The Story
The year is 1698. A girl named Angie lives in the little coast town of Santa Maria.
She lives a life in nobility, because of her father, who's the towns mayor. Angie is not happy with her life, and dreams that one day set sail in her own ship, and sail all around the world.
This is about to change. One day, her town is attacked a by pirates. Under the attack, Angie runs in Curtis Bronzebeard, a pirate captian. His pirates is attacking the town, and he decides to rob Angie. Her boyfriend at that time, the great Admiral Leoné, is killed by a group of Curtis pirates, trying to protect her, and just before Curtis is going to rob her, she's saved by the female pirate captian, Rose Rosén. Rose decides to help Angie revenge on Curtis, but there is only one way to do this. Angie becomes a pirate.
The Gameplay
You will be able to:
*You are going to be able to sail on the seas, and attack other pirate ships, and even other types of ships.
*Good our bad parameter. This shows if you are a nice pirate, or if you are the worst pirate on the seven seas.
*Explore some new islands, and search after hidden treasures under your adventure.
The characters:
Angie Gemini
Age: 19
A young noble girl who decides to join a pirate captian in search for revenge. She's pretty childish, and hates to be taken lightly for this. She lived a unhappy life in Santa Maria, a French city in the carribian coast. She use to hang with her firnd, Will.
Rose Rosén:
Age: 26
Female pirate captian over the Crusader. She help ladies in danger, either if they are attacked by pirates, or by drunken and evil husband. and robes only male pirates, and she has a reason for this, but that's a secret.
Will Wattson:
Age:20
Will lives on the streets. He's Angies best friend, but he's hated by her parents. He also wants to sail on the seas some day, and he really want to find the 7 Treasures.
The Seven Treasures
1: Ocean Dreams: Made by Pure Silver and blue diamonds.
2: Krakens tentacel: The tentacel from the beast Kraken.
3: The Crown Of Salt: Rumors says that this is the sea kings crown.
4: Mermaid Pearls: Made by a beautyfull mermaid.
5: Orb Of Water: A blue orb, wich contains the first water ever created.
6: Coral Bandana: A bandana made by a unike coral, with a golden color.
7: Black Beards Chest Of Gold: Black Beards chest of gold. The chest os also made by gold, with 5 types of diamonds, each in different color.
Screenshots.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FBlackRose.png&hash=42d6cc37567de7712916932510c92fee4fa456fd)
Welcome To Santa Maria
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FSantaMaria.png&hash=e51dafc401c4aaa2d29971479cd709b92732ae45)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FSantaMaria2.png&hash=0f1691879e220c9be40c53cb2c373c48d71b8063)
Santa Maria is acctully made by 10 maps.
This is all I have to say now. Hope I get any comment.
this looks promising, I like the premise and the Fable-esque good+bad meter.
I'll wait for a demo and then give you some real critique ;D
edit: why are you using a leaf fog on a coastal town?
300th post woo!
your seaside mapping looks kickass.
nice work~!
Yeah, seriously. It looks really nice
Wow, that's some nice map work...
Thxs everyone. Demo will be out soon.
But I want to ask where I can get a bad/good parameter script? I can't release a demo until I find one.
Good / Bad Script...
I wouldn't bother with a script, I would add a Fortune teller in each town that tells you if your closer to heaven or hell...
And they way I would do that is by making LOADS of switches, for each event you do give multi Choice a good choice and a not so good choice... And that activates the switches...
Just have the Fourtune tellers real off what things you have done in your quest and what the consiquences are from those choices...
I think using switches to control this rather than a metter would help your story take different branches based on the switches that are on or off
I would use a variable. That's way too many switches los. Also, it's not hard to have it show up in the menu if you want it too. All you have to do is use $game_variables[XXX] (XXX is the ID of the variable), and you would need to write it out. Or you could make a meter, and have the value of XXX determine where an indicator shows up. Just post and tell me if that is what you want, and I can work on it.
this would be cool for me to try learning how to script.
adding a numerical value to status, then incrementing it with a game variable.
lemme see if I can figure out the code for ya.
It would be great if someone could take a look on this.
I also found a script for this on creationasylum, but the demo link is to old, and I don't get the script to work :-\
May I ask how you did all of that mapping? That's some of the best mapping ever!
Training and experience my friend..
When I make a game, I want the mapping to look amazing. I really don't like ugly and non detailed maps.
Yeah, the maps are nice. I'll make the script for you on Friday if you don't mind. I have exams tomorrow so I need to study today.
That sounds great. Thx :D
I also did an update in the story. Check in the first post.
<3 yours sea-side mapping. It looks great. :)
Storyline is nice too. :)
Yeah, I have to learn how to map better well, I've only had rmxp for about three months, but that's no excuses.
Hey, I might have some resources for you.
What kind of resources?
I'll have to check, I have tons of odd ball things.
Ok :)
Changed the graphic on Angie. Here she's in a noble dress. And this is the best map I have done.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FDate.png&hash=46e13cc4431d3ddf7f3b9c3bca362d4a70ae189e)
Update:
Nearly done with Santa Maria. Gonna work on the world map now, wich is going to be a very hard work..
IM gonna start with caribia, and then continue with America and South America.
~Black Shadow
Wow, you're doing all of the americas? Good for YOU! We need people like you who will actually do tons of work on their games just to tweak them down to the spine. I respect you!
Rep-ed up, Black Shadow.
Hey, I didn't fully read where this is set, where is it? And maybe I could help with some mapping.
Also, I can get you some armor and some weapon icons if that's what you're looking for, also stuff like turkey and stuff.
Well, I need someone that could find the best world map tileset. It's going to take a very, very long time to make the worldm map..
http://www.rpg-palace.com/artists/xpworld.php (http://www.rpg-palace.com/artists/xpworld.php)
That's a pretty good world map.
Yeah, I already have it, but I don't use it that often.
Two Updates!
Update One: Should I make the whole world, or should I only stay to Caribian? It's a damn hard work to do the whole world.
Update Two: Im acctully going to work with Rm2k for a while, so this game would take a break. Maybe I should make this game to Rm2k instead, but who knows.
I'm really good with the world map, if you take a break, I can work on it for a while.
What would you like?
Hey Black Shadow. I forgot to work on that good/bad meter. I'll get on it today, but where in the menu do you want it to show up? and do you have a custom menu?
QuoteI'm really good with the world map, if you take a break, I can work on it for a while.
What would you like?
Well, if you want to work with it.
My first thought was to make the whole world, like Asia, Europe, and stuff like that.( Hope I didn't mistake what you really wanted to say)
QuoteHey Black Shadow. I forgot to work on that good/bad meter. I'll get on it today, but where in the menu do you want it to show up? and do you have a custom menu?
Right now, Im having the Ring Menu, so It would be good if it would showed there.
And I wanted it to be like a picture parameter in the corner, like it would change when you did a evil thing.
No, that's what I meant! ;)
Ok, I'll find an old map with like all of those trading routes on them, I think that would be easier to work with than just a map.
Ok, thx ;)
np.
I'll start in the morning if that's alright, or later tonight.
I don't know have the ring menu. Could you post the script so I can insert it? Also, do you want it to show for all characters? I have it written and it is controlled by variables, but I need to know where it should be implemented.
Only for the main character.
I will post the script when I get home. Im in school right now, so I will post it when I get home.
Here's the script modern algebra
[spoiler]#------------------------------------------------------------------------------
# Ring_Menu
#------------------------------------------------------------------------------
# By: XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$gold_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]
$location_text[0]="Lucida Calligraphy" # Font Type
$location_text[1]=24 # Font Size
$location_text[2]=0 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Text
$gold_text[0]="Lucida Calligraphy" # Font Type
$gold_text[1]=24 # Font Size
$gold_text[2]=0 # Gold Title Color
$gold_text[3]=0 # Gold Color
$gold_text[4]="Gold" # Text
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="WS-Prexus-original" # Location Windowskin
$window_gold_skin="WS-Prexus-original" # Gold Windowskin
@window_position[0]=0 # X Axis Position
@window_position[1]=0 # Location Y Axis Position
@window_position[2]=384 # Gold Y Axis Position
$window_size[0]=160 # Length
$window_size[1]=96 # Height
$ring_menu_text[0]="Lucida Calligraphy" # Font Type
$ring_menu_text[7]=0 # Font Color
$ring_menu_text[8]=24 # Font Size
$ring_menu_text[1]="Items"
$ring_menu_text[2]="Skills"
$ring_menu_text[3]="Equip"
$ring_menu_text[4]="Stats"
$ring_menu_text[5]="Save"
$ring_menu_text[6]="Quit"
@chara_select[0]=408 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Lucida Calligraphy" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=24 # Font Size
$chara_select[2]=255 # Border Opacity
$chara_select[3]=130 # Background Opacity
$chara_select[4]="WS-Prexus-original" # Windowskin
end
#------------------------------------------------------------------------------
# Main
#------------------------------------------------------------------------------
def main
@window_location = Window_Location.new
@window_location.x = @window_position[0]
@window_location.y = @window_position[1]
@window_location.opacity = @window_opacity[0]
@window_location.back_opacity = @window_opacity[1]
@window_gold = Window_MenuGold.new
@window_gold.x = @window_position[0]
@window_gold.y = @window_position[2]
@window_gold.opacity = @window_opacity[0]
@window_gold.back_opacity = @window_opacity[1]
@spriteset = Spriteset_Map.new
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@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.z = 100
if $game_system.save_disabled
@command_window.disable_item(4)
end
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@window_location.dispose
@window_gold.dispose
@command_window.dispose
@status_window.dispose
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
@window_location.update
@window_gold.update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#------------------------------------------------------------------------------
# Update Comman
#------------------------------------------------------------------------------
def update_command
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)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = 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.visible = 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_End.new
end
return
end
return if @command_window.animation?
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#------------------------------------------------------------------------------
# Update Status
#------------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
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
#------------------------------------------------------------------------------
# Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("menu0")
ICON_SKILL = RPG::Cache.icon("menu1")
ICON_EQUIP = RPG::Cache.icon("menu2")
ICON_STATUS = RPG::Cache.icon("menu3")
ICON_SAVE = RPG::Cache.icon("menu4")
ICON_EXIT = RPG::Cache.icon("menu5")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
attr_accessor :index
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
super
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#------------------------------------------------------------------------------
# Refresh Start
#------------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Refresh Wait
#------------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#------------------------------------------------------------------------------
# Refresh Move
#------------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Draw Item
#------------------------------------------------------------------------------
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#------------------------------------------------------------------------------
# Disable Item
#------------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#------------------------------------------------------------------------------
# Setup Move Start
#------------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#------------------------------------------------------------------------------
# Setup Move Move
#------------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#------------------------------------------------------------------------------
# Animation
#------------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 60, y + 65)
draw_actor_name(actor, x, y + 2)
draw_actor_hp(actor, x - 40, y + 26)
draw_actor_sp(actor, x - 40, y + 50)
end
end
#------------------------------------------------------------------------------
# Update Cursor Rect
#------------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#------------------------------------------------------------------------------
# Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#------------------------------------------------------------------------------
# Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $location_text[0]
self.contents.font.size = $location_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#------------------------------------------------------------------------------
# Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $gold_text[0]
self.contents.font.size = $gold_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_gold_skin)
self.contents.font.color = text_color($gold_text[2])
self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
self.contents.font.color = text_color($gold_text[3])
self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
end
end[/spoiler]
[spoiler]
#------------------------------------------------------------------------------
# Ring_Menu
#------------------------------------------------------------------------------
# By: XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$gold_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]
$location_text[0]="Lucida Calligraphy" # Font Type
$location_text[1]=24 # Font Size
$location_text[2]=0 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Text
$gold_text[0]="Lucida Calligraphy" # Font Type
$gold_text[1]=24 # Font Size
$gold_text[2]=0 # Gold Title Color
$gold_text[3]=0 # Gold Color
$gold_text[4]="Gold" # Text
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="WS-Prexus-original" # Location Windowskin
$window_gold_skin="WS-Prexus-original" # Gold Windowskin
@window_position[0]=0 # X Axis Position
@window_position[1]=0 # Location Y Axis Position
@window_position[2]=384 # Gold Y Axis Position
$window_size[0]=160 # Length
$window_size[1]=96 # Height
$ring_menu_text[0]="Lucida Calligraphy" # Font Type
$ring_menu_text[7]=0 # Font Color
$ring_menu_text[8]=24 # Font Size
$ring_menu_text[1]="Items"
$ring_menu_text[2]="Skills"
$ring_menu_text[3]="Equip"
$ring_menu_text[4]="Stats"
$ring_menu_text[5]="Save"
$ring_menu_text[6]="Quit"
@chara_select[0]=408 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Lucida Calligraphy" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=24 # Font Size
$chara_select[2]=255 # Border Opacity
$chara_select[3]=130 # Background Opacity
$chara_select[4]="WS-Prexus-original" # Windowskin
end
#------------------------------------------------------------------------------
# Main
#------------------------------------------------------------------------------
def main
@window_location = Window_Location.new
@window_location.x = @window_position[0]
@window_location.y = @window_position[1]
@window_location.opacity = @window_opacity[0]
@window_location.back_opacity = @window_opacity[1]
@window_gold = Window_MenuGold.new
@window_gold.x = @window_position[0]
@window_gold.y = @window_position[2]
@window_gold.opacity = @window_opacity[0]
@window_gold.back_opacity = @window_opacity[1]
@spriteset = Spriteset_Map.new
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@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.z = 100
if $game_system.save_disabled
@command_window.disable_item(4)
end
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@window_location.dispose
@window_gold.dispose
@command_window.dispose
@status_window.dispose
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
@window_location.update
@window_gold.update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#------------------------------------------------------------------------------
# Update Comman
#------------------------------------------------------------------------------
def update_command
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)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = 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.visible = 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_End.new
end
return
end
return if @command_window.animation?
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#------------------------------------------------------------------------------
# Update Status
#------------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
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
#------------------------------------------------------------------------------
# Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("menu0")
ICON_SKILL = RPG::Cache.icon("menu1")
ICON_EQUIP = RPG::Cache.icon("menu2")
ICON_STATUS = RPG::Cache.icon("menu3")
ICON_SAVE = RPG::Cache.icon("menu4")
ICON_EXIT = RPG::Cache.icon("menu5")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
attr_accessor :index
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def draw_alignment(id, x, y)
src_rect = Rect.new(0, 0, 185, 40)
self.contents.blt(x, y -40, RPG::Cache.picture("Good-Bad"), src_rect, 255)
a = $game_variables[id]
if a > 80
a = 80
end
if a < -80
a = -80
end
src_rect = Rect.new(0, 0, 30, 30)
self.contents.blt(78 + x + a,y - 36, RPG::Cache.picture("Good-Bad Icon"), src_rect, 255)
end
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
super
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
draw_alignment (4, 0, 125)
end
#------------------------------------------------------------------------------
# Refresh Start
#------------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Refresh Wait
#------------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#------------------------------------------------------------------------------
# Refresh Move
#------------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Draw Item
#------------------------------------------------------------------------------
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items.width, @items.height)
if @index == i
self.contents.blt( x, y, @items, rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items, rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#------------------------------------------------------------------------------
# Disable Item
#------------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#------------------------------------------------------------------------------
# Setup Move Start
#------------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#------------------------------------------------------------------------------
# Setup Move Move
#------------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#------------------------------------------------------------------------------
# Animation
#------------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors
draw_actor_graphic(actor, x - 60, y + 65)
draw_actor_name(actor, x, y + 2)
draw_actor_hp(actor, x - 40, y + 26)
draw_actor_sp(actor, x - 40, y + 50)
end
end
#------------------------------------------------------------------------------
# Update Cursor Rect
#------------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#------------------------------------------------------------------------------
# Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#------------------------------------------------------------------------------
# Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $location_text[0]
self.contents.font.size = $location_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#------------------------------------------------------------------------------
# Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $gold_text[0]
self.contents.font.size = $gold_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_gold_skin)
self.contents.font.color = text_color($gold_text[2])
self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
self.contents.font.color = text_color($gold_text[3])
self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
end
end
[/spoiler]
I highlighted the stuff I added in red. You will probably need to edit this part:
draw_alignment (4, 0, 125)
The first number, 4 in this case, is the in-game variable which controls your alignment. SO, change this number to whatever variable you want controlling alignment. The other two numbers are the x and y coordinates of the bar. It's not in a great position now so you will probably want to change that too. Post back if you need any help.
I get an error here when Im trying to open the meny.
rect = Rect.new(0, 0, @items.width, @items.height)
Undefined method '
Hey man, this game is totally cool. Nice story, nice maps. But isn't Will a boys name? Or do you gots something in mind?
Anyways, good luck 10/10
ps. or maybe because you wrote her the second time on Will....
Will is a male character. Angie is a girl :)
Have you ever seen pirates of the Caribbean? :-\
Because Will sounds awfully like one of the characters name in pirates. (But I don't care, I like your game)
Sorry, the code was corrupted, here, try this:
#------------------------------------------------------------------------------
# Ring_Menu
#------------------------------------------------------------------------------
# By: XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$gold_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]
$location_text[0]="Lucida Calligraphy" # Font Type
$location_text[1]=24 # Font Size
$location_text[2]=0 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Text
$gold_text[0]="Lucida Calligraphy" # Font Type
$gold_text[1]=24 # Font Size
$gold_text[2]=0 # Gold Title Color
$gold_text[3]=0 # Gold Color
$gold_text[4]="Gold" # Text
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="WS-Prexus-original" # Location Windowskin
$window_gold_skin="WS-Prexus-original" # Gold Windowskin
@window_position[0]=0 # X Axis Position
@window_position[1]=0 # Location Y Axis Position
@window_position[2]=384 # Gold Y Axis Position
$window_size[0]=160 # Length
$window_size[1]=96 # Height
$ring_menu_text[0]="Lucida Calligraphy" # Font Type
$ring_menu_text[7]=0 # Font Color
$ring_menu_text[8]=24 # Font Size
$ring_menu_text[1]="Items"
$ring_menu_text[2]="Skills"
$ring_menu_text[3]="Equip"
$ring_menu_text[4]="Stats"
$ring_menu_text[5]="Save"
$ring_menu_text[6]="Quit"
@chara_select[0]=408 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Lucida Calligraphy" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=24 # Font Size
$chara_select[2]=255 # Border Opacity
$chara_select[3]=130 # Background Opacity
$chara_select[4]="WS-Prexus-original" # Windowskin
end
#------------------------------------------------------------------------------
# Main
#------------------------------------------------------------------------------
def main
@window_location = Window_Location.new
@window_location.x = @window_position[0]
@window_location.y = @window_position[1]
@window_location.opacity = @window_opacity[0]
@window_location.back_opacity = @window_opacity[1]
@window_gold = Window_MenuGold.new
@window_gold.x = @window_position[0]
@window_gold.y = @window_position[2]
@window_gold.opacity = @window_opacity[0]
@window_gold.back_opacity = @window_opacity[1]
@spriteset = Spriteset_Map.new
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@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.z = 100
if $game_system.save_disabled
@command_window.disable_item(4)
end
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@window_location.dispose
@window_gold.dispose
@command_window.dispose
@status_window.dispose
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
@window_location.update
@window_gold.update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#------------------------------------------------------------------------------
# Update Comman
#------------------------------------------------------------------------------
def update_command
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)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = 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.visible = 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_End.new
end
return
end
return if @command_window.animation?
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#------------------------------------------------------------------------------
# Update Status
#------------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
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
#------------------------------------------------------------------------------
# Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("menu0")
ICON_SKILL = RPG::Cache.icon("menu1")
ICON_EQUIP = RPG::Cache.icon("menu2")
ICON_STATUS = RPG::Cache.icon("menu3")
ICON_SAVE = RPG::Cache.icon("menu4")
ICON_EXIT = RPG::Cache.icon("menu5")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
attr_accessor :index
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def draw_alignment(id, x, y)
src_rect = Rect.new(0, 0, 185, 40)
self.contents.blt(x, y -40, RPG::Cache.picture("Good-Bad"), src_rect, 255)
a = $game_variables[id]
if a > 80
a = 80
end
if a < -80
a = -80
end
src_rect = Rect.new(0, 0, 30, 30)
self.contents.blt(78 + x + a,y - 36, RPG::Cache.picture("Good-Bad Icon"), src_rect, 255)
end
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
super
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
draw_alignment (4, 0, 125)
end
#------------------------------------------------------------------------------
# Refresh Start
#------------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Refresh Wait
#------------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#------------------------------------------------------------------------------
# Refresh Move
#------------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Draw Item
#------------------------------------------------------------------------------
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#------------------------------------------------------------------------------
# Disable Item
#------------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#------------------------------------------------------------------------------
# Setup Move Start
#------------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#------------------------------------------------------------------------------
# Setup Move Move
#------------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#------------------------------------------------------------------------------
# Animation
#------------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 60, y + 65)
draw_actor_name(actor, x, y + 2)
draw_actor_hp(actor, x - 40, y + 26)
draw_actor_sp(actor, x - 40, y + 50)
end
end
#------------------------------------------------------------------------------
# Update Cursor Rect
#------------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#------------------------------------------------------------------------------
# Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#------------------------------------------------------------------------------
# Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $location_text[0]
self.contents.font.size = $location_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#------------------------------------------------------------------------------
# Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $gold_text[0]
self.contents.font.size = $gold_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_gold_skin)
self.contents.font.color = text_color($gold_text[2])
self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
self.contents.font.color = text_color($gold_text[3])
self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
end
end
Quote
Have you ever seen pirates of the Caribbean?
Because Will sounds awfully like one of the characters name in pirates. (But I don't care, I like your game)
Yeah, I have seen it, but Will was the first name I got in my h
Yeah, ok, I'm going to find a map and start mapping! (I'm gonna google image a trade route map. Hopefully an old one......)
Modern Algebra@ I need the picture Good/bad. Must I make the picture?
Oops! I forgot to send them. They are attached in this post. You can change the pictures as you like, but here are the ones I used:
Import both into the pictures folder.
The map is 500x500, god, I got dizzy just looking at it.
What's good/bad?
It's if you do a bad thing, your parameter will slightly good to the bad side.
500x500? That's a big map...thanks for doing this Mexneto :D
The script works now Algebra, but how do I make the parameter change?
You change it through an in-game variable. It is currently set to respond to the 4th variable, but you can change that by modifying the first number in this part of the code:
draw_alignment (4, 0, 125)
The red number is the ID of the variable which controls the parameter. To change it, just use the Control Variable Event Command. In this case, you would change variable 4.
Ok, thx. I will try that.
Wait, so it's like if you do a good thing, the game will change events, and if you do a bad thing, same?
So it's like a meter to view your good deeds and bad deeds?
Like Fable if you have ever played it, you always have to make a choice when doing a quest. You can either do it the good way or the bad way. The more good stuff you do the more certain people like you etc. The more bad stuff the more certain people hate you.
Get it?
Yeah, I get it.
Never played Fable, but I heard it sucked.
How dare you lol
It didnt. You should never go by what others think of a game or you will never find out for yourself. Different people have different tastes... remember that
What I meant was like this
You attack a ship. You won the battle. What would you do with the crew and the captian on the other ship? The parameter will go to the bad side if you kill them all and htow them in the ocean, and it will go to the good side if you let them live.
Cool!
I'm gonna have to do stuff like that in my game...
My brother said Fable was crappy, and I trust him on that.
But if it were someone else, I would try it, and it looked crappy to begin with, but lets get back to subject.
How's the worldmap going?
Hhmmmm....not so well....500x500 is the biggest that you can get, and how big would you like the world to be, if you want all of north america in 500x500 (or most of it), that would make it pretty small I guess, and fill up on events pretty fast. (999 events per map)
Or, make one map for each state or country. Which would be extremely hard....it's up to you.
I suggest the first one. You would be small on space for stuff, but I think it might be easier.
Take the first one. It sounds like the best.
UPDATE:
Probably will the first demo be realesed this weekend. Probably on Saturday or Sunday. Keep your eyes open.
I found the battler and spriteset you used for Rose. And I forgot what you named her. BUT! Subconciously, I found that I had named my Pirate, Rose :P
But still, I wanna play this demo.
"Will" will probably have a new name in the demo. But I haven't found any good name yet. Any suggestions?
Pete....
Mike, Bill, Billiam, Willy, Billy, Bolly, Wolly, Woll, Boll, Holl, Hill, Gil.
Sorry! ;D
Captain Jack Sparrow. xP
If you want it to be a basic/everyday type of name.
Mark, Jason, Drew, John, Nick, Jim, BOB!, Roy. Very basic/common names, Nick is my name. I'd say that one. :P
I like Roy, what about Jose? Or Joseph....that's my middle name....
Roy is mine. xD I kind of like Joseph, that has to be the most common middle name ever though. xP
Huh? I thought you said Nick was, or is Roy your middle name?
Hey, I've ogt an idea: Make it really weird and mname him:
[spoiler= =D]
Rudolph! There are actually people with that name...don't see what's so bad about it though...except they might get made fun of...a lot. ;D
[/spoiler]
Nick is my first, Roy is my middle, I'm sure you can guess my last. x_X Rudolph is a bit odd, definitely uncommon. I say go for it. :D
Hahahahaha, it was a light joke.
But, I have ot say, it might make a little twist....uncommon agreed.
What about Cole ;D Hah...or....
What about Phillip?
Quote from: Mexneto on April 28, 2007, 05:59:29 AM
What about Cole ;D Hah.
We have a winner. You use it, or I will. :D :mex: :mex:
yep! YEAH! HALO MADE THE BEANS DS MADE INTO THINGIES!
Yeah, Cole is pretty good I guess....
I will go for Cole now.
I know I said I was going to make a demo this weekend, but I remembered that I can't make a demo until my world map is done.
Yeah, sorry, I've been busy, but I'll get more done today.
I understand. You have school stuff to do, and you have a life. I can't stop you from doing other things.
Keep going with the map. I belive it's going to be a great map ;)
It looks great, can't wait for the demo. I like the idea of a good/evil system.
Thanks. I will put up a demo soon.
I'm gonna work on the map right now.
Are there any specific places you would like done first?
And how much would you like done? Because I started an island in the Bahamas.
If you only need a certain islands done right now, for the demo I'll work on those first.
Make South and north America first. Then, after that, make the rest of the world.
Im very pleased that you are doing this Mexneto. Thx again. :D
Hmm....no problem.
How's the map going?
;9
I haven't had time...I'm very very sorry...
I also am sort of taking a break from RPG Maker to learn RGSS.
Understand. I had a break from XP not a long time ago.