I need a cms. The format of it is at the following link: http://www.freewebs.com/thedarkcoven/rmxpcms.htm (http://www.freewebs.com/thedarkcoven/rmxpcms.htm)
If anyone can help, thanks!
This cms is very important that it is exactly how I put it.
try using http://www.photobucket.com or imageshack
I need a cms. The format of it is at the following link: http://www.freewebs.com/thedarkcoven/rmxpcms.htm
If anyone can help, thanks!
I follow the link and can't see the picture. :-[
Quote from: fadark on February 01, 2007, 12:26:49 AM
I need a cms. The format of it is at the following link: http://www.freewebs.com/thedarkcoven/rmxpcms.htm
If anyone can help, thanks!
Yeah, copy pasting the same unworking link over and over isnt going to get you anywhere. Thats why I said
Quote from: italianstal1ion on January 30, 2007, 05:30:07 AM
try using http://www.photobucket.com or imageshack
Use one of those. It will take one minute, and someone might even take your request.
I think it's a trap. He seems pretty set on us using the link.
And no, I'm not kidding...
QuoteI follow the link and can't see the picture. Embarrassed
your right1 when i posted it, it worked, but not any more i guess. i'll use that image shack thing.
Here: (Thanks for the image shack btw! :D)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg02.picoodle.com%2Fimg%2Fimg02%2F7%2F2%2F1%2Ff_figurenesi_de2bm_07e3538.png&hash=d3ee1e2126ed9775d951e5d27f1c8c6dfbe807b7) (http://www.picoodle.com/view.php?srv=img02&img=/7/2/1/f_figurenesi_de2bm_07e3538.png)
Ignore the numbers and arrows.
And I don't want a "save" button.
Thanks!
Btw: let's say I used a cms that showed the current chapter. How do I make the chapter change?
In other words: how do I have chapters in my game?
Uhm.. a script.. ?
And ohw 1 thing
USE THE FREAKING EDIT BUTTON
He can't make it show the location of the map and the real time by editing.
And learn how to edit posts.
I'll give it a go. I am not particularly good at scripting, so if it's not what you want feel free to trash it and ask for another.
QuoteAnd I don't want a "save" button.
Actually, I change my mind. I do want a save button. I hope you don't get mad for me changing my mind. Thanks! :D
What is the name of the game?
QuoteWhat is the name of the game?
The name of the game is "Light's Shadow"
Ok, it's done. It looks like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffarm1.static.flickr.com%2F147%2F377678173_2f0839f63f.jpg%3Fv%3D0&hash=0fe5a48549cbb2e99560ed8ce64c349f8db4a9a2)
I'd suggest trying it in a new game to test it before putting into your main file. To use it, first find this line under "def initialize in the class: Window_Command
super(0, 0, width, commands.size * 32 + 32)
and change it to:
super(500, 205, width, commands.size * 32 + 32)
Then, in a new script above main, paste this code into it:
#==============================================================================
# ? Window_PlayTime
#------------------------------------------------------------------------------
# This window displays play time on the menu screen.
#==============================================================================
class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 140, 80)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, -5, 120, 32, "Play Time")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(-15, 15, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 140, 54)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(-20, -5, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(104-cx, -5, cx, 32, $data_system.words.gold, 2)
end
end
#Displays Real Time
class Window_RealTime < Window_Base
#Object Initialization
def initialize
super(0, 0, 140, 80)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#Refresh
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(10, -5, 120, 32, "Real Time")
@time_string = Time.now
text = @time_string.strftime("%A %H:%M:%S")
self.contents.font.color = normal_color
self.contents.draw_text(-3, 20, 110, 32, text, 2)
end
#Time changes in menu
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
# Displays Location in Menu
class Window_Location < Window_Base
def initialize
super(0, 0, 500, 50)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
$data_location = load_data("Data/MapInfos.rxdata")
self.contents.draw_text(200, -9, 124, 32, $data_location[$game_map.map_id].name, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, -9, 120, 32, "Location")
end
end
# Displays Game Name
class Window_GameName < Window_Base
def initialize
super(0, 0, 500, 50)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(100, -9, 120, 32, "Light's Shadow")
end
end
# Displays the Word "Menu"
class Window_MenuWord < Window_Base
def initialize
super(0, 0, 140, 50)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = crisis_color
self.contents.draw_text(10, -10, 120, 32, "Menu")
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, 500, 400)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
def draw_actor_battler(actor, x, y, opacity = 255)
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
x = i * 120
y = 180
self.contents.blt(x, y, bitmap, src_rect, opacity)
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = i * 118
y = 0
actor = $game_party.actors[i]
draw_actor_battler(actor, x, y - 10)
self.contents.font.color = knockout_color
self.contents.draw_text(x, -10, 45, 32, actor.name, 2)
self.contents.font.color = normal_color
draw_actor_class(actor, x, 15)
draw_actor_state(actor, x, 40)
draw_actor_level(actor, x, 110)
# draw exp
self.contents.font.color = system_color
self.contents.draw_text(x, 130, 80, 32, "Exp")
self.contents.draw_text(x, 150, 80, 32, "Next Level")
self.contents.font.color = normal_color
self.contents.draw_text(x + 20, 130, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 20, 150, 84, 32, actor.next_rest_exp_s, 2)
# draw hp
self.contents.font.color = system_color
self.contents.draw_text(x, 65, 32, 32, "HP")
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(x + 10, 65, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 60, 65, 12, 32, "/", 1)
self.contents.draw_text(x + 75, 65, 48, 32, actor.maxhp.to_s)
#draw sp
self.contents.font.color = system_color
self.contents.draw_text(x, 85, 32, 32, "SP")
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(x + 10, 85, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 60, 85, 12, 32, "/", 1)
self.contents.draw_text(x + 75, 85, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(@index * 118, 0, 118, 400)
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# ????????????
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "Exit"
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# If # Party Members = 0
if $game_party.actors.size == 0
# Disable Items, Skills, Equipment, and Status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If Save is Forbidden
if $game_system.save_disabled
# Disable Save
@command_window.disable_item(4)
end
# Displays Play Time
@playtime_window = Window_PlayTime.new
@playtime_window.x = 500
@playtime_window.y = 50
# Displays the "Word Menu" Window
@wordmenu_window = Window_MenuWord.new
@wordmenu_window.x = 500
@wordmenu_window.y = 0
# Displays the Gold Window
@gold_window = Window_Gold.new
@gold_window.x = 500
@gold_window.y = 426
# The Menu Status Screen
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
# Game Name Window
@gamename_window = Window_GameName.new
@gamename_window.x = 0
@gamename_window.y = 400
# Location Window
@map_window = Window_Location.new
@map_window.x = 0
@map_window.y = 440
# Real Time Window
@realtime_window = Window_RealTime.new
@realtime_window.x = 500
@realtime_window.y = 130
# Execute Transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@wordmenu_window.dispose
@map_window.dispose
@realtime_window.dispose
@gamename_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
@map_window.update
@realtime_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
Ok, that's it. If there are any errors or it isn't the way you want it, just message and I'll work it out. You may notice that there are some duplicate classes which I made minor changes to. If you like, you can delete the original classes of the same name. Also, when you want to go to Status or Skills you use the UP and DOWN arrow keys, not the LEFT and RIGHT. I know, it's a little anti-intuitive, but I didn't want to touch that tonight.
I can see the battlers and the menu selecting works fine.
But the word: "menu",
the real time,
the play time,
the gold,
the heroes' stats (hp, sp, level, exp for next level etc.)(in other words: the stuff that's supossed to be above the battler)
the game title,
and the location are blank. :( ???
It must have something to do with fonts. Here's a demo. Tell me if it doesn't work and if it does, I should be able to find the problem with yours.
I download it but it keeps trying to open with microsoft publisher. ???
That's strange. It shouldn't matter if you open it from RPG Maker though. Just open it from within the program. I think the problem has to do with undefined fonts though. In any case, just give me ffedback once you open it.
I think it's the font
Yeah, try replacing the entire script with this:
#==============================================================================
# ? Window_PlayTime
#------------------------------------------------------------------------------
# This window displays play time on the menu screen.
#==============================================================================
class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 140, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 20
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, -5, 120, 32, "Play Time")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(-15, 15, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 140, 54)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 20
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(-20, -5, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(104-cx, -5, cx, 32, $data_system.words.gold, 2)
end
end
#Displays Real Time
class Window_RealTime < Window_Base
#Object Initialization
def initialize
super(0, 0, 140, 80)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#Refresh
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(10, -5, 120, 32, "Real Time")
@time_string = Time.now
text = @time_string.strftime("%A %H:%M:%S")
self.contents.font.color = normal_color
self.contents.draw_text(-3, 20, 110, 32, text, 2)
end
#Time changes in menu
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
# Displays Location in Menu
class Window_Location < Window_Base
def initialize
super(0, 0, 500, 50)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 20
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
$data_location = load_data("Data/MapInfos.rxdata")
self.contents.draw_text(200, -9, 124, 32, $data_location[$game_map.map_id].name, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, -9, 120, 32, "Location")
end
end
# Displays Game Name
class Window_GameName < Window_Base
def initialize
super(0, 0, 500, 50)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(100, -9, 120, 32, "Light's Shadow")
end
end
# Displays the Word "Menu"
class Window_MenuWord < Window_Base
def initialize
super(0, 0, 140, 50)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = crisis_color
self.contents.draw_text(10, -10, 120, 32, "Menu")
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, 500, 400)
self.contents = Bitmap.new(width - 32, height - 32) # "Main" window font
self.contents.font.size = 20
refresh
self.active = false
self.index = -1
end
def draw_actor_battler(actor, x, y, opacity = 255)
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
x = i * 120
y = 180
self.contents.blt(x, y, bitmap, src_rect, opacity)
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = i * 118
y = 0
actor = $game_party.actors[i]
draw_actor_battler(actor, x, y - 10)
self.contents.font.color = knockout_color
self.contents.draw_text(x, -9, 45, 32, actor.name, 2)
self.contents.font.color = normal_color
draw_actor_class(actor, x, 15)
draw_actor_state(actor, x, 40)
draw_actor_level(actor, x, 110)
# draw exp
self.contents.font.color = system_color
self.contents.draw_text(x, 130, 80, 32, "Exp")
self.contents.draw_text(x, 150, 80, 32, "Next Level")
self.contents.font.color = normal_color
self.contents.draw_text(x + 20, 130, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 20, 150, 84, 32, actor.next_rest_exp_s, 2)
# draw hp
self.contents.font.color = system_color
self.contents.draw_text(x, 65, 32, 32, "HP")
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(x + 10, 65, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 60, 65, 12, 32, "/", 1)
self.contents.draw_text(x + 75, 65, 48, 32, actor.maxhp.to_s)
#draw sp
self.contents.font.color = system_color
self.contents.draw_text(x, 85, 32, 32, "SP")
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(x + 10, 85, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(x + 60, 85, 12, 32, "/", 1)
self.contents.draw_text(x + 75, 85, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(@index * 118, 0, 118, 400)
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# ????????????
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "Exit"
@command_window = Window_Command.new(140, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# If # Party Members = 0
if $game_party.actors.size == 0
# Disable Items, Skills, Equipment, and Status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If Save is Forbidden
if $game_system.save_disabled
# Disable Save
@command_window.disable_item(4)
end
# Displays Play Time
@playtime_window = Window_PlayTime.new
@playtime_window.x = 500
@playtime_window.y = 50
# Displays the "Word Menu" Window
@wordmenu_window = Window_MenuWord.new
@wordmenu_window.x = 500
@wordmenu_window.y = 0
# Displays the Gold Window
@gold_window = Window_Gold.new
@gold_window.x = 500
@gold_window.y = 426
# The Menu Status Screen
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
# Game Name Window
@gamename_window = Window_GameName.new
@gamename_window.x = 0
@gamename_window.y = 400
# Location Window
@map_window = Window_Location.new
@map_window.x = 0
@map_window.y = 440
# Real Time Window
@realtime_window = Window_RealTime.new
@realtime_window.x = 500
@realtime_window.y = 130
# Execute Transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@wordmenu_window.dispose
@map_window.dispose
@realtime_window.dispose
@gamename_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
@map_window.update
@realtime_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
QuoteYeah, try replacing the entire script with this:
Same problem as before (nothing changed)
Add this scripted part here in main under "begin":
Font.default_name = $defaultfonttype = $fontface = "FONTNAME"
Font.default_size = $defaultfontsize = $fontsize = SIZE
If there is already something similar like this ($fontface, etc.), replace it.
My main looks like this:
#==============================================================================
# ? Main
#------------------------------------------------------------------------------
# ???????????????????????????????
#==============================================================================
begin
# This variable determines the default font type
$defaultfonttype = "Tahoma"
# This variable determines the default font size
$defaultfontsize = 22
# ?????????
Graphics.freeze
# ????????? (??????) ???
$scene = Scene_Title.new
# $scene ?????? main ?????????
while $scene != nil
$scene.main
end
# ???????
Graphics.transition(20)
rescue Errno::ENOENT
# ?? Errno::ENOENT ???
# ????????????????????????????????
filename = $!.message.sub("No such file or directory - ", "")
print("File #{filename} not found.")
end
what do you want me to replace?
(in other words: whats the format?)
(btw, i'm glad your here bliz :) )
No problem. :) Replace these lines:
# This variable determines the default font type
$defaultfonttype = "Tahoma"
# This variable determines the default font size
$defaultfontsize = 22
with these here:
Font.default_name = $defaultfonttype = $fontface = "Tahoma"
Font.default_size = $defaultfontsize = $fontsize = 22
Holy crap! Thanks a ton to bliz and modern algebra! Thanks guys! now that my game is done, do you two want it? It's my first game so it's only like 5 hours long. :(
Do you guys want to try it out?
Wow, 5 hours, that's actually not little.
You should post a topic in the Projects/Games section.
Yeah, post it. I'd love to try it out. 5 hours is probably the perfect length for a game. I'm running into the problem that my game is far, far too long and nobody will ever want to play it. Yeah, and thanks Blizz for the troubleshooting - it was my first script.
okay
How do I post it?
Chapters.... well you could use a varible and then in the cms you could add a window section where it will have the current title of the chaper
self.contents.draw_text(2,0,120,32, "Chapter", 0)
self.contents.draw_text(90,0,120,32, $game_variables[1].to_s, 0)
Of course youw will have to inport the correct numbers such as the loction of the text to display and the varible. (sorry didn't even realise there was 3 other pages when I posted this XD sorry ))
lol, it's okay
Nice site...
<img src="file:///C:%5CDOCUME%7E1%5COwner%5CLOCALS%7E1%5CTemp%5Cmsohtml1%5C01%5Cclip_image002.jpg"
yeah.. that will work -_-
Quote<img src="file:///C:%5CDOCUME%7E1%5COwner%5CLOCALS%7E1%5CTemp%5Cmsohtml1%5C01%5Cclip_image002.jpg"
what is the code you just posted?
thanks!