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Everything posted by Polraudio
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You may want to try Ccoa's UMS. Not sure if it can do battlers. http://www.gdunlimited.net/forums/files/file/63-ccoas-ums-18/ I suggest playing the demo and looking at the events after. Takes a while to get use to it but if you play around with it you will grow to love it. :)
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Come on. we need more people to join the contest. Me and bob cant be the only ones.
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I use an item weight script to prevent people from carrying to much and a script made by bigace to allow people to drop items if they are overweight. The weight script makes it so the player cant move till they drop something. Might want to use a translator for this weight script. http://pastebin.com/Jk9pFCUe bigaces drop item. #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # â– Throw Away Items [RMXP] # â– Author: Bigace360 # â– Version: 1.00 # â– Date: April 15, 2013 # â– Blog: http://bigaceworld.wordpress.com/ #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # VERSION HISTORY # #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # 04.15.2013 (v1.00) - Started and Finished Script #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # INTRODUCTION # #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # This script allows you to delete items from your inventory. #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # INSTRUCTIONS # #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # To install this script, open up your script editor and copy/paste this script # to an open slot below Scene_Debug, and Warrior_Engine, but above Main. # # Scroll down and edit the module as you see fitting for your game. # #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # SECTIONS # #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # â– Game_Objects # ** ACE_ITEM Module # # â– Windows # ** Window_Command_Base # ** Window_ItemUse # ** Window_ItemNumber # ** Window_ItemMessage # ** Ask_Dispose_Command # # â– Scenes # ** Scene_Item # #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # # Credits/Thanks: # - Bigace360, for the script. # #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # Script Conflicts and Compatability # #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= # Compatibility # Probably will have compatiblity issues with custom Item systems. # # â— Alias methods # class Scene_Item # def main # # â— Overwrite methods # class Scene_Item # def update # def update_item # def update_target # #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # â– Module ACE_ITEM #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= module ACE_ITEM #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # â—† Section II. Main Settings â—† # ------------------------------------------------------------------------- # This array adjusts what options appear in the initial item command window # before the items are split into separate categories. Add commands, remove # commands, or rearrange them. Here's a list of which does what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :use Use selected item if permitted # :dispose disposes selected item if permitted # :cancel Cancels selection # #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ITEM_COMMANDS =[ [:use, 'Use'], [:dispose, 'Destroy'], [:cancel, 'Cancel'] ] # Tet alignment of the command window above COMMAND_ALIGNMENT = 1 # Items that cannot be disposed of ex. :item => [1,2,8,22....] NON_DISPOSABLES ={ :item => [], :weapon => [], :armour => [] } # The text that goes in the dispose window. THROW_TEXT = 'Destroy:' # A message for those items that cannot be disposed of. MESSAGES ={ :denied => 'You cannot destroy this item!', :warning => 'WARNING! ARE YOU SURE YOU WANT TO DESTROY THIS ITEM!' } #â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â— # * END OF CUSTOMIZATION SECTION #â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â—â— module_function #-------------------------------------------------------------------------- # convert_integer_array #-------------------------------------------------------------------------- def convert_integer_array(array) result = [] array.each do |i| case i when Range then result |= i.to_a when Integer then result |= [i] end end return result end #-------------------------------------------------------------------------- # converted_contants #-------------------------------------------------------------------------- DISPOSE_ITEM = convert_integer_array(NON_DISPOSABLES[:item]) DISPOSE_WEAPON = convert_integer_array(NON_DISPOSABLES[:weapon]) DISPOSE_ARMOUR = convert_integer_array(NON_DISPOSABLES[:armour]) end #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # â– Window_CommandBase #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= class Window_CommandBase < Window_Selectable attr_reader :commands # command def initialize(array, width = 160) @data = array[1] commands = array[0] super(0, 0, width, commands.size * 32 + 32) @item_max, @commands = commands.size, commands self.contents = Bitmap.new(width - 32, @item_max * 32) refresh self.index = 0 end def method; return @data[self.index]; end def alignment return Menu.main_menu_align end def refresh self.contents = Bitmap.new(width - 32, @item_max * 32) if @item_max > 0 @item_max.times {|i| draw_item(i)} if @item_max > 0 end def draw_item(index, enabled = true) end end #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # â– Window_ItemUse #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= class Window_ItemUse < Window_CommandBase def initialize super(make_command_list) self.visible = self.active = false self.z = 8999 end def make_command_list vocab = []; data = [] ACE_ITEM::ITEM_COMMANDS.each do |command| case command[0] when :use, :dispose, :cancel else next end data << command[0]; vocab << command[1] end return vocab, data end def draw_item(index, enable = true) rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) contents.fill_rect(rect, Color.new(0, 0, 0, 0)) contents.font.color = normal_color contents.draw_text(rect, @commands[index], ACE_ITEM::COMMAND_ALIGNMENT) end end #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # â– Window_ItemNumber #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= class Window_ItemNumber < Window_ShopNumber def initialize super self.x = (640 - 368) / 2 self.y = 200 self.width = 368 self.height = 96 self.z = 8999 @item = nil @max = 1 @number = 1 end def set(item, max) @item = item @max = max @number = 1 refresh end def refresh contents.clear contents.draw_text(0, 0, 200, 32, ACE_ITEM::THROW_TEXT) draw_item_name(@item, 4, 24) contents.font.color = normal_color contents.draw_text(cursor_x - 28, 24, 32, 32, "×") contents.draw_text(cursor_x, 24, 28, 32, @number.to_s, 2) end def cursor_x self.width - 12 * 2 - 32 - 4 end end #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # â– Window_ItemMessage #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= class Window_ItemMessage < Window_Base def initialize super(0, 0, 480, 96) self.contents = Bitmap.new(width - 32, height - 32) self.back_opacity = self.opacity = 255 refresh end def refresh contents.clear contents.font.color = normal_color contents.draw_text(0, 0, self.width-32, 32, ACE_ITEM::MESSAGES[:denied], 1) contents.draw_text(0, 32, self.width-32, 32, 'Press [Accept] to close', 1) end end #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # â– Ask_Battle_Command #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= class Ask_Dispose_Command < Window_Selectable def initialize commands = ["Yes", "No"] super(0, 0, @dw = 480, commands.size * 32 + 80) @item_max = commands.size; @commands = commands self.contents = Bitmap.new(width - 32, @item_max * 32 + 42) refresh self.index = 0 self.z = 9999 self.back_opacity = self.opacity = 255 end def refresh contents.clear draw_question @item_max.times {|i| draw_item(i)} end def draw_question contents.draw_text(0, 0, @dw-32, 32, ACE_ITEM::MESSAGES[:warning], 1) end def dy(i); return (i * 32 + 48); end def draw_item(index) rect = Rect.new(0, index*32 + 48, contents.width - 8, 32) contents.fill_rect(rect, Color.new(0, 0, 0, 0)) contents.draw_text(rect, @commands[index], 1) end def update_cursor_rect if @index < 0 self.cursor_rect.clear else self.cursor_rect.set(0, dy(@index), self.width-32, 32) end end end #============================================================================== # â– Scene_Item #============================================================================== class Scene_Item alias :polraudio_main_dump :main def main create_command_window create_number_window create_window_messege create_question_window polraudio_main_dump @command_window.dispose @number_window.dispose @message_window.dispose @window_question.dispose end def create_command_window @command_window = Window_ItemUse.new @command_window.x = 320 - @command_window.width / 2 @command_window.y = 200 end def create_number_window @number_window = Window_ItemNumber.new @number_window.contents = Bitmap.new(@number_window.width - 32, @number_window.height - 32) @number_window.visible = @number_window.active = false end def create_window_messege @message_window = Window_ItemMessage.new @message_window.visible = false @message_window.y = 98 @message_window.x = 320 - @message_window.width / 2 @message_window.z = 9999 @update_text = false end def create_question_window @window_question = Ask_Dispose_Command.new @window_question.y = 98 @window_question.x = 320 - @window_question.width / 2 @window_question.z = 9999 @window_question.visible = @window_question.active = false end def update # @help_window.update @item_window.update @target_window.update @command_window.update @number_window.update @window_question.update if @item_window.active; update_item elsif @target_window.active; update_target elsif @command_window.active; update_command_selection elsif @number_window.active; update_number_window elsif @update_text; update_text_window elsif @window_question.active; update_question_selection end end #-------------------------------------------------------------------------- # * update_item #-------------------------------------------------------------------------- def update_item if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0) elsif Input.trigger?(Input::C) @item_window.active = false @encumbrance_window.refresh @command_window.visible = @command_window.active = true end end #-------------------------------------------------------------------------- # * update_command_selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::C) @item = @item_window.item case @command_window.method when :use then command_use when :dispose then command_dispose when :cancel $game_system.se_play($data_system.decision_se) command_exit end elsif Input.trigger?(Input::B) command_exit end end def command_use unless @item.is_a?(RPG::Item) && $game_party.item_can_use?(@item.id) $game_system.se_play($data_system.buzzer_se) else $game_system.se_play($data_system.decision_se) if @item.scope >= 3 @command_window.visible = @command_window.active = false @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = @target_window.active = true if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end else if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end $scene = Scene_Map.new return end end end end def command_dispose if item_dumpable? $game_system.se_play($data_system.decision_se) @number_window.set(@item, max_item) @number_window.visible = @number_window.active = true @encumbrance_window.refresh @command_window.visible = @command_window.active = false else $game_system.se_play($data_system.buzzer_se) @command_window.active = false @message_window.visible = @update_text = true end end def item_dumpable? if @item.is_a?(RPG::Item) !ACE_ITEM::DISPOSE_ITEM.include?(@item.id) elsif @item.is_a?(RPG::Weapon) !ACE_ITEM::DISPOSE_WEAPON.include?(@item.id) elsif @item.is_a?(RPG::Armor) !ACE_ITEM::DISPOSE_ARMOUR.include?(@item.id) else (!@item.nil?) end end def max_item number = case @item when RPG::Item then $game_party.item_number(@item.id) when RPG::Weapon then $game_party.weapon_number(@item.id) when RPG::Armor then $game_party.armor_number(@item.id) end return number end def command_exit @item_window.active = true @command_window.index = 0 @command_window.visible = @command_window.active = false end #-------------------------------------------------------------------------- # * update_number_window #-------------------------------------------------------------------------- def update_number_window on_number_view if Input.trigger?(Input::C) on_number_back if Input.trigger?(Input::B) end def on_number_view $game_system.se_play($data_system.decision_se) @number_window.active = false @window_question.visible = @window_question.active = true end def on_number_back $game_system.se_play($data_system.cancel_se) @number_window.visible = @number_window.active = false activate_item_window end def activate_item_window @item_window.refresh @encumbrance_window.refresh @item_window.active = true end #-------------------------------------------------------------------------- # * update_target #-------------------------------------------------------------------------- def update_text_window return unless Input.trigger?(Input::C) @message_window.visible = @update_text = false @encumbrance_window.refresh @command_window.active = true end #-------------------------------------------------------------------------- # * update_target #-------------------------------------------------------------------------- def update_target if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @item_window.refresh unless $game_party.item_can_use?(@item.id) @target_window.visible = @target_window.active = false @command_window.visible = @command_window.active = true elsif Input.trigger?(Input::C) if $game_party.item_number(@item.id) == 0 $game_system.se_play($data_system.buzzer_se) return end if @target_window.index == -1 used = false $game_party.actors {|i| used |= i.item_effect(@item)} end if @target_window.index >= 0 target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end if used $game_system.se_play(@item.menu_se) if @item.consumable $game_party.lose_item(@item.id, 1) @item_window.draw_item(@item_window.index) end @target_window.refresh if $game_party.all_dead? $scene = Scene_Gameover.new return end if @item.common_event_id > 0 $game_temp.common_event_id = @item.common_event_id $scene = Scene_Map.new return end end unless used $game_system.se_play($data_system.buzzer_se) end return end end #-------------------------------------------------------------------------- # * update_warning_window #-------------------------------------------------------------------------- def update_question_selection open_question if Input.trigger?(Input::C) exit_question if Input.trigger?(Input::B) end def open_question case @window_question.index when 0 then view_question when 1 then exit_question end end def view_question do_item_dump(@number_window.number) @number_window.visible = false @window_question.visible = @window_question.active = false activate_item_window end def do_item_dump(number) case @item when RPG::Item then $game_party.lose_item(@item.id, number) when RPG::Weapon then $game_party.lose_weapon(@item.id, number) when RPG::Armor then $game_party.lose_armor(@item.id, number) end end def exit_question $game_system.se_play($data_system.cancel_se) @window_question.visible = @window_question.active = false @window_question.index = 0 @encumbrance_window.refresh @number_window.visible = @number_window.active = true end end Hope these 2 scripts help :)
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I also have ENU SBS. All you need to do is do this for your revival items. Works fine for me.
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I will join. I would like to add the game "Titan Quest" to the prize. Its a CD key for steam. If you want to know about the game you can find it here: http://store.steampowered.com/app/4540/
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We are essentially running out of ideas anyways, so the chances of someone coming up with the same idea are very high. I highly doubt a company would even bother coming on this site(or other rm sites) to steal ideas. Theres been many times i thought someone stole my idea but they didn't. Didn't stop me from continuing cause my games different even if its the same idea. I wouldn't even worry about it. Look how many games are alike now days. GTA, Saints row, etc.. Its not like they are going to sue you. Even if you make a commercial game. Either way i would say go with.
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some nice games you can get for super cheep. i just paid 1$ for the 6 on the left at https://www.humblebundle.com/
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Gibbo 2D Beta 1.0 (Gibbo Glast) Release! (1.1 since 18 Aug 2013)
Polraudio replied to Apidcloud's topic in Engine Discussion
Wow! This keeps getting better and better every time i look at it. :) -
After the 18th you may not see me for a month or two. The reason for me leaving is cause im moving to the town where my college is and who im moving in with dont have internet. After a month or two i should have enough money to get online. I might be able to pop in time to time when i get free time between classes and might find wifi around town to check on things from my ipod but i wont be fully active till i get internet at the house im staying at. Im going to miss you all since i never been away from any of you for more than 3 days. :cry: . So take care of my internet home while im gone :thumbsup: .
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Not sure if these options will help but its worth a try.
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When i had my Nvidia gpu whenver i entered fullscreen with xvace it would flicker like crazy cause that resolution wasnt supported. Now that i have my ATI gpu i havent had that problem cause it full screen for ace it makes it 640x480 with black borders around it so the resolution is supported. So its hard to say what the actual problem is. I would try turning vsync off for vxaces Game.exe and messing with image scaling(if your gpu has it). If you have ATI i may able to help a little more with options.
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Welcome to RMU Shalaren :) If you need anything at all feel free to give us a shout :thumbsup: Make sure to use safe shouts xd.
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Wow amazing. You should make a tutorial how to do parallax mapping :thumbsup: .
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Now thats one nice icon pack. Im even more set than before :D
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Thanks for the quick reply kev :D These will work great.
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Im looking for some icons for my open world game. The icons im looking for are mainly stuff for potions and they need to all be 24x24 and fit the RTP style. Sand Glass Rock Rock(Iron Ore) Wood(Planks) Iron Ingot Vial(With and without liquid) Flask(With and without liquid) Barrel(With glass window to show liquid)(With and without liquid) Red, Blue, Orange Flowers Leather Hide Horns So 18 icons total You will get credits in my game and my gratitude. Thanks in advance :)
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Hello, I'm just a girl looking for a collaborator..
Polraudio replied to hay_ley's topic in Introductions and Farewells
Welcome to RMU hay_ley :) . Your project sounds very interesting. I would suggest you get the core of your game started before recruiting people. The more info you can provide the more people will be willing to join you. It also helps to show off other projects or stuff you have made so people can see that you will be as dedicated as they will be to the project. If its your first project i would suggest trying to do as much as you can yourself like bob said so you can learn and will be a better leader when you do work with others. I would suggest checking out the topics in these sections to give you an idea on what to have before recruiting people. http://www.gdunlimited.net/forums/forum/18-user-submitted-games/ If you need anything at all don't be afraid to post. We got lots of talented people who will help you go in the right direction :thumbsup: . -
You would have to change more than just that. You will have to change every scene that gives money, takes money, saves money, and shops. You would have to make your own variable class or something to store the different types of currencies. How are you trying to do this, each place has its own type of money so if you get money from world A it wont work in world B or are you just trying to make it so only the currency name changes but you can use all the money you get no matter what world you get the money from?
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Gibbo 2D Beta 1.0 (Gibbo Glast) Release! (1.1 since 18 Aug 2013)
Polraudio replied to Apidcloud's topic in Engine Discussion
WOW this looks so awesome. -
Love all the new icons and banner :D