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Calvinchun

Mirror Discussion

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Hey guys!! It's been so long i have not post here so i decided to post my game discussions here...

I really attracted by Dark Gaia One night I have play the series and you know in the night it left me shaking!! XD.. I know it's kind of funny and finnally i decided to follow even if i don't RMVX i try to do it on rmxp.

 

I need..

 

-One night Inventories Script (Rmxp)

-Mirror sprites (I know i just learn to sprite but it not perfect enough)

-Map battle system script (Battling in map script)

-A spooky creature sprites

-

 

That's all i need for now. THANKS FOR REPLY!!

(P.S : I credit you if i used your sprite,script and other stuff also from monday to friday i can online.)

Edited by Calvinchun

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Please dont bump the topic if it hasnt been 24 hours.

 

you need to explain better on what you need. Whats a "One night Inventories Script"?

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  1. Are you talking about different inventories for multi-parties, if not then what Pol said?
  2. Doesn't make sense?
  3. What system are you using?
  4. What?

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Sorry pol... The inventories is like there no choose like save, option.. Just a plain inventoriy showing health bar on top..

 

And for bigace question

 

1. A 1-person inventory without other button just a inventory.

2. A large mirror showing a monster reflextion it and a plain large mirror.

3. Nevermind i do that in common event.

4. A spooky like monster.. Shadow, Red monster. etc.

 

THANKS FOR FAST REPLY GUYS!!

(P.S : Sorry my grammar is a little wrong. Don't Worry i fix it later on. :-) )

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1) Okay here's the first one:

 

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Custom Item Window
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map
alias ciw_call_menu call_menu
def call_menu
ciw_call_menu
$scene = Scene_Item.new
end
end
#==============================================================================
# ** Window_Item
#==============================================================================
class Window_Item < Window_Selectable
alias ciw_initialize initialize
def initialize
ciw_initialize
self.y, self.height = 164, 316
end
end
#==============================================================================
# ** Window_Player
#==============================================================================
class Window_Player < Window_Selectable
def initialize(actor)
super(0, 0, 640, 100)
self.contents = Bitmap.new(width - 32, height - 32)
self.z += 10
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, x, y)
draw_actor_class(@actor, x + 144, y)
draw_actor_state(@actor, x + 360, y)
draw_actor_level(@actor, x, y + 32)
draw_actor_hp(@actor, x+144, y+32)
draw_actor_sp(@actor, x+310, y+32)
end
end
#==============================================================================
# ** Scene_Item
#==============================================================================
class Scene_Item
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
@help_window, @help_window.y = Window_Help.new, 100
@item_window = Window_Item.new
@item_window.help_window = @help_window
@target_window = Window_Player.new(@actor)
@windows = [@help_window, @item_window, @target_window]
Graphics.transition
loop {Graphics.update; Input.update; update; break if $scene != self}
Graphics.freeze
@windows.each {|win| win.dispose}
end
def update
@windows.each {|win| win.update}
if @item_window.active
update_item
elsif @target_window.active
update_target
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active,@target_window.active,@target_window.index=false,true,0
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
return
end
end
def update_target
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
elsif @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
elsif @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
end
end
$game_system.se_play($data_system.buzzer_se) unless used
go_back
end
def go_back
$game_system.se_play($data_system.cancel_se)
@item_window.refresh unless $game_party.item_can_use?(@item.id)
@item_window.active,@target_window.active,@target_window.index=true,false,-1
end
end

 

 

2) Can probably be done by events

3) There's the XAS battle system that uses field as a battle field and a TBS for both XP & VX

4) Did you search through google and through the sites image database?

Edited by bigace

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Thanks!

 

2. Yeah i learn it from eventing tutorials. Thanks for the tip...

3. I found it.

4. Yes but it directed me to a sprite request site.

Edited by Calvinchun

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