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Topics - Zexion

61
Sea of Code / Undeclared(first use in function) C++
April 02, 2013, 05:49:43 pm
Okay, so today in class we were doing some in-class activity along with the teacher. She told us exactly what to type and blah blah. I did what she said and I got this error that a variable was undeclared. The variable is defined in the header file that we made. Do I have to declare it again in the main()? I don't know if she did, so I might be doin it rong guys
62
Entertainment / Oldschool Runescape Pics
March 01, 2013, 03:55:47 pm
Hey since I have become addicted I'd like to share some pics with you all lol, and hopefully get some pics from you.

First off...Nostalgia (full of players)
Spoiler: ShowHide


Second my nooby Bank.
Spoiler: ShowHide


Last my skills
Spoiler: ShowHide
63
Run Time Package / Tileset?
February 21, 2013, 06:32:27 pm
Today I am going to start on my small series of tile-sets, that I plan to donate to ARC. However, I need to know a few things before I start. Should these tilesets be modern (eg. cities, cars, modern houses, etc.) or more fantasy? I belive the character sets were going to be more fantasy related, so I assume that I should make things such as a forest, cave, houses, and interiors that match a fantasy world. I didn't want to assume that it would be all fantasy though, so I wanted to post first.

Edit: Also, are the dimensions going to be the same? 256 x ( i/32 )?
Last question. Will autotiles still work in the same manner?
64
Here's how it looks :D
Spoiler: ShowHide

and here's the in game hud version.
Spoiler: ShowHide
65
Today started off GREAT. I woke up super late, yet still managed to shower and get all squeaky clean before heading off to class (late, yet still before the teacher). My day went normal as usual, going to class, then lunch, back to my room. As I open my laptop.. BOOM! BSOD. I didn't think much of it seeing as how it had happened occasionally throughout the years I've had it. Today was different though.. When I booted up the system, I was greeted by "No bootable device found. Press F1..blah" I tried everything from removing and replacing it, to running diagnostics. I just decided to give up.

After messing with it, I learned that the hard drive was still fine, but my computer was not picking it up. I learned that it would still occasionally pick it up when I ran diagnostics on it, but it would not load. Instead I decided to go with switching back to my old laptop. (Which was easier said than done.)

My old laptop had gotten fked by Ccleaner. I used it to clean up some space, but it deleted ALL known file associations. I couldn't download a fix because even though google chrome (miraculously) worked, NOTHING else did. From paint, to .rar, .exe, .xcf, .png EVERYTHING was unreadable. I thought all hope was lost, but luckily for me my room mate had a Windows 7 64 bit OS disc with him. Thanks to him I was able to format the c drive and clean install windows 7 on my old laptop.

Along this EXTREMELY LONG process I learned that even though this "old"-"new" laptop is the exact same model as the one I had been using, the person who sold it to my dad (the same person who sold the first one) ripped him off 1gb of ram. This laptop effectively only had 1gb of ram until I decided to steal one from my old computer hehe.

To wrap it up:
  • I currently cannot access my old projects/hundreds of millions of graphics
  • I learned what ram looks like.
  • I learned what a HDD looks like.
  • I now have a completely useless laptop laying around, with a not so useless hard drive.
66
General Discussion / Why doesn't this work? C++
February 05, 2013, 08:18:30 pm
Okay so basically you have to enter the starting time , increments (in hours) and ending time.. if you do it right, then it works, but if you don't then it either ignores the rules i set, or does the wrong one??

start cant be > than 48 neither can end, AND they can't be equal..
also the increments cannot be greater than the end time, and also cannot be greater than 48..

Take a look: https://dl.dropbox.com/u/59018752/asgn.cpp
67
Express your Creativity / Pixel Art Styles?
January 11, 2013, 12:19:26 pm
Hey all!
As I'm sure you all know, I have been developing equinox, and I've done quite a bit "engine" wise, but not so much graphics wise. I really started to look at my graphics and I realized how old they look. I don't think they look ugly, but they are not very modern, and I was just wondering which art style would be best suited for it. I started searching for different styles, and I'm stuck between more modern styles of pixel art such as
Spoiler: ShowHide
http://kiwinuptuo.deviantart.com/art/Pixel-Art-Tutorial-Tree-196679114?q=gallery%3Akiwinuptuo%2F27054576&qo=2

or do something more like kirby and mario&luigi super star saga...

I like both styles, but IDK... what would you guys prefer
68
Script Requests / How to check if the tile is passible?
December 31, 2012, 06:49:37 pm
How would I check, via a script call, if the tile that the player is facing is passible?
69
New Projects / Equinox - Cresent Blue / Diamond Red
December 26, 2012, 06:45:40 pm
Cresent Blue: ShowHide
Diamond Red: ShowHide



About:
Spoiler: ShowHide
  • In the introduction, the main character is said to be moving out of town to live on their own farm. Although the character lives alone, the neighboring city is full of life and is only a short walk away. There are also plenty of areas surrounding the farm to explore such as caves, the ocean, and mountians where you can find many exotic fish and pets. Equinox is a simulation game similar to Animal Crossing and Harvest Moon.

  • You can chat with villagers and make friends (or enemies), exchange gifts, do favors, and throw parties.
  • There will also be a museum to hold art, fossils, fish, and misc. finds.  
  • There are several shops to buy and sell goods such as clothes, furniture, and farming merchandise.
  • There are events on every holiday, and even special holidays within the game.
  • The environment will change with the seasons, grass will fade, trees will change colors, snow will cover the ground, and rain will make puddles and wet the ground.
  • You can plant flowers and trees anywhere. (Well almost anywhere XD)
  • You live your own life.
    -If you want to get married, you will have to put in the work or it will fall apart. You can decide to neglect the farm, but it will lower the rating of it, and if the rating drops too low, you will have to pay 100k Jules (money) to start your farm back up, and shops will not sell to you until you pay the money back.



Features:
Spoiler: ShowHide
  • Dynamic planting system
    -Trees and bushes can only be planted in the forest, and take a few days to grow. Flowers can be planted anywhere and grown instantly, but require water daily. They will wilt after one day of not being watered, and will disappear on the second day of not being watered. Trees can be shaken to obtain fruit and other random items. A tree with an item will only have one item per day. Trees with items are random, eg. No specific tree will always give an item.
  • Farming system
    -You can plant seeds to grow crops. They require daily maintenance for a set period of time depending on the crop. If not tended to, the crop will die and you will have to re-plant it. In addition to the crop patch, there are also several special patches for trees, herbs, and fruits.
  • Farm rating system
    -You start off with a 25% rating on your farm. Each crop will add a certain amount of points to your farm's rating. Your rating will only decrease if nothing is planted on your farm at midnight. Every night that you do not have a crop planted will cost you 10% of your farm's rating. At 0% you will have to pay a fine for people to come and "fix" your farm.
  • Barn Animals
    -You can keep certain animals in your barn as long as you care for them otherwise they will run away. Barn animals can be sold for large amounts of money, or kept as companions. (but not pets)
  • Pet System
    -You can choose to have certain animals as pets including cats and dogs (of couse), but also chickens, mice, and exotic animals you might find in mountains or caves. Pets require attention, but are not very demanding. You can choose to leave them on the farm, or have them follow you.
  • Seasons
    -Seasons will have an impact on the environment. Fall will have random debris storms that can cause damage to crops and can damage things around the farm. Winter will slowly transition from leaves and grass drying up, to being covered in snow, and lakes will freeze over. The snow will replenish water to some plants, but damage others. Spring will bring lots of rain which will be great for your farm (and for weeds). Summer can cause fires to start and damage young plants. Storms can cause power outages and villagers will change clothes depending on the weather.
  • Interactive environments
    -You can use fires to roast marsh-mellows, roll snowballs into snowmen, swim (or fish) in rivers and lakes, or skate on frozen lakes. There are many things to do for any season.
  • Villager System
    -Villagers will come and go as they please. You can have up to 8 of 40 villagers each with their own personality and style. You can build relationships and even choose to marry one at the annual "Moonfall Ball".
  • Events
    -Celebrate Christmas with your villagers as you get together around the town tree or put together a spooky costume for Halloween and go trick-or-treating with your best friend. Whatever you do just make sure to get your festive item. (There are several different ones and you will receive a random gift upon talking to your best friend.)
  • Furniture System
    -Furniture cannot be moved, but can be exchanged for the different types that you find. Furniture will automatically upgrade with your household.
  • Treasure
    -Everyday you can dig to find random items including fossils and paintings.
  • Customizable Character
    -Change your shirt and pants, or rock a cool hat and glasses. Everything you wear can be changed from head to toe. Hair and eyes can also be changed in the game at a certain salon/barber shop.



Screenshots:
An early look at how seasons will change the environment.
Spoiler: ShowHide

Left: Winter pre-snow. Right: Winter after the first snowfall.



Download:
A small technical demo will be put together once sufficient progress has been made. The real game should be released by the end of May or beginning of June.


Credits:
-Graphics
  • Me
    -Scripts (so far XD)
  • ForeverZer0
  • Me
70
Script Requests / Should be simple (message window edit)
December 24, 2012, 01:33:15 pm
How would I move this arrow seen hee-ya:

to the right edge of the window?
71
What are some of the most awesome-tastic, amazing, unbelievable, spectaculicious things you have seen on RMXP, or rpg maker in general?

I'm kinda losing my inspiration due to the thing in the shoutbox lol, and I'm looking to be inspired again :P
72
Script Requests / Event Generator?
December 18, 2012, 12:56:52 am
I kind of need a script to generate events in game. I want to be able to fully script an event, and then use a simple script call to generate it on a specific X and Y coordinate. I have no idea if such a thing is possible, but i really need it for my game to be complete. I've made great progress graphics wise, and I need to start making the same progress script wise.
73
Sea of Code / Help me out in C :)
November 20, 2012, 03:05:10 pm
Okay I'm going to cut straight to the point. I need to do an assignment by 7pm, but really by 5pm because I need to attend a chem session later.

I need to write a c program that takes an input from a file (input.dat) calculates sum and average of rows and columns and displays it on screen and in an output file (result.out).

The thing is I know how to read the files and i know how to write them, but I don't know how to read columns and rows much less use them for calculations.

here's the way the output should look
Quote#1        #2        #2       Sum   Average
     --------- --------- --------- --------- ---------
1   ###### ###### ###### ###### ######
2   ###### ###### ###### ###### ######
3   ###### ###### ###### ###### ######
4   ###### ###### ###### ###### ######
5   ###### ###### ###### ###### ######
6   ###### ###### ###### ###### ######
7   ###### ###### ###### ###### ######
8   ###### ###### ###### ###### ######
9   ###### ###### ###### ###### ######
     --------- --------- --------- --------- ---------
Sum###### ###### ###### ###### ######
     --------- --------- --------- --------- ---------
Avg.###### ###### ###### ###### ######



here are the inputs:
-0.043200 -0.003471 0.000000
-0.040326 -0.004246 -0.000737
-0.018204 -0.004246 -0.001530
0.022249 0.008801 0.004870
0.074892 0.044237 0.032171
0.129600 0.100233 0.089016
0.174747 0.160100 0.161792
0.200242 0.199106 0.214417
0.174747 0.160100 0.161792
74
Entertainment / My Dream MMO
October 30, 2012, 08:10:24 pm
As all of you probably know by now, I am in love with kingdom hearts lol. I always dreamed of making an mmo where there is an orginization XIII, all the original characters such as Sora and Riku, and the rest of the players would be customized to their liking, but no direct clones of the main characters.

I made a mock up just for poops of what I imagine it would look like if this game existed. (and they were in a dragon ball z world)


Organization members would use darkness to teleport around, main characters would use keyblade riders, and customs would have to run back to the portals to go to their gummy ship.
75
Hey all! I'm taking an intro to computers class which is about programming in C. Every week we get an assignment for homework, and I usually have no problem doing it. While this may not be a problem per say, I am doubting that I am doing this efficiently... I just feel like I'm using more if's than I need to.. here's the code:

/* Nested if statements for ph flowchart */

#include <stdio.h>

main()
{
      double ph;
     
      if ph > 7 && ph < 12
      printf("Alkaline");
      else if ph > 7
      printf("Very alkaline");
      else if ph == 7
      printf("Neutral");
      else if ph > 2
      printf("Acidic");
     


It's not done, just wanted to put this up before everyone shuts off lol.
76
Event System Requests / Possible or not? Catepillar
October 17, 2012, 09:14:13 pm
I was wondering if it was possible to have an event be a "catepillar" actor. Like it follows the main player everywhere, but instead of following directly behind like a freak, it follows you on the next tile.
77
Mathematics / Chemistry help :(
October 16, 2012, 09:40:00 pm
There are four hydrocarbon and every substance has equal mass (such as 4.5kg). Which of the following substances will release the most energy when it is burned? (^H is proportional to the number of moles)

C12H26
C2H4
C8H16
C3H8

??? How do I even find this lol. At first i assume that since ^H is proportional to moles, that the answer would be C12H26...as you can see im completely chemistry retarded.
78
Script Troubleshooting / Only accessories?
October 15, 2012, 05:14:59 pm
I want the actor to have 4 equipment slots besides the weapon (same as usual), but I don't want any helms, bodies etc. I only want accessories. Is there a way to do that?
79
Script Troubleshooting / Scene help
October 11, 2012, 11:59:04 pm
Okay so I'm kind of stuck. I made a new menu scene that has fancy sliding features like kingdom hearts. I moved on to making the items menu, but I ran into a few problems.

1. I open the menu and press the items button, and it replays the sliding effect. (I fixed this already)
2. When I close the items menu and get sent back to the main menu, it replays the sliding effect.

I know that the problem is in the update method. The scene calls the update method as soon as it is opened, and the update method plays the sliding effect. Is there any way I can check if the player is accessing the scene from the map or the another menu?

Since this is a custom menu, I do not call the menu by the standard Keyboard button on the map, instead i have a common event that looks for when I press a button and opens this menu. The reason I mention this is because if need be I can add something before the event to kind of tell the scene that it was from a map. My problem is more like IDK what to put.
80
Script Troubleshooting / Moving a "window"/picture
October 10, 2012, 09:36:41 pm
I need help making a picture move in a scene to a certain point, and then back to it's starting point and loop.

I know how to do the loop, and I know how to move the picture (horizontally)

@mnani.ox += 1

But how would i make it move from x = -40  to around x = 10, then back down to x = -40 and repeat endlessly?

81
RPG Maker Scripts / Scale of 1 - 10
October 05, 2012, 09:09:28 pm
How hard would it be to make a battle system like this > http://www.youtube.com/watch?v=B4utLoq5ftw&feature=relmfu
I really want to make a variant of this system lol it's almost what I want. Interestingly enough he/she is making a kh fan game to... but they actually have a good battle system D: which is my biggest set back. I don't think I will ever be good enough to make a system like this without some help lol.

Anyways, so how hard would it be?
82
I'm using this script (mog hunter's edited by me.)
Spoiler: ShowHide
#==============================================================================
# ORIGINAL
# ** MOG Scene File Ayumi V1.2
#     By Moghunter  
#     http://www.atelier-rgss.com
#------------------------------------------------------------------------------
# NEW
# *KH SAVE by Zexion/Linkyboy15
#==============================================================================
 

module MOG
 
 # BASIC MENU CONFIGURATION
   # File Graphics Used  
     FILE_LAYOUT     = "Layout-File"     # File Menu Graphics
     FILE_BACKGROUND = "Back-Other"      # Animated background graphic  
     FILE_STATUS     = "Status-File"     # File Window Graphic
     FILE_STATUS2     = "Status-FBG"     # File Window Graphic
     Map_end      = "_mgfx"             # Suffix for map graphics
   # File Effects
     FILE_MOVE_FX    = false             # If savefile moves side-to-side
     FILE_OPACITY_FX = false             # If savefile changes opacity
   # Menu
     FILE_FX         = 2                 # Back FX (0=Moving/ 1=Still/ 2=Map)
     FILE_TRAN_TIME  = 10                # Transition Time
     FILE_TRAN_TYPE  = "013-Square01"     # Transition Type (Name)
   # Font Used
     FILE_FONT       = "Georgia"         # Font used in file menu  
     
end

# Mogscript global
$mogscript = {} if $mogscript == nil
$mogscript["menu_ayumi"] = true



#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
 #--------------------------------------------------------------------------
 # * Get Map Name
 #--------------------------------------------------------------------------  
 def map_name
   @mapinfo = load_data("Data/MapInfos.rxdata") if @mapinfo == nil
   return @mapinfo[@map_id].name
 end
end



#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Draw File Window
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate  
 #--------------------------------------------------------------------------    
 def drw_win_file(x, y)
   dwf = RPG::Cache.picture(MOG::FILE_STATUS)
   cw = dwf.width
   ch = dwf.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x , y - ch, dwf, src_rect)    
 end  
 
   def drw_no_file(x, y)
   dwf = RPG::Cache.picture(MOG::FILE_STATUS2)
   cw = dwf.width
   ch = dwf.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x , y - ch, dwf, src_rect)    
 end  
 #--------------------------------------------------------------------------
 # * Draw map3 (actor, x, y)
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #--------------------------------------------------------------------------  
 def draw_map3(actor, x, y)
   face = RPG::Cache.picture(actor.map_name + MOG::Map_end)
   cw = face.width
   ch = face.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x , y - ch, face, src_rect)    
 end  
 #--------------------------------------------------------------------------
 # * Draw Actor Level #6
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #--------------------------------------------------------------------------  
 def draw_actor_level6(actor, x, y)
   self.contents.font.name = "Zeroes Two"
   self.contents.font.color = Color.new(255,255,255,255)
   self.contents.draw_text(x + 17, y + 1, 24, 32, actor.level.to_s, 2)
 end
 #--------------------------------------------------------------------------
 # * Draw Actor munny1
 #     actor : actor
 #     x     : draw spot x-coordinate
 #     y     : draw spot y-coordinate
 #--------------------------------------------------------------------------  
 def draw_munny1(x, y)
   self.contents.font.name = "Zeroes Two"
   self.contents.font.color = Color.new(255,255,255,255)
   self.contents.draw_text(x + 1, y + 1, 80, 32, @game_party.gold.to_s)
 end
end

#==============================================================================
# ** Window_SaveFile
#------------------------------------------------------------------------------
#  This window displays save files on the save and load screens.
#==============================================================================

class Window_SaveFile < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     file_index : save file index (0-3)
 #     filename   : file name
 #--------------------------------------------------------------------------  
 def initialize(file_index, filename)
   super(-10, 4 + file_index * 80, 680, 240)    
   self.contents = Bitmap.new(width - 32, height - 32)  
   self.opacity = 0
   @file_index = file_index
   @filename = "Save#{@file_index + 1}.rxdata"
   @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)
     @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)
     @total_sec      = @frame_count / Graphics.frame_rate
     file.close
   end
   @wiref = 0
   refresh
   @selected = false
 end  
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------  
 def refresh
   self.contents.clear
   drw_no_file(20,65)
   self.contents.font.name = "Zeroes One"
   self.contents.font.size = 15
   name = "#{@file_index + 1}"
   self.contents.font.color = Color.new(74,0,0,255)
   self.contents.draw_text(116, -24, 600, 72, name)
   if @file_exist
   drw_win_file(20,65)
     for i in 0...@characters.size
       x = 58
       actors = @game_party.actors
       for i in 0...[actors.size, 4].min
       x     = i * 5
       actor = actors[0]    
       self.contents.font.size = 15  
       draw_actor_level6(actor, 17, 17)
       draw_munny1(200,17)
       actor = actors[0]  
   self.contents.font.name = "Zeroes One"
   self.contents.font.size = 15
   name = "#{@file_index + 1}"
   self.contents.font.color = Color.new(146,24,24,255)
   self.contents.draw_text(116, -24, 600, 72, name)
 end
end
     self.contents.font.size = 15
     hour = @total_sec / 60 / 60
     min = @total_sec / 60 % 60
     sec = @total_sec % 60
     text = sprintf("%02d:%02d:%02d", hour, min, sec)
     time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
     self.contents.font.name = "Zeroes Two"
     self.contents.font.color = Color.new(255,255,255,255)
     self.contents.draw_text(-180 , -30, 368 , 167, @game_map.map_name.to_s, 2)
     self.contents.draw_text(-210 , -50, 368 , 167, text, 2)

   end
       else
 end
 
 #--------------------------------------------------------------------------
 # * Set Selected
 #     selected : new selected (true = selected, false = unselected)
 #--------------------------------------------------------------------------
 def selected=(selected)
   @selected = selected
 end
end



#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 alias mog_init initialize
 def initialize
   mog_init
   $mog_scene_filesave_flag = 1
 end
end


#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 alias mog_init initialize
 def initialize
   mog_init
   $mog_scene_filesave_flag = 1
 end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  This is a superclass for the save screen and load screen.
#==============================================================================

class Scene_File
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------  
 def main
   if $mog_scene_filesave_flag != 1
     @mnback = Plane.new
     @mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)
     @mnback.z = 1000    
   else
     if MOG::FILE_FX == 0
       @mnback = Plane.new
       @mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)
       @mnback.z = 1000
     elsif MOG::FILE_FX == 1
       @mnback = Plane.new
       @mnback.bitmap = RPG::Cache.picture(MOG::FILE_BACKGROUND)
       @mnback.z = 1000
     end
   end
   @mnlay = Sprite.new
   @mnlay.bitmap = RPG::Cache.picture(MOG::FILE_LAYOUT)
   @mnlay.z = 500
   @help_window = Window_Help.new
   @help_window.set_text(@help_text)
   @help_window.opacity = 0
   @savefile_windows = []
   @cursor_displace = 0
   for i in 0..2
     @savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
   end
   
   @savefile_windows[0]
   @file_index = $game_temp.last_file_index
   @savefile_windows[@file_index].selected = true
   
   @savefile_windows[0].y = 20    
   @savefile_windows[1].y = 80
   @savefile_windows[2].y = 140    
   
   @win_move_time = 0
   @win_move = 0
   @win_dire = 0
   @win_opac = 255
   @win1_y = 0
   @win2_y = 0
   @win3_y = 0
   unless MOG::FILE_FX == 2
     Graphics.transition(MOG::FILE_TRAN_TIME, "Graphics/Transitions/" +
       MOG::FILE_TRAN_TYPE)
   else
     Graphics.transition
   end
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   for i in 0..50
     @mnback.ox += 1 if MOG::FILE_FX == 0
     @savefile_windows[0].x += 10    
     @savefile_windows[1].x -= 10
     @savefile_windows[2].x += 10
     for i in @savefile_windows
       i.contents_opacity -= 5
     end  
     Graphics.update  
   end      
   Graphics.freeze
   @help_window.dispose
   @mnback.dispose if MOG::FILE_FX == 0
   @mnback.dispose if MOG::FILE_FX == 1
   @mnback.dispose if MOG::FILE_FX == 2 && $mog_scene_filesave_flag != 1
   $mog_scene_filesave_flag = 0
   @mnlay.dispose
   for i in @savefile_windows ; i.dispose ; end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------    
 def update
   @mnback.ox += 1 if MOG::FILE_FX == 0
   if MOG::FILE_OPACITY_FX
     @win_opac += 3
     @win_opac = 150 if @win_opac > 254
   else
     @win_opac = 255
   end
   @win_move_time += 1    
   if @win_move_time > 60
     @win_dire += 1
     @win_move_time = 0    
   end
   @win_dire = 0 if @win_dire > 1
   if @win_dire == 0
      @win_move += 1
   else  
      @win_move -= 1
   end        
   # Update File Windows
   update_window_z
   update_moving_window if MOG::FILE_MOVE_FX
   update_window_opacity
   @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
     $scene = Scene_Map.new
     return
   end
 
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
     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) % 3
       @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 - 1) % 3
       @savefile_windows[@file_index].selected = true
       return
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (Reposition File Window)
 #--------------------------------------------------------------------------
 def update_window_z
   if @file_index == 0
     @savefile_windows[0].z = 2000  
     @savefile_windows[1].z = 1000
     @savefile_windows[2].z = 500        
   elsif @file_index == 1
     @savefile_windows[0].z = 1000  
     @savefile_windows[1].z = 2000
     @savefile_windows[2].z = 1000        
   else
     @savefile_windows[0].z = 500  
     @savefile_windows[1].z = 1000
     @savefile_windows[2].z = 2000        
   end      
 end  
 #--------------------------------------------------------------------------
 # * Frame Update (Moving File Window)
 #--------------------------------------------------------------------------
 def update_moving_window
   if @file_index == 0
     @savefile_windows[0].x = @win_move
     @savefile_windows[1].x = 0
     @savefile_windows[1].x = 0
     @savefile_windows[2].x = 0    
   elsif @file_index == 1
     @savefile_windows[0].x = 0
     @savefile_windows[1].x = @win_move
     @savefile_windows[2].x = 0    
   else
     @savefile_windows[0].x = 0
     @savefile_windows[1].x = 0
     @savefile_windows[2].x = @win_move  
   end      
 end
 #--------------------------------------------------------------------------
 # * Frame Update (File Window Opacity)
 #--------------------------------------------------------------------------  
 def update_window_opacity
   if @file_index == 0
     @savefile_windows[0].contents_opacity =   @win_opac
     @savefile_windows[1].contents_opacity =   130
     @savefile_windows[2].contents_opacity =   130    
   elsif @file_index == 1
     @savefile_windows[0].contents_opacity =   130
     @savefile_windows[1].contents_opacity =   @win_opac
     @savefile_windows[2].contents_opacity =   130
   else
     @savefile_windows[0].contents_opacity =   130
     @savefile_windows[1].contents_opacity =   130
     @savefile_windows[2].contents_opacity =   @win_opac    
   end    
 end
end


I want to display the Current(save location)Map, the money, and the playtime in seperate windows from the file. Instead of drawing the information 3 times (once for each file) how would I make it draw the information once (for the selected/highlighted file).


Examples:
current: ShowHide

83
Like the title implies, you may request small resources here. I will tell you whether i can do them or not :P.

Small resources include:

  • A charset

  • A recolor

  • An object ex: a tree or vase

  • A title screen

84
Express your Creativity / The Draw Something Thread
June 18, 2012, 05:17:11 am
I'm sure you've all played it, and recently I got an iPad for graduation, so now I play it like 24/7. I can also take pictures now so I thought let's make a thread and post all our pictures on them. Can also post your username to play against eachother.

River: ShowHide

Campfire: ShowHide


I'm no artist, but even i have fun with it! :P
85
Resources / space marines sprite battler
April 30, 2012, 02:59:51 pm
100% custom made by me the tassel was added later by ultraboard101.
86
Programming / Scripting / Web / Gif maker?
April 21, 2012, 01:23:26 am
I've seen lots of animated sigs that are clips of a video. I want to know how to do this. I've googled Avi to gif maker, but i always get spyware or something. Can someone link me?
87
News / Suggestions / Feedback / Forum Glitch?
April 09, 2012, 07:03:45 am
I went to my project thread, to edit a bit of information. While I was editing I decided to clear my browser's ... everything to load a flash game. (that still didn't work) Then I was going to submit the edit, but I decided to copy what I had first, since I knew it would log me out. Well it did, so I logged in and it said " request timed out please retry to submit your post " but I noticed everything was blank, and it said Start New Topic as the forum title. So I was like ugh, okay, and I went to look for my thread, but it was gone?? I never pressed delete or anything, and it vanished. So I posted a new thread, but I just thought I should mention this because it was weird lol.
88
RMXP Script Database / [XP] Kingdom Hearts Main Menu
April 05, 2012, 09:09:00 pm
Kingdom Hearts Main Menu
Authors: Zexion
Version: 1.0
Type: CMS
Key Term: Custom Menu System



Introduction

I've been asked several times to release this, on my youtube and deviant art accounts. I always said NO. Seeing as how I no longer use this menu, started a new project, and designed my own custom menu, I decided it was time to release it.


Features


  • Displays munny (gold)

  • Displays play time

  • Displays current map name

  • Shows up to 4 party members with Graphics.




Screenshots
Spoiler: ShowHide



Demo

See script.


Script
Spoiler: ShowHide
#==============================================================================#
#                          Kingdom Hearts Main Menu                            #
#       This script is a modification of Mog's Sence Menu Itigo V1.5           #
#==============================================================================#

module Config
 
    # Main Menu Graphics Used
      MAIN_LAYOUT       = "Main Menu"       # Main Menu Graphics
      MAIN_BACKGROUND   = "Main Menu_bg"    # Animated background graphic
      MAIN_BACKGROUND2  = "Main Menu_bg2"   # Only used when main_fx = 3
                                            # It is mainly for a still transparent pic
    # Menu
      MAIN_FX           = 3                 # BG FX (0, Animated no bg)
                                            #       (1, Still picture)
                                            #       (2, Map as bg)
                                            #       (3, Animated with bg)
                                            # 3 is for picture with transperency
      MAIN_TRAN_TIME    = 20                # Transition Time.
      MAIN_TRAN_TYPE    = ""                # Transition Type (Name)
      MAIN_MAPNAME      = true              # If true, shows the map name
    # Font Used
      MAIN_FONT         = "Zeroes 1"        # Font used in Main Menu
      MAIN_CURSOR       = "Indicator"       # Cursor graphic
  #Background Box
      BGBox             = "Bg-Box"          # Box behind stats
     
  # MENU BUTTONS
      MENU_TYPE_1       = "MenuButtons1"   # Button layout
      MENU_TYPE_2       = "MenuButtons2"
      MENU_TYPE_3       = "MenuButtons3"
      MENU_TYPE_4       = "MenuButtons4"
      MENU_TYPE_5       = "MenuButtons5"
      MENU_TYPE_6       = "MenuButtons6"
    end
   
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :map_id                   # map id
  #--------------------------------------------------------------------------
  # * Map Name
  #-------------------------------------------------------------------------- 
  def mpname
    $mpname = load_data("Data/MapInfos.rxdata")
    $mpname[@map_id].name
  end
end



#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window

  #--------------------------------------------------------------------------
  # * Draw HP from Image
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #-------------------------------------------------------------------------- 
  def draw_kh_hp(actor, x, y)
    back = RPG::Cache.picture(Config::MAIN_BAR_HP_bg)
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 66, y - ch + 30, back, src_rect)
    meter = RPG::Cache.picture(Config::MAIN_BAR_HP)
    cw = meter.width  * actor.hp / actor.maxhp
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 68, y - ch + 30, meter, src_rect)
  end 
  #--------------------------------------------------------------------------
  # * Draw SP from Image
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_kh_mp(actor, x, y)
    back = RPG::Cache.picture(Config::MAIN_BAR_SP_bg )
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 66, y - ch + 30, back, src_rect)
    meter = RPG::Cache.picture(Config::MAIN_BAR_SP)   
    cw = meter.width  * actor.sp / actor.maxsp
    ch = meter.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x + 68, y - ch + 30, meter, src_rect)
  end 
  #--------------------------------------------------------------------------
  # * Draw Box Behind Stats
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_bg_box(actor, x, y)
    back = RPG::Cache.picture(Config::BGBox )
    cw = back.width 
    ch = back.height
    src_rect = Rect.new(0, 0, cw, ch)   
    self.contents.blt(x + 66, y - ch + 30, back, src_rect)
  end 
  #--------------------------------------------------------------------------
  # * Draw State
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_state(actor, x, y, width = 80)
    text = make_battler_state_text(actor, width, true)
    self.contents.font.name = "OCR A Extended"
    self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
    self.contents.draw_text(x, y, width, 32, text, 2)
  end
 
 
  #------------------#
  #ACTOR BODY SPRITES#
  #------------------#
    def draw_actor_art(actor, x, y)
    face = RPG::Cache.character("MenuArt/" + actor.character_name,
    actor.character_hue)
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x - fw / 23, y - fh, face, src_rect)
  end

end




#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #-------------------------------------------------------------------------- 
  def initialize
    super(0, 0, 640, 280)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #-------------------------------------------------------------------------- 
  def refresh
    self.contents.clear
    self.contents.font.name = "OCR A Extended"
    self.contents.font.size = 14
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = i * 135
      y = 150
      actor = $game_party.actors[i]
      draw_actor_art(actor, x + 20, y)
      draw_bg_box(actor, x - 54, y)
      draw_actor_level(actor, x + 85, y - 60)
      draw_actor_hp(actor, x + 10, y - 40)
      draw_actor_sp(actor, x + 10, y - 20)
      draw_actor_exp(actor, x - 37, y + 5)
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(5, @index * 62, self.width - 32, 50)
    end
  end
end




#==============================================================================
# ** Window_munny
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================

class Window_munny < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 300, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
end



#==============================================================================
# ** Window_PlayTime
#------------------------------------------------------------------------------
#  This window displays play time on the menu screen.
#==============================================================================

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 300, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @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 = Color.new(0,255,255,255)
    self.contents.font.name = "Zeroes One"
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
end






#==============================================================================
# ** Window_Map_Name
#------------------------------------------------------------------------------
#  This window displays the map name on the menu screen.
#==============================================================================

class Window_Map_Name < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 100, 480, 65)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.opacity = 0
    self.z = 15
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.name = "Khmer UI"
    self.contents.font.size = 22
    self.contents.font.color = Color.new(239,231,0,255)
    self.contents.draw_text(-10, 0, 260, 40, $game_map.mpname.to_s, 1)
  end
end



#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    s1 = ""
    s2 = ""
    s3 = ""
    s4 = ""
    s5 = ""
    s6 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    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
    @command_window.visible = false
    @command_window.x = -640
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture(Config::MAIN_LAYOUT)
    @mnlay.z = 10
    @mnlay.opacity = 0
    @mnlay.x = -100
    @mncom = Sprite.new
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_1)
    @mncom.z = 100
    if Config::MAIN_FX == 0
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
      @mnback2 = Plane.new
      @mnback2.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback2.blend_type = 0
      @mnback2.z = 5
      @mnback2.opacity = 60
    elsif Config::MAIN_FX == 1
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
    elsif Config::MAIN_FX == 3
      @spriteset = Spriteset_Map.new
      @mnback = Plane.new
      @mnback.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback.blend_type = 0
      @mnback.z = 5
      @mnback2 = Plane.new
      @mnback2.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND)
      @mnback2.blend_type = 0
      @mnback2.z = 5
      @mnback2.opacity = 60
      @mnback3 = Plane.new
      @mnback3.bitmap = RPG::Cache.picture(Config::MAIN_BACKGROUND2)
      @mnback3.blend_type = 0
      @mnback3.z = 5
      @mnback3.opacity = 255
    else
      @spriteset = Spriteset_Map.new
    end
    @mnsel = Sprite.new
    @mnsel.bitmap = RPG::Cache.picture(Config::MAIN_CURSOR)
    @mnsel.z = 20
    @mnsel.x = 1000
    @mnsel.y = 1000
    @mnop = 100
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = -38
    @playtime_window.y = 402
    @playtime_window.contents_opacity = 0
    if Config::MAIN_MAPNAME == true
      @mapname_window = Window_Map_Name.new
      @mapname_window.x = 350
      @mapname_window.y = 0
      @mapname_window.contents_opacity = 0
    end
    @gold_window = Window_munny.new
    @gold_window.x = -44
    @gold_window.y = 383
    @gold_window.contents_opacity = 0
    @status_window = Window_MenuStatus.new
    @status_window.x = 295
    @status_window.y = 110
    @status_window.contents_opacity = 0
    if Config::MAIN_FX == 0
      Graphics.transition(Config::MAIN_TRAN_TIME, "Graphics/Transitions/" +
        Config::MAIN_TRAN_TYPE)
    elsif Config::MAIN_FX == 1
      Graphics.transition(Config::MAIN_TRAN_TIME, "Graphics/Transitions/" +
        Config::MAIN_TRAN_TYPE)
    else
      Graphics.transition 
    end
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10 
      if Config::MAIN_FX == 0
        @mnback.oy += 1
        @mnback.ox += 1
        @mnback2.oy += 1
        @mnback2.ox -= 1
      elsif Config::MAIN_FX == 3
        @mnback.oy += 1
        @mnback.ox += 1
        @mnback2.oy += 1
        @mnback2.ox -= 1
      end
      @status_window.x += 20
      @status_window.contents_opacity -= 25
      @mnsel.opacity -= 15
      @mnsel.zoom_x += 0.03
      @mnlay.x -= 10
      @mnlay.opacity -= 25
      if Config::MAIN_MAPNAME == true
        @mapname_window.x += 5
        @mapname_window.contents_opacity -= 20
      end
      @gold_window.contents_opacity -= 25
      @playtime_window.contents_opacity -= 25
      Graphics.update   
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose   
    @status_window.dispose
    @mnlay.dispose
    @mncom.dispose
    if Config::MAIN_FX == 0
      @mnback.dispose
      @mnback2.dispose
    elsif Config::MAIN_FX == 1
      @mnback.dispose
    elsif Config::MAIN_FX == 3
      @mnback.dispose
      @mnback2.dispose
      @mnback3.dispose
      @spriteset.dispose
    else
      @spriteset.dispose
    end
    @mnsel.dispose
    @mapname_window.dispose if Config::MAIN_MAPNAME == true
    Graphics.update
  end
 
 
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
     if @mnsel.zoom_x > 1.6
        @mnsel.zoom_x = 1.0
        @mnsel.opacity = 266
      end     
    if @mnlay.x < 0
      @mnlay.opacity += 25
      @mnlay.x += 10
    elsif @mnlay.x >= 0 
      @mnlay.opacity = 255
      @mnlay.x = 0
    end
    @command_window.update if @command_window.active
    @playtime_window.update
    @status_window.update if @status_window.active
    if Config::MAIN_FX == 0
      @mnback.oy += 1
      @mnback.ox += 1
      @mnback2.oy += 1
      @mnback2.ox -= 1
    elsif Config::MAIN_FX == 3
      @mnback.oy += 1
      @mnback.ox += 1
      @mnback2.oy += 1
      @mnback2.ox -= 1

    end
    @mapname_window.contents_opacity += 15 if Config::MAIN_MAPNAME == true
    @playtime_window.contents_opacity += 15
    @gold_window.contents_opacity += 15
    @playtime_window.contents_opacity += 15
    if @status_window.x > 195
      @status_window.x -= 10
      @status_window.contents_opacity += 10
    elsif @status_window.x <= 195
      @status_window.x = 195
      @status_window.contents_opacity = 255
    end
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    case @command_window.index
    when 0 
      @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_1)
    when 1
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_2)
    when 2
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_3)
    when 3
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_4)
    when 4
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_5)
    when 5
    @mncom.bitmap = RPG::Cache.picture(Config::MENU_TYPE_6)
    end   
    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_Hotkeys.new
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        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 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Journal.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status 
    case @status_window.index
    when 0 
      @mnsel.x = 190
      @mnsel.y = 195
    when 1
      @mnsel.x = 323
      @mnsel.y = 195
    when 2
      @mnsel.x = 455
      @mnsel.y = 195
    when 3
      @mnsel.x = 180
      @mnsel.y = 320
    end 
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
    @mnsel.z = 20
    @mnsel.x = 1000
    @mnsel.y = 1000
    @mnop = 100
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3 
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
        end
      return
    end
  end
end




Instructions

Place above main. Download the gfx below, and put them in pictures folder. Create a folder inside the character folder. Name it "MenuArt" every character MUST have a specific graphic in the menu art folder.


Compatibility

Not compatible with other Main Menu edits. Will work with other menus such as equipment/status mods. Not tested with SDK.


Credits and Thanks


  • MogHunter

  • Me




Author's Notes

Don't forget the MenuArt folder MUST be in the CHARACTERS folder. THIS IS NOT PLUG AND PLAY. You must download the font Zeros1 Zeroes2 and Zeroes3 for it to be "plug-and-play". Otherwise, change all the custom font parts in the menu. (should only be in config section.)

Pictures:
Download.
89
Well I want to make it so that every world in my kingdom hearts game has it's own map, and then a battle map. On the battle map depending on the battle sequence (determined by a random variable), a different group of enemies shows.
Example:
If Var = 1 it shows enemy group 1 with 3 monsters
If Var = 2 it shows enemy group 2 with 5 monsters
If Var = 3 it shows enemy group 3 with a boss and 3 monsters.

So by using an ABS I managed to get that part down. Now I'm stuck on another part. In the default rmxp system, it has enemy encounters by steps. I want to know, how i can make it so that every random number of steps, the player is teleported to the battle map.
90
Resources / Sprite Improvement
March 31, 2012, 07:04:06 pm
I didn't really know where to post this, so I posted it here :P

Well I first started spriting when I joined these forums, who knows how long ago, and since then I've worked to get better and better. I just had an idea, why not make a thread where everyone can post one(or more) of their first sprites, and re-do them as best they can now. I'll start it off.

Spoiler: ShowHide


You can do it like mine, in one pic, or separate  pictures. This topic will be just for fun to show yourself, and others how much you've improved...or not...