party.setup_battle_test_members $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $scene = Scene_Battle.new end end #====================================== # ■ Keyboard Script #--------------------------------------------------------------------------- #  By: Cybersam # Date: 25/05/05 # Version 4 #====================================== # How to use # if Kboard.keyboard($R_Key_A) # module Kboard #-------------------------------------------------------------------------- $RMouse_BUTTON_L = 0x01 # left mouse button $RMouse_BUTTON_R = 0x02 # right mouse button $RMouse_BUTTON_M = 0x04 # middle mouse button $RMouse_BUTTON_4 = 0x05 # 4th mouse button $RMouse_BUTTON_5 = 0x06 # 5th mouse button #-------------------------------------------------------------------------- $R_Key_BACK = 0x08 # BACKSPACE key $R_Key_TAB = 0x09 # TAB key $R_Key_RETURN = 0x0D # ENTER key $R_Key_SHIFT = 0x10 # SHIFT key $R_Key_CTLR = 0x11 # CTLR key $R_Key_ALT = 0x12 # ALT key $R_Key_PAUSE = 0x13 # PAUSE key $R_Key_CAPITAL = 0x14 # CAPS LOCK key $R_Key_ESCAPE = 0x1B # ESC key $R_Key_SPACE = 0x20 # SPACEBAR $R_Key_PRIOR = 0x21 # PAGE UP key $R_Key_NEXT = 0x22 # PAGE DOWN key $R_Key_END = 0x23 # END key $R_Key_HOME = 0x24 # HOME key $R_Key_LEFT = 0x25 # LEFT ARROW key $R_Key_UP = 0x26 # UP ARROW key $R_Key_RIGHT = 0x27 # RIGHT ARROW key $R_Key_DOWN = 0x28 # DOWN ARROW key $R_Key_SELECT = 0x29 # SELECT key $R_Key_PRINT = 0x2A # PRINT key $R_Key_SNAPSHOT = 0x2C # PRINT SCREEN key $R_Key_INSERT = 0x2D # INS key $R_Key_DELETE = 0x2E # DEL key #-------------------------------------------------------------------------- $R_Key_0 = 0x30 # 0 key $R_Key_1 = 0x31 # 1 key $R_Key_2 = 0x32 # 2 key $R_Key_3 = 0x33 # 3 key $R_Key_4 = 0x34 # 4 key $R_Key_5 = 0x35 # 5 key $R_Key_6 = 0x36 # 6 key $R_Key_7 = 0x37 # 7 key $R_Key_8 = 0x38 # 8 key $R_Key_9 = 0x39 # 9 key #-------------------------------------------------------------------------- $R_Key_A = 0x41 # A key $R_Key_B = 0x42 # B key $R_Key_C = 0x43 # C key $R_Key_D = 0x44 # D key $R_Key_E = 0x45 # E key $R_Key_F = 0x46 # F key $R_Key_G = 0x47 # G key $R_Key_H = 0x48 # H key $R_Key_I = 0x49 # I key $R_Key_J = 0x4A # J key $R_Key_K = 0x4B # K key $R_Key_L = 0x4C # L key $R_Key_M = 0x4D # M key $R_Key_N = 0x4E # N key $R_Key_O = 0x4F # O key $R_Key_P = 0x50 # P key $R_Key_Q = 0x51 # Q key $R_Key_R = 0x52 # R key $R_Key_S = 0x53 # S key $R_Key_T = 0x54 # T key $R_Key_U = 0x55 # U key $R_Key_V = 0x56 # V key $R_Key_W = 0x57 # W key $R_Key_X = 0x58 # X key $R_Key_Y = 0x59 # Y key $R_Key_Z = 0x5A # Z key #-------------------------------------------------------------------------- $R_Key_LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard) $R_Key_RWIN = 0x5C # Right Windows key (Natural keyboard) $R_Key_APPS = 0x5D # Applications key (Natural keyboard) #-------------------------------------------------------------------------- $R_Key_NUMPAD0 = 0x60 # Numeric keypad 0 key $R_Key_NUMPAD1 = 0x61 # Numeric keypad 1 key $R_Key_NUMPAD2 = 0x62 # Numeric keypad 2 key $R_Key_NUMPAD3 = 0x63 # Numeric keypad 3 key $R_Key_NUMPAD4 = 0x64 # Numeric keypad 4 key $R_Key_NUMPAD5 = 0x65 # Numeric keypad 5 key $R_Key_NUMPAD6 = 0x66 # Numeric keypad 6 key $R_Key_NUMPAD7 = 0x67 # Numeric keypad 7 key $R_Key_NUMPAD8 = 0x68 # Numeric keypad 8 key $R_Key_NUMPAD9 = 0x69 # Numeric keypad 9 key $R_Key_MULTIPLY = 0x6A # Multiply key (*) $R_Key_ADD = 0x6B # Add key (+) $R_Key_SEPARATOR = 0x6C # Separator key $R_Key_SUBTRACT = 0x6D # Subtract key (-) $R_Key_DECIMAL = 0x6E # Decimal key $R_Key_DIVIDE = 0x6F # Divide key (/) #-------------------------------------------------------------------------- $R_Key_F1 = 0x70 # F1 key $R_Key_F2 = 0x71 # F2 key $R_Key_F3 = 0x72 # F3 key $R_Key_F4 = 0x73 # F4 key $R_Key_F5 = 0x74 # F5 key $R_Key_F6 = 0x75 # F6 key $R_Key_F7 = 0x76 # F7 key $R_Key_F8 = 0x77 # F8 key $R_Key_F9 = 0x78 # F9 key $R_Key_F10 = 0x79 # F10 key $R_Key_F11 = 0x7A # F11 key $R_Key_F12 = 0x7B # F12 key #-------------------------------------------------------------------------- $R_Key_NUMLOCK = 0x90 # NUM LOCK key $R_Key_SCROLL = 0x91 # SCROLL LOCK key #-------------------------------------------------------------------------- $R_Key_LSHIFT = 0xA0 # Left SHIFT key $R_Key_RSHIFT = 0xA1 # Right SHIFT key $R_Key_LCONTROL = 0xA2 # Left CONTROL key $R_Key_RCONTROL = 0xA3 # Right CONTROL key $R_Key_L_ALT = 0xA4 # Left ALT key $R_Key_R_ALT = 0xA5 # Right ALT key #-------------------------------------------------------------------------- $R_Key_SEP = 0xBC # , key $R_Key_DASH = 0xBD # - key $R_Key_DOTT = 0xBE # . key #-------------------------------------------------------------------------- GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i') GetKeyboardState = Win32API.new("user32","GetKeyState",['i'],'i') GetSetKeyState = Win32API.new("user32","SetKeyboardState",['i'],'i') #-------------------------------------------------------------------------- module_function #-------------------------------------------------------------------------- def keyb(rkey) if GetKeyState.call(rkey) != 0 return 1 end return 0 end #-------------------------------------------------------------------------- def keyboard(rkey) GetKeyState.call(rkey) & 0x01 == 1 # end #-------------------------------------------------------------------------- def key(rkey, key = 0) GetKeyboardState.call(rkey) & 0x01 == key # end end #=============================================================================== # # Text-Input Script v1 created by: cybersam # # hi boys and ladys.... and whatever else ^-^ # # here comes the script that allows you to insert text with the keyboard # in your game... ^-^ # # i didnt make it work with the default name edit/input script # but with this it should be easier for you guys to do it... # the reason ?!.. i said it already in other scripts... ^-^ # # "i dont wana do a complete script that you can post in your games and it works # without a single modification"... # # since there are people here that just dont even wont try to learn ruby... # this script works perfect of its own.... # but it wont let you edit the character name without modification... # so go on and try it out... # # if you need help to edit something just ask... # i would gladly help but i wont do all the work for you... # # thats it from my side... # as for now... this will be the last update # for this script (keyboard/mouse script) from my side... # if you find any bugs please contact me... you should already now how... ^-^ # and dont tell me "there is a bug in you script!" # that alone is not enough... ^-^ # # cya all ^-^ # sam # #=============================================================================== class Text_input < Window_Base def initialize(top_text = "Here comes the new Version of the keyboard script", text = "Keyboad - Script v3", font = "Arial", max = 20, size = 16, free = "_") @toptext = top_text @text = text @font = font @max = max @size = size @free = free super(320 - (@max*@size+@size)/2, 240-@size*2-32, @max * @size + 32, 128) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = @font self.contents.font.size = @size self.z = 256 @twidth = @max*@size refresh update end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, @twidth, @size, @toptext, 1) for i in 0...@max text = @text[i] if text == nil text = @free else text = text.chr end self.contents.font.color = normal_color self.contents.draw_text(@size * i, @size + 24, @size, @size, text, 1) end end def update loop do Graphics.update refresh if Kboard.keyboard($R_Key_BACK) # delete (with backspace) text = "" if @text.size != 0 for i in 0...@text.size - 1 text += @text[i].chr end @text = text else end end if Kboard.keyboard($R_Key_RETURN) # Enter key... to end... #$game_variables[1]=@text return end if @text.size < @max # putting Key's to the text if Kboard.keyboard($R_Key_SPACE) # space key (to insert space between the chars... ^-^) @text += " " # space.. you can set anything else if you want ^-^' end if Kboard.key($R_Key_CAPITAL, 1) # if caps lock is active then write the chars in higher case if Kboard.keyboard($R_Key_A) @text += "A" end if Kboard.keyboard($R_Key_B) @text += "B" end if Kboard.keyboard($R_Key_C) @text += "C" end if Kboard.keyboard($R_Key_D) @text += "D" end if Kboard.keyboard($R_Key_E) @text += "E" end if Kboard.keyboard($R_Key_F) @text += "F" end if Kboard.keyboard($R_Key_G) @text += "G" end if Kboard.keyboard($R_Key_H) @text += "H" end if Kboard.keyboard($R_Key_I) @text += "I" end if Kboard.keyboard($R_Key_J) @text += "J" end if Kboard.keyboard($R_Key_K) @text += "K" end if Kboard.keyboard($R_Key_L) @text += "L" end if Kboard.keyboard($R_Key_M) @text += "M" end if Kboard.keyboard($R_Key_N) @text += "N" end if Kboard.keyboard($R_Key_O) @text += "O" end if Kboard.keyboard($R_Key_P) @text += "P" end if Kboard.keyboard($R_Key_Q) @text += "Q" end if Kboard.keyboard($R_Key_R) @text += "R" end if Kboard.keyboard($R_Key_S) @text += "S" end if Kboard.keyboard($R_Key_T) @text += "T" end if Kboard.keyboard($R_Key_U) @text += "U" end if Kboard.keyboard($R_Key_V) @text += "V" end if Kboard.keyboard($R_Key_W) @text += "W" end if Kboard.keyboard($R_Key_X) @text += "X" end if Kboard.keyboard($R_Key_Y) @text += "Y" end if Kboard.keyboard($R_Key_Z) @text += "Z" end elsif Kboard.key($R_Key_CAPITAL) # if caps lock is deactivated then write in lower case if Kboard.keyboard($R_Key_A) @text += "a" end if Kboard.keyboard($R_Key_B) @text += "b" end if Kboard.keyboard($R_Key_C) @text += "c" end if Kboard.keyboard($R_Key_D) @text += "d" end if Kboard.keyboard($R_Key_E) @text += "e" end if Kboard.keyboard($R_Key_F) @text += "f" end if Kboard.keyboard($R_Key_G) @text += "g" end if Kboard.keyboard($R_Key_H) @text += "h" end if Kboard.keyboard($R_Key_I) @text += "i" end if Kboard.keyboard($R_Key_J) @text += "j" end if Kboard.keyboard($R_Key_K) @text += "k" end if Kboard.keyboard($R_Key_L) @text += "l" end if Kboard.keyboard($R_Key_M) @text += "m" end if Kboard.keyboard($R_Key_N) @text += "n" end if Kboard.keyboard($R_Key_O) @text += "o" end if Kboard.keyboard($R_Key_P) @text += "p" end if Kboard.keyboard($R_Key_Q) @text += "q" end if Kboard.keyboard($R_Key_R) @text += "r" end if Kboard.keyboard($R_Key_S) @text += "s" end if Kboard.keyboard($R_Key_T) @text += "t" end if Kboard.keyboard($R_Key_U) @text += "u" end if Kboard.keyboard($R_Key_V) @text += "v" end if Kboard.keyboard($R_Key_W) @text += "w" end if Kboard.keyboard($R_Key_X) @text += "x" end if Kboard.keyboard($R_Key_Y) @text += "y" end if Kboard.keyboard($R_Key_Z) @text += "z" end end # numbers if Kboard.keyboard($R_Key_0) @text += "0" end if Kboard.keyboard($R_Key_1) @text += "1" end if Kboard.keyboard($R_Key_2) @text += "2" end if Kboard.keyboard($R_Key_3) @text += "3" end if Kboard.keyboard($R_Key_4) @text += "4" end if Kboard.keyboard($R_Key_5) @text += "5" end if Kboard.keyboard($R_Key_6) @text += "6" end if Kboard.keyboard($R_Key_7) @text += "7" end if Kboard.keyboard($R_Key_8) @text += "8" end if Kboard.keyboard($R_Key_9) @text += "9" end # numpad if Kboard.keyboard($R_Key_NUMPAD0) @text += "0" end if Kboard.keyboard($R_Key_NUMPAD1) @text += "1" end if Kboard.keyboard($R_Key_NUMPAD2) @text += "2" end if Kboard.keyboard($R_Key_NUMPAD3) @text += "3" end if Kboard.keyboard($R_Key_NUMPAD4) @text += "4" end if Kboard.keyboard($R_Key_NUMPAD5) @text += "5" end if Kboard.keyboard($R_Key_NUMPAD6) @text += "6" end if Kboard.keyboard($R_Key_NUMPAD7) @text += "7" end if Kboard.keyboard($R_Key_NUMPAD8) @text += "8" end if Kboard.keyboard($R_Key_NUMPAD9) @text += "9" end if Kboard.keyboard($R_Key_ADD) # + (numpad) @text += "+" end if Kboard.keyboard($R_Key_SUBTRACT) # - (numpad) @text += "-" end if Kboard.keyboard($R_Key_DIVIDE) # / (numpad) @text += "/" end if Kboard.keyboard($R_Key_MULTIPLY) # * (numpad) @text += "*" end if Kboard.key($R_Key_CAPITAL) # since i dont want to change my keyboard layout you need to test it for you'r self... if Kboard.keyboard($R_Key_SEP) # , (key) (tested german keyboard layout) @text += "," end if Kboard.keyboard($R_Key_DASH) # - (key) (tested german keyboard layout) @text += "-" end if Kboard.keyboard($R_Key_DOTT) # . (key) (tested german keyboard layout) @text += "." end elsif Kboard.key($R_Key_CAPITAL, 1) if Kboard.keyboard($R_Key_SEP) # , (key) (tested german keyboard layout) @text += ";" end if Kboard.keyboard($R_Key_DASH) # - (key) (tested german keyboard layout) @text += "_" end if Kboard.keyboard($R_Key_DOTT) # . (key) (tested german keyboard layout) @text += ":" end end else end refresh end end def text() self.contents.dispose self.dispose return @text end end Personal_Save_Files_VX.txt RMVX Version #--------------------- # Personal Save Files # By: Polraudio # Credits: Polraudio, RPG Advocate, Cybersam # Version: 1.0 #--------------------- =begin #---------------------------------------------------- Features: - Allows you to have up to Unlimited save files - You can have a name for your save files Instructions: Place above main Contact: If you have any questions or comments you can find me at www.rmxpunlimited.net(Best Method) Or email me polraudio@gmail.com =end class Scene_File < Scene_Base def initialize(saving, from_title, from_event) @saving = saving @from_title = from_title @from_event = from_event end def start super create_menu_background @help_window = Window_Help.new create_savefile_windows if @saving @index = $game_temp.last_file_index @help_window.set_text(Vocab::SaveMessage) else @index = self.latest_file_index @help_window.set_text(Vocab::LoadMessage) end @savefile_windows[@index].selected = true end def terminate super dispose_menu_background @help_window.dispose dispose_item_windows end def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else $scene = Scene_Menu.new(4) end end def update super update_menu_background @help_window.update update_savefile_windows update_savefile_selection end def create_savefile_windows @savefile_windows = [] for i in 0..3 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end @item_max = 4 end def dispose_item_windows for window in @savefile_windows window.dispose end end def update_savefile_windows for window in @savefile_windows window.update end end def update_savefile_selection if Input.trigger?(Input::C) determine_savefile elsif Input.trigger?(Input::B) Sound.play_cancel return_scene else last_index = @index if Input.repeat?(Input::DOWN) cursor_down(Input.trigger?(Input::DOWN)) end if Input.repeat?(Input::UP) cursor_up(Input.trigger?(Input::UP)) end if @index != last_index Sound.play_cursor @savefile_windows[last_index].selected = false @savefile_windows[@index].selected = true end end end def determine_savefile if @saving Sound.play_save do_save else if @savefile_windows[@index].file_exist Sound.play_load do_load else Sound.play_buzzer return end end $game_temp.last_file_index = @index end def cursor_down(wrap) if @index < @item_max - 1 or wrap @index = (@index + 1) % @item_max end end def cursor_up(wrap) if @index > 0 or wrap @index = (@index - 1 + @item_max) % @item_max end end def make_filename(file_index) return "Save#{file_index + 1}." + $savename end def latest_file_index index = 0 latest_time = Time.at(0) for i in 0...@savefile_windows.size if @savefile_windows[i].time_stamp > latest_time latest_time = @savefile_windows[i].time_stamp index = i end end return index end def do_save file = File.open(@savefile_windows[@index].filename, "wb") write_save_data(file) file.close return_scene end def do_load file = File.open(@savefile_windows[@index].filename, "rb") read_save_data(file) file.close $scene = Scene_Map.new RPG::BGM.fade(1500) Graphics.fadeout(60) Graphics.wait(40) @last_bgm.play @last_bgs.play end def write_save_data(file) characters = [] for actor in $game_party.members characters.push([actor.character_name, actor.character_index]) end $game_system.save_count += 1 $game_system.version_id = $data_system.version_id @last_bgm = RPG::BGM::last @last_bgs = RPG::BGS::last Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) Marshal.dump(@last_bgm, file) Marshal.dump(@last_bgs, file) Marshal.dump($game_system, file) Marshal.dump($game_message, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) end def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) $game_system = Marshal.load(file) $game_message = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) if $game_system.version_id != $data_system.version_id $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end end end class Scene_Title < Scene_Base def main if $BTEST battle_test else super end end def start super load_database create_game_objects check_continue create_title_graphic create_command_window play_title_music end def perform_transition Graphics.transition(20) end def post_start super open_command_window end def pre_terminate super close_command_window end def terminate super dispose_command_window snapshot_for_background dispose_title_graphic end def update super @command_window.update if Input.trigger?(Input::C) case @command_window.index when 0 #New game command_new_game when 1 # Continue command_continue when 2 # Shutdown command_shutdown end end end def load_database $data_actors = load_data("Data/Actors.rvdata") $data_classes = load_data("Data/Classes.rvdata") $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") $data_armors = load_data("Data/Armors.rvdata") $data_enemies = load_data("Data/Enemies.rvdata") $data_troops = load_data("Data/Troops.rvdata") $data_states = load_data("Data/States.rvdata") $data_animations = load_data("Data/Animations.rvdata") $data_common_events = load_data("Data/CommonEvents.rvdata") $data_system = load_data("Data/System.rvdata") $data_areas = load_data("Data/Areas.rvdata") end def load_bt_database $data_actors = load_data("Data/BT_Actors.rvdata") $data_classes = load_data("Data/BT_Classes.rvdata") $data_skills = load_data("Data/BT_Skills.rvdata") $data_items = load_data("Data/BT_Items.rvdata") $data_weapons = load_data("Data/BT_Weapons.rvdata") $data_armors = load_data("Data/BT_Armors.rvdata") $data_enemies = load_data("Data/BT_Enemies.rvdata") $data_troops = load_data("Data/BT_Troops.rvdata") $data_states = load_data("Data/BT_States.rvdata") $data_animations = load_data("Data/BT_Animations.rvdata") $data_common_events = load_data("Data/BT_CommonEvents.rvdata") $data_system = load_data("Data/BT_System.rvdata") end def create_game_objects $game_temp = Game_Temp.new $game_message = Game_Message.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new end def check_continue @continue_enabled = (Dir.glob('Save*.rvdata').size > 0) end def create_title_graphic @sprite = Sprite.new @sprite.bitmap = Cache.system("Title") end def dispose_title_graphic @sprite.bitmap.dispose @sprite.dispose end def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.openness = 0 @command_window.open end def dispose_command_window @command_window.dispose end def open_command_window @command_window.open begin @command_window.update Graphics.update end until @command_window.openness == 255 end def close_command_window @command_window.close begin @command_window.update Graphics.update end until @command_window.openness == 0 end def play_title_music $data_system.title_bgm.play RPG::BGS.stop RPG::ME.stop end def confirm_player_location if $data_system.start_map_id == 0 print "Player start location not set." exit end end def command_new_game data = [] top_text = "Please make a save name" text = "" font = "Arial" max = 9 size = 24 $savename = Text_input.new(top_text, text, font, max, size).text confirm_player_location Sound.play_decision $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $scene = Scene_Map.new RPG::BGM.fade(1500) close_command_window Graphics.fadeout(60) Graphics.wait(40) Graphics.frame_count = 0 RPG::BGM.stop $game_map.autoplay end def command_continue data = [] top_text = "Please type your save name" text = "" font = "Arial" max = 9 size = 24 $savename = Text_input.new(top_text, text, font, max, size).text Sound.play_decision $scene = Scene_File.new(false, true, false) end def command_shutdown Sound.play_decision RPG::BGM.fade(800) RPG::BGS.fade(800) RPG::ME.fade(800) $scene = nil end def battle_test load_bt_database create_game_objects Graphics.frame_count = 0 $game_party.setup_battle_test_members $game_troop.setup($data_system.test_troop_id) $game_troop.can_escape = true $game_system.battle_bgm.play snapshot_for_background $scene = Scene_Battle.new end end #====================================== # ■ Keyboard Script #--------------------------------------------------------------------------- #  By: Cybersam # Date: 25/05/05 # Version 4 #====================================== # How to use # if Kboard.keyboard($R_Key_A) # module Kboard #-------------------------------------------------------------------------- $RMouse_BUTTON_L = 0x01 # left mouse button $RMouse_BUTTON_R = 0x02 # right mouse button $RMouse_BUTTON_M = 0x04 # middle mouse button $RMouse_BUTTON_4 = 0x05 # 4th mouse button $RMouse_BUTTON_5 = 0x06 # 5th mouse button #-------------------------------------------------------------------------- $R_Key_BACK = 0x08 # BACKSPACE key $R_Key_TAB = 0x09 # TAB key $R_Key_RETURN = 0x0D # ENTER key $R_Key_SHIFT = 0x10 # SHIFT key $R_Key_CTLR = 0x11 # CTLR key $R_Key_ALT = 0x12 # ALT key $R_Key_PAUSE = 0x13 # PAUSE key $R_Key_CAPITAL = 0x14 # CAPS LOCK key $R_Key_ESCAPE = 0x1B # ESC key $R_Key_SPACE = 0x20 # SPACEBAR $R_Key_PRIOR = 0x21 # PAGE UP key $R_Key_NEXT = 0x22 # PAGE DOWN key $R_Key_END = 0x23 # END key $R_Key_HOME = 0x24 # HOME key $R_Key_LEFT = 0x25 # LEFT ARROW key $R_Key_UP = 0x26 # UP ARROW key $R_Key_RIGHT = 0x27 # RIGHT ARROW key $R_Key_DOWN = 0x28 # DOWN ARROW key $R_Key_SELECT = 0x29 # SELECT key $R_Key_PRINT = 0x2A # PRINT key $R_Key_SNAPSHOT = 0x2C # PRINT SCREEN key $R_Key_INSERT = 0x2D # INS key $R_Key_DELETE = 0x2E # DEL key #-------------------------------------------------------------------------- $R_Key_0 = 0x30 # 0 key $R_Key_1 = 0x31 # 1 key $R_Key_2 = 0x32 # 2 key $R_Key_3 = 0x33 # 3 key $R_Key_4 = 0x34 # 4 key $R_Key_5 = 0x35 # 5 key $R_Key_6 = 0x36 # 6 key $R_Key_7 = 0x37 # 7 key $R_Key_8 = 0x38 # 8 key $R_Key_9 = 0x39 # 9 key #-------------------------------------------------------------------------- $R_Key_A = 0x41 # A key $R_Key_B = 0x42 # B key $R_Key_C = 0x43 # C key $R_Key_D = 0x44 # D key $R_Key_E = 0x45 # E key $R_Key_F = 0x46 # F key $R_Key_G = 0x47 # G key $R_Key_H = 0x48 # H key $R_Key_I = 0x49 # I key $R_Key_J = 0x4A # J key $R_Key_K = 0x4B # K key $R_Key_L = 0x4C # L key $R_Key_M = 0x4D # M key $R_Key_N = 0x4E # N key $R_Key_O = 0x4F # O key $R_Key_P = 0x50 # P key $R_Key_Q = 0x51 # Q key $R_Key_R = 0x52 # R key $R_Key_S = 0x53 # S key $R_Key_T = 0x54 # T key $R_Key_U = 0x55 # U key $R_Key_V = 0x56 # V key $R_Key_W = 0x57 # W key $R_Key_X = 0x58 # X key $R_Key_Y = 0x59 # Y key $R_Key_Z = 0x5A # Z key #-------------------------------------------------------------------------- $R_Key_LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard) $R_Key_RWIN = 0x5C # Right Windows key (Natural keyboard) $R_Key_APPS = 0x5D # Applications key (Natural keyboard) #-------------------------------------------------------------------------- $R_Key_NUMPAD0 = 0x60 # Numeric keypad 0 key $R_Key_NUMPAD1 = 0x61 # Numeric keypad 1 key $R_Key_NUMPAD2 = 0x62 # Numeric keypad 2 key $R_Key_NUMPAD3 = 0x63 # Numeric keypad 3 key $R_Key_NUMPAD4 = 0x64 # Numeric keypad 4 key $R_Key_NUMPAD5 = 0x65 # Numeric keypad 5 key $R_Key_NUMPAD6 = 0x66 # Numeric keypad 6 key $R_Key_NUMPAD7 = 0x67 # Numeric keypad 7 key $R_Key_NUMPAD8 = 0x68 # Numeric keypad 8 key $R_Key_NUMPAD9 = 0x69 # Numeric keypad 9 key $R_Key_MULTIPLY = 0x6A # Multiply key (*) $R_Key_ADD = 0x6B # Add key (+) $R_Key_SEPARATOR = 0x6C # Separator key $R_Key_SUBTRACT = 0x6D # Subtract key (-) $R_Key_DECIMAL = 0x6E # Decimal key $R_Key_DIVIDE = 0x6F # Divide key (/) #-------------------------------------------------------------------------- $R_Key_F1 = 0x70 # F1 key $R_Key_F2 = 0x71 # F2 key $R_Key_F3 = 0x72 # F3 key $R_Key_F4 = 0x73 # F4 key $R_Key_F5 = 0x74 # F5 key $R_Key_F6 = 0x75 # F6 key $R_Key_F7 = 0x76 # F7 key $R_Key_F8 = 0x77 # F8 key $R_Key_F9 = 0x78 # F9 key $R_Key_F10 = 0x79 # F10 key $R_Key_F11 = 0x7A # F11 key $R_Key_F12 = 0x7B # F12 key #-------------------------------------------------------------------------- $R_Key_NUMLOCK = 0x90 # NUM LOCK key $R_Key_SCROLL = 0x91 # SCROLL LOCK key #-------------------------------------------------------------------------- $R_Key_LSHIFT = 0xA0 # Left SHIFT key $R_Key_RSHIFT = 0xA1 # Right SHIFT key $R_Key_LCONTROL = 0xA2 # Left CONTROL key $R_Key_RCONTROL = 0xA3 # Right CONTROL key $R_Key_L_ALT = 0xA4 # Left ALT key $R_Key_R_ALT = 0xA5 # Right ALT key #-------------------------------------------------------------------------- $R_Key_SEP = 0xBC # , key $R_Key_DASH = 0xBD # - key $R_Key_DOTT = 0xBE # . key #-------------------------------------------------------------------------- GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i') GetKeyboardState = Win32API.new("user32","GetKeyState",['i'],'i') GetSetKeyState = Win32API.new("user32","SetKeyboardState",['i'],'i') #-------------------------------------------------------------------------- module_function #-------------------------------------------------------------------------- def keyb(rkey) if GetKeyState.call(rkey) != 0 return 1 end return 0 end #-------------------------------------------------------------------------- def keyboard(rkey) GetKeyState.call(rkey) & 0x01 == 1 # end #-------------------------------------------------------------------------- def key(rkey, key = 0) GetKeyboardState.call(rkey) & 0x01 == key # end end #=============================================================================== # # Text-Input Script v1 created by: cybersam # # hi boys and ladys.... and whatever else ^-^ # # here comes the script that allows you to insert text with the keyboard # in your game... ^-^ # # i didnt make it work with the default name edit/input script # but with this it should be easier for you guys to do it... # the reason ?!.. i said it already in other scripts... ^-^ # # "i dont wana do a complete script that you can post in your games and it works # without a single modification"... # # since there are people here that just dont even wont try to learn ruby... # this script works perfect of its own.... # but it wont let you edit the character name without modification... # so go on and try it out... # # if you need help to edit something just ask... # i would gladly help but i wont do all the work for you... # # thats it from my side... # as for now... this will be the last update # for this script (keyboard/mouse script) from my side... # if you find any bugs please contact me... you should already now how... ^-^ # and dont tell me "there is a bug in you script!" # that alone is not enough... ^-^ # # cya all ^-^ # sam # #=============================================================================== class Text_input < Window_Base def initialize(top_text = "Here comes the new Version of the keyboard script", text = "Keyboad - Script v3", font = "Arial", max = 20, size = 16, free = "_") @toptext = top_text @text = text @font = font @max = max @size = size @free = free super(320 - (@max*@size+@size)/2, 240-@size*2-32, @max * @size + 32, 128) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = @font self.contents.font.size = @size self.z = 256 @twidth = @max*@size refresh update end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, @twidth, @size, @toptext, 1) for i in 0...@max text = @text[i] if text == nil text = @free else text = text.chr end self.contents.font.color = normal_color self.contents.draw_text(@size * i, @size + 24, @size, @size, text, 1) end end def update loop do Graphics.update refresh if Kboard.keyboard($R_Key_BACK) # delete (with backspace) text = "" if @text.size != 0 for i in 0...@text.size - 1 text += @text[i].chr end @text = text else end end if Kboard.keyboard($R_Key_RETURN) # Enter key... to end... #$game_variables[1]=@text return end if @text.size < @max # putting Key's to the text if Kboard.keyboard($R_Key_SPACE) # space key (to insert space between the chars... ^-^) @text += " " # space.. you can set anything else if you want ^-^' end if Kboard.key($R_Key_CAPITAL, 1) # if caps lock is active then write the chars in higher case if Kboard.keyboard($R_Key_A) @text += "A" end if Kboard.keyboard($R_Key_B) @text += "B" end if Kboard.keyboard($R_Key_C) @text += "C" end if Kboard.keyboard($R_Key_D) @text += "D" end if Kboard.keyboard($R_Key_E) @text += "E" end if Kboard.keyboard($R_Key_F) @text += "F" end if Kboard.keyboard($R_Key_G) @text += "G" end if Kboard.keyboard($R_Key_H) @text += "H" end if Kboard.keyboard($R_Key_I) @text += "I" end if Kboard.keyboard($R_Key_J) @text += "J" end if Kboard.keyboard($R_Key_K) @text += "K" end if Kboard.keyboard($R_Key_L) @text += "L" end if Kboard.keyboard($R_Key_M) @text += "M" end if Kboard.keyboard($R_Key_N) @text += "N" end if Kboard.keyboard($R_Key_O) @text += "O" end if Kboard.keyboard($R_Key_P) @text += "P" end if Kboard.keyboard($R_Key_Q) @text += "Q" end if Kboard.keyboard($R_Key_R) @text += "R" end if Kboard.keyboard($R_Key_S) @text += "S" end if Kboard.keyboard($R_Key_T) @text += "T" end if Kboard.keyboard($R_Key_U) @text += "U" end if Kboard.keyboard($R_Key_V) @text += "V" end if Kboard.keyboard($R_Key_W) @text += "W" end if Kboard.keyboard($R_Key_X) @text += "X" end if Kboard.keyboard($R_Key_Y) @text += "Y" end if Kboard.keyboard($R_Key_Z) @text += "Z" end elsif Kboard.key($R_Key_CAPITAL) # if caps lock is deactivated then write in lower case if Kboard.keyboard($R_Key_A) @text += "a" end if Kboard.keyboard($R_Key_B) @text += "b" end if Kboard.keyboard($R_Key_C) @text += "c" end if Kboard.keyboard($R_Key_D) @text += "d" end if Kboard.keyboard($R_Key_E) @text += "e" end if Kboard.keyboard($R_Key_F) @text += "f" end if Kboard.keyboard($R_Key_G) @text += "g" end if Kboard.keyboard($R_Key_H) @text += "h" end if Kboard.keyboard($R_Key_I) @text += "i" end if Kboard.keyboard($R_Key_J) @text += "j" end if Kboard.keyboard($R_Key_K) @text += "k" end if Kboard.keyboard($R_Key_L) @text += "l" end if Kboard.keyboard($R_Key_M) @text += "m" end if Kboard.keyboard($R_Key_N) @text += "n" end if Kboard.keyboard($R_Key_O) @text += "o" end if Kboard.keyboard($R_Key_P) @text += "p" end if Kboard.keyboard($R_Key_Q) @text += "q" end if Kboard.keyboard($R_Key_R) @text += "r" end if Kboard.keyboard($R_Key_S) @text += "s" end if Kboard.keyboard($R_Key_T) @text += "t" end if Kboard.keyboard($R_Key_U) @text += "u" end if Kboard.keyboard($R_Key_V) @text += "v" end if Kboard.keyboard($R_Key_W) @text += "w" end if Kboard.keyboard($R_Key_X) @text += "x" end if Kboard.keyboard($R_Key_Y) @text += "y" end if Kboard.keyboard($R_Key_Z) @text += "z" end end # numbers if Kboard.keyboard($R_Key_0) @text += "0" end if Kboard.keyboard($R_Key_1) @text += "1" end if Kboard.keyboard($R_Key_2) @text += "2" end if Kboard.keyboard($R_Key_3) @text += "3" end if Kboard.keyboard($R_Key_4) @text += "4" end if Kboard.keyboard($R_Key_5) @text += "5" end if Kboard.keyboard($R_Key_6) @text += "6" end if Kboard.keyboard($R_Key_7) @text += "7" end if Kboard.keyboard($R_Key_8) @text += "8" end if Kboard.keyboard($R_Key_9) @text += "9" end # numpad if Kboard.keyboard($R_Key_NUMPAD0) @text += "0" end if Kboard.keyboard($R_Key_NUMPAD1) @text += "1" end if Kboard.keyboard($R_Key_NUMPAD2) @text += "2" end if Kboard.keyboard($R_Key_NUMPAD3) @text += "3" end if Kboard.keyboard($R_Key_NUMPAD4) @text += "4" end if Kboard.keyboard($R_Key_NUMPAD5) @text += "5" end if Kboard.keyboard($R_Key_NUMPAD6) @text += "6" end if Kboard.keyboard($R_Key_NUMPAD7) @text += "7" end if Kboard.keyboard($R_Key_NUMPAD8) @text += "8" end if Kboard.keyboard($R_Key_NUMPAD9) @text += "9" end if Kboard.keyboard($R_Key_ADD) # + (numpad) @text += "+" end if Kboard.keyboard($R_Key_SUBTRACT) # - (numpad) @text += "-" end if Kboard.keyboard($R_Key_DIVIDE) # / (numpad) @text += "/" end if Kboard.keyboard($R_Key_MULTIPLY) # * (numpad) @text += "*" end if Kboard.key($R_Key_CAPITAL) # since i dont want to change my keyboard layout you need to test it for you'r self... if Kboard.keyboard($R_Key_SEP) # , (key) (tested german keyboard layout) @text += "," end if Kboard.keyboard($R_Key_DASH) # - (key) (tested german keyboard layout) @text += "-" end if Kboard.keyboard($R_Key_DOTT) # . (key) (tested german keyboard layout) @text += "." end elsif Kboard.key($R_Key_CAPITAL, 1) if Kboard.keyboard($R_Key_SEP) # , (key) (tested german keyboard layout) @text += ";" end if Kboard.keyboard($R_Key_DASH) # - (key) (tested german keyboard layout) @text += "_" end if Kboard.keyboard($R_Key_DOTT) # . (key) (tested german keyboard layout) @text += ":" end end else end refresh end end def text() self.contents.dispose self.dispose return @text end end Credits: Polraudio RPG Advocate(Unlimited Save Files) Cybersam(Keyboard and Input Text)
  3. I cant help you here but if you can upload a demo with the map on it i can help you
  4. Nice to see the site is back up. I was starting to get a little bored on my days off
  5. You don't have to use Parallel Process to make the deer move at random and you cannot have 2 event process at the same time. There might be a script for it some where.
  6. I just like it because it is fast on dialup
  7. Very great i do recomend people download it
  8. I like scripting better but eventing is good but it takes alot more. I like them both so i made up my own thing called E-Scripting E-Scripting is where you mix events with scripts
  9. Nice idea. It would be nice to learn from mini projects. Like they say "You can never learn to much"
  10. Welcome DeathLock to Unlimited. If you need help with anything don't be afraid to ask me. If you need help with scripting i will be really glad to help.
  11. The only reason i made it is. I hate when someone comes over my house and plays a RMXP game and overwrights my files. so this way people can have there own 4 personal save slots. Its nice if you want a place where you can store your files without people knowing your number If you can find a way to get the variables past 99999999 you could have more than 399 million save files
  12. This script allows you to have up to 399,999,996 save files. You get to pick your own number so you have your own 4 save slots and no one else can see them unless they know your number The demo is your best bet so don't ask questions till you try the demo its easier to follow #--------------------- # Personal Save Files # By: Polraudio # Version: 1.0 #--------------------- =begin #---------------------------------------------------- Features: - Allows you to have up to 399,999,996 save files - Replaces the title with the player start map Instructions: This script will bring you straight to the start map For loading/Saving please put an input number before Opening the load or save menu. To open the load menu use this into a call script "$scene = Scene_Load.new" Without quotes Contact: If you have any questions or comments you can find me at www.rmxpunlimited.net(Best Method) Or email me polraudio@gmail.com #---------------------------------------------------- =end #---------------------------------------- # Replace the "1" with the variable you # would like to use for the slot numbers $var = 1 #---------------------------------------- class Window_SaveFile < Window_Base attr_reader :filename attr_reader :selected def initialize(file_index, filename) super(0, 64 + file_index % 4 * 104, 640, 104) self.contents = Bitmap.new(width - 32, height - 32) @file_index = file_index @filename = "Save#{@file_index + 1}." + $game_variables[$var].to_s @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime @characters = Marshal.load(file) @frame_count = Marshal.load(file) @game_system = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate file.close end refresh @selected = false end def refresh self.contents.clear self.contents.font.color = normal_color name = "Record #{@file_index + 1}" self.contents.draw_text(4, 0, 600, 32, name) @name_width = contents.text_size(name).width if @file_exist for i in 0...@characters.size bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1]) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(0, 0, cw, ch) x = 300 - @characters.size * 32 + i * 64 - cw / 2 self.contents.blt(x, 68 - ch, bitmap, src_rect) end hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 8, 600, 32, time_string, 2) self.contents.font.color = normal_color time_string = @time_stamp.strftime("%Y/%m/%d %H:%M") self.contents.draw_text(4, 40, 600, 32, time_string, 2) end end def selected=(selected) @selected = selected update_cursor_rect end def update_cursor_rect if @selected self.cursor_rect.set(0, 0, @name_width + 8, 32) else self.cursor_rect.empty end end end class Scene_File def initialize(help_text) @help_text = help_text end def main @help_window = Window_Help.new @help_window.set_text(@help_text) @savefile_windows = [] for i in 0..3 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end @file_index = $game_temp.last_file_index @savefile_windows[@file_index].selected = true Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @help_window.dispose for i in @savefile_windows i.dispose end end def update @help_window.update for i in @savefile_windows i.update end if Input.trigger?(Input::C) on_decision(make_filename(@file_index)) $game_temp.last_file_index = @file_index return end if Input.trigger?(Input::B) on_cancel return end if Input.repeat?(Input::DOWN) if Input.trigger?(Input::DOWN) or @file_index < 3 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index + 1) % 4 @savefile_windows[@file_index].selected = true return end end if Input.repeat?(Input::UP) if Input.trigger?(Input::UP) or @file_index > 0 $game_system.se_play($data_system.cursor_se) @savefile_windows[@file_index].selected = false @file_index = (@file_index + 3) % 4 @savefile_windows[@file_index].selected = true return end end end def make_filename(file_index) return "Save#{file_index + 1}." + $game_variables[$var].to_s end end class Scene_Save < Scene_File def initialize super("Which file would you like to save to?") end def on_decision(filename) $game_system.se_play($data_system.save_se) file = File.open(filename, "wb") write_save_data(file) file.close if $game_temp.save_calling $game_temp.save_calling = false $scene = Scene_Map.new return end $scene = Scene_Menu.new(4) end def on_cancel $game_system.se_play($data_system.cancel_se) if $game_temp.save_calling $game_temp.save_calling = false $scene = Scene_Map.new return end $scene = Scene_Menu.new(4) end def write_save_data(file) characters = [] for i in 0...$game_party.actors.size actor = $game_party.actors[i] characters.push([actor.character_name, actor.character_hue]) end Marshal.dump(characters, file) Marshal.dump(Graphics.frame_count, file) $game_system.save_count += 1 $game_system.magic_number = $data_system.magic_number Marshal.dump($game_system, file) Marshal.dump($game_switches, file) Marshal.dump($game_variables, file) Marshal.dump($game_self_switches, file) Marshal.dump($game_screen, file) Marshal.dump($game_actors, file) Marshal.dump($game_party, file) Marshal.dump($game_troop, file) Marshal.dump($game_map, file) Marshal.dump($game_player, file) end end class Scene_Load < Scene_File def initialize $game_temp = Game_Temp.new $game_temp.last_file_index = 0 latest_time = Time.at(0) for i in 0..3 filename = make_filename(i) if FileTest.exist?(filename) file = File.open(filename, "r") if file.mtime > latest_time latest_time = file.mtime $game_temp.last_file_index = i end file.close end end super("Which file would you like to load?") end def on_decision(filename) unless FileTest.exist?(filename) $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.load_se) file = File.open(filename, "rb") read_save_data(file) file.close $game_system.bgm_play($game_system.playing_bgm) $game_system.bgs_play($game_system.playing_bgs) $game_map.update $scene = Scene_Map.new end def on_cancel $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end def read_save_data(file) characters = Marshal.load(file) Graphics.frame_count = Marshal.load(file) $game_system = Marshal.load(file) $game_switches = Marshal.load(file) $game_variables = Marshal.load(file) $game_self_switches = Marshal.load(file) $game_screen = Marshal.load(file) $game_actors = Marshal.load(file) $game_party = Marshal.load(file) $game_troop = Marshal.load(file) $game_map = Marshal.load(file) $game_player = Marshal.load(file) if $game_system.magic_number != $data_system.magic_number $game_map.setup($game_map.map_id) $game_player.center($game_player.x, $game_player.y) end $game_party.refresh end end class Scene_Title def main if $BTEST battle_test return end $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") $game_system = Game_System.new $game_system.bgm_play($data_system.title_bgm) Audio.bgm_stop Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $game_party.setup_starting_members $game_map.setup($data_system.start_map_id) $game_player.moveto($data_system.start_x, $data_system.start_y) $game_player.refresh $game_map.autoplay $game_map.update $scene = Scene_Map.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end end def update end def battle_test $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") Graphics.frame_count = 0 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new $game_party.setup_battle_test_members $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $scene = Scene_Battle.new end end Demo
  13. 200 downloads

    #--------------------- # Personal Save Files # By: Polraudio # Version: 1.0 #--------------------- =begin #---------------------------------------------------- Features: - Allows you to have up to 399,999,996 save files - Replaces the title with the player start map Instructions: This script will bring you straight to the start map For loading/Saving please put an input number before Opening the load or save menu. To open the load menu use this into a call script "$scene = Scene_Load.new" Without quotes Contact: If you have any questions or comments you can find me at www.rmxpunlimited.net(Best Method) Or email me polraudio@gmail.com #----------------------------------------------------
  14. So did that help you out tommymason?
  15. 1. Click on materialbase 2. Click on what you want to import 3. Click import and find the image you want 1. Right click on your transparent color 2. Right click on your Semi-transparent color(Shadow Color) Sizes: 256pixels right to left so 8 tiles Down as far as you want to go as long as each tile is 32x32
  16. Nice job better than anything i could do love the quote
  17. Wow the best battlers ever. can i make a request? Monster 11
  18. It sounds like you are using tilesets from Rpg Maker 2000/2003 that’s why it gets cut off The RTP files are the default graphics that come with RMXP you can find them here on your computer C:\Program Files\Common Files\Enterbrain\RGSS\Standard\ Dragging your graphics wont work cause you wont have the transparent or translucent colors
  19. Oho i want i want i want! Looks great i cant wait. Cant wait for beta
  20. I don't know how to do it but i seen a pokemon stsrter kit somewhere
  21. Now 2 days off. Come on people we need your projects!
  22. O well at least it works and it don't put it on one line EDIT: Here is some information if you need some http://translate.google.com/translate?hl=e...ipt%2Frtab.html
  23. Don't know when i do it, it wont show the text
  24. Very great battle system i know im using this any you should put the script into a code box
  25. Polraudio

    I just screwed up XP

    Also make sure you are importing them into the right areas
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