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HUD Menu (updated to v 1.2), A simple menu ... you add the rest. |
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Aug 26 2008, 11:49 PM
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... 42 ...

Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful

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HUD Menu Version: 1.2Author: OriginalWijRelease Date: 8/28/2008IntroductionThis is a simple HUD-like menu system. It does not modify the sub-menus ... that's where you add your own favorite scripts. Features- HUD-like menu
- Increases save slots to 12
- Adds alignment for commands in command menus
- Swap party leader on map with the L and R keys
- Replaces gold name with an icon
- Adds commas to gold display
- Load Game option added to menu
- Probably some things I forgot ...
v 1.1 - Added a switch to disable the HUD (per request)
v 1.2 - Fixed a bug in the L & R system
ScriptCODE #============================================================================== # One Actor HUD System # v 1.2 - 8/28/2008 # created by OriginalWij #============================================================================== # v1.0 - initial release # v1.1 - added disable switch (per request) # v1.2 - fixed a bug in L & R buttons section #==============================================================================
module HUD #=========================================================================# # Start User Config # #=========================================================================# # Colors HUD_BACK_COLOR = Color.new(0,0,0,75) HUD_BAR_BACK_COLOR = Color.new(255,255,255,255) # Gold Icon HUD_GOLD_ICON = 205 # Load command name HUD_LOAD_NAME = 'Load Game' # Location name HUD_LOCATION = 'Location: ' # Mini-window opactiy HUD_MINI_OPACITY = 200 # Hud Switch (turns hud off) HUD_DISABLE_SWITCH = 1 #=========================================================================# # End User Config # #=========================================================================#
end
#============================================================================== # HUD Window (new) #------------------------------------------------------------------------------ # Draws HP/MP bars on-screen #==============================================================================
class Hud_Window < Window_Base #-------------------------------------------------------------------------- # Init #-------------------------------------------------------------------------- def initialize super(-10,-16,200,104) self.opacity = 0 update end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update if $game_switches[HUD::HUD_DISABLE_SWITCH] self.visible = false else self.visible = true end self.contents.fill_rect(-2, 6, 136, 92, HUD::HUD_BACK_COLOR) self.contents.fill_rect(1, 15, 132, 8, HUD::HUD_BAR_BACK_COLOR) self.contents.fill_rect(1, 37, 132, 8, HUD::HUD_BAR_BACK_COLOR) @hud_actor = $game_party.members[0] draw_actor_hp(@hud_actor, 2, 0, 130) draw_actor_mp(@hud_actor, 2, 22, 130) hud_draw_actor_level(@hud_actor, 0, 48) draw_actor_state(@hud_actor, 38, 48) end #-------------------------------------------------------------------------- # Draw Level With Small Font #-------------------------------------------------------------------------- def hud_draw_actor_level(actor, x, y) self.contents.font.size = 16 self.contents.font.color = system_color self.contents.draw_text(x, y, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x + 12, y, 24, WLH, actor.level, 2) self.contents.font.size = Font.default_size end end
#============================================================================== # HUD Command Window (new) #------------------------------------------------------------------------------ # Draws individual command windows #==============================================================================
class Hud_Command_Window < Window_Base #-------------------------------------------------------------------------- # Init #-------------------------------------------------------------------------- def initialize(y) super(-168, y, 160, 56) self.back_opacity = HUD::HUD_MINI_OPACITY update end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update self.contents.clear end end
#============================================================================== # Dummy Location Window (new) #------------------------------------------------------------------------------ # Draws the dummy location window #==============================================================================
class Hud_Dummy_Location_Window < Window_Base #-------------------------------------------------------------------------- # Init #-------------------------------------------------------------------------- def initialize super(128, 382, 416, 34) self.z = 0 update end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update self.contents.clear end end #============================================================================== # Location Window (new) #------------------------------------------------------------------------------ # Draws the location window #==============================================================================
class Hud_Location_Window < Window_Base #-------------------------------------------------------------------------- # Init #-------------------------------------------------------------------------- def initialize super(128, 370, 416, 56) self.opacity = 0 update end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update self.contents.clear $hud_maps = load_data("Data/MapInfos.rvdata") @hud_maps_id = $game_map.map_id @hud_current_map = $hud_maps[@hud_maps_id].name @hud_current_map.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name } @hud_current_map.gsub!(/\[.*\]/) {""} hud_textsize = contents.text_size(HUD::HUD_LOCATION).width self.contents.font.color = system_color self.contents.draw_text(0, -4, 128, 32, HUD::HUD_LOCATION) self.contents.font.color = normal_color self.contents.draw_text(hud_textsize + 5, -4, 400, 32, @hud_current_map, 0) end end
#============================================================================== # HUD Money Window (new) #------------------------------------------------------------------------------ # Draws a dummy money window #==============================================================================
class Hud_Money_Window < Window_Base #-------------------------------------------------------------------------- # Init #-------------------------------------------------------------------------- def initialize super(0, 382, 128, 34) self.z = 0 update end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update self.contents.clear end end
#============================================================================== # Window_Base Overwrite #------------------------------------------------------------------------------ # Rewrites draw currency to display an icon and add commas (total rewrite) #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # Daw currency with currency icon and commas #-------------------------------------------------------------------------- def draw_currency_value(value, x, y, width) hud_width = width - 22 self.contents.font.color = normal_color @value = value / 1000 @value3 = value - (@value*1000) @value = value / 1000000 @value2 = (value - (@value*1000000)) / 1000 @value = value / 1000000 @value_h = @value3.to_s @value_t = @value2.to_s @value_m = @value.to_s if value > 999999 if @value3 > 99 self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2) elsif @value3 > 9 self.contents.draw_text(x - 4, y, hud_width, WLH, '0' + @value_h, 2) else self.contents.draw_text(x - 4, y, hud_width, WLH, '00' + @value_h, 2) end self.contents.draw_text(x + 48, y, 11, WLH, ',', 2) if @value2 > 99 self.contents.draw_text(x - 42, y, hud_width, WLH, @value_t, 2) elsif @value2 > 9 self.contents.draw_text(x - 42, y, hud_width, WLH, '0' + @value_t, 2) else self.contents.draw_text(x - 42, y, hud_width, WLH, '00' + @value_t, 2) end self.contents.draw_text(x + 12, y, 11, WLH, ',', 2) self.contents.draw_text(x - 79, y, hud_width, WLH, @value_m, 2) elsif value > 999 if @value3 > 99 self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2) elsif @value3 > 9 self.contents.draw_text(x - 4, y, hud_width, WLH, '0' + @value_h, 2) else self.contents.draw_text(x - 4, y, hud_width, WLH, '00' + @value_h, 2) end self.contents.draw_text(x + 48, y, 11, WLH, ',', 2) self.contents.draw_text(x - 52, y, hud_width, WLH, @value_t, 2) else self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2) end self.contents.font.color = normal_color draw_icon(HUD::HUD_GOLD_ICON, x + hud_width, y, true) end end
#============================================================================== # Window_Command Overwrite #------------------------------------------------------------------------------ # Allows commands to be aligned #==============================================================================
class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Draw Item (added align) # index : item number # enabled : enabled flag. When false, draw semi-transparently. # align : align text flag. 0 = left justified # 1 = centered # 2 = right justified # #-------------------------------------------------------------------------- def draw_item(index, enabled = true, align = 0) #:add argument @align = align # :add alignment arg. rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 case @align # :add check for alignment when 1 self.contents.draw_text(rect, @commands[index], 1) # :add center when 2 self.contents.draw_text(rect, @commands[index], 2) # :add right justify else self.contents.draw_text(rect, @commands[index], 0) # :old left justify end end end
#============================================================================== # Window_Help Overwrite #------------------------------------------------------------------------------ # Force center alignment #==============================================================================
class Window_Help < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 544, WLH + 32) end #-------------------------------------------------------------------------- # * Set Text # text : character string displayed in window # align : alignment (0..flush left, 1..center, 2..flush right) #-------------------------------------------------------------------------- def set_text(text, align = 1) # :force align if text != @text or align != @align self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, 0, self.width - 40, WLH, text, align) @text = text @align = align end end end
#============================================================================== # Window_MenuStatus (mod) #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #==============================================================================
class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias hud_menu_status_initialize initialize def initialize(x, y) hud_menu_status_initialize(x,y) self.z = 1000 end end
#============================================================================== # Window_SaveFile Overwrite #------------------------------------------------------------------------------ # Adjusts window size, count, and appearance #==============================================================================
class Window_SaveFile < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # file_index : save file index (0-11) # filename : filename #-------------------------------------------------------------------------- def initialize(file_index, filename) @save_offset = 0 @save_offset = 272 if file_index > 5 super(@save_offset, 56 + file_index % 6 * 60, 272, 60) @file_index = file_index @filename = filename load_gamedata refresh @selected = false end #-------------------------------------------------------------------------- # * Load Partial Game Data - :added access to character names # By default, switches and variables are not used (for expansion use, # such as displaying place names) #-------------------------------------------------------------------------- def load_gamedata @time_stamp = Time.at(0) @file_exist = FileTest.exist?(@filename) if @file_exist file = File.open(@filename, "r") @time_stamp = file.mtime begin @characters = Marshal.load(file) @frame_count = Marshal.load(file) @last_bgm = Marshal.load(file) @last_bgs = Marshal.load(file) @game_system = Marshal.load(file) @game_message = Marshal.load(file) @game_switches = Marshal.load(file) @game_variables = Marshal.load(file) @hud_self_sw = Marshal.load(file) @hud_actors = Marshal.load(file) @total_sec = @frame_count / Graphics.frame_rate rescue @file_exist = false ensure file.close end end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color name = Vocab::File + " #{@file_index + 1}" self.contents.draw_text(4, 0, 100, WLH, name) @name_width = contents.text_size(name).width if @file_exist draw_party_characters(84, 30) self.contents.font.color = normal_color draw_playtime(0, 0, contents.width - 4, 2) end end #-------------------------------------------------------------------------- # * Draw Party Characters (changed spacing) # x : Draw spot X coordinate # y : Draw spot Y coordinate #-------------------------------------------------------------------------- def draw_party_characters(x, y) for i in 0...@characters.size name = @characters[i][0] index = @characters[i][1] draw_character(name, index, x + i * 24, y) end end #-------------------------------------------------------------------------- # * Draw Play Time # x : Draw spot X coordinate # y : Draw spot Y coordinate # width : Width # align : Alignment #-------------------------------------------------------------------------- def draw_playtime(x, y, width, align) hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 time_string = sprintf("%02d:%02d", hour, min) self.contents.font.color = normal_color self.contents.draw_text(x, y, width, WLH, time_string, 2) end end
#============================================================================== # Scene_Base Overwrite #------------------------------------------------------------------------------ # Rewrites the menu background script to be un-blurred and un-tinted #==============================================================================
class Scene_Base #-------------------------------------------------------------------------- # Create Un-blurred Snapshot for Using as Background of Another Screen #-------------------------------------------------------------------------- def snapshot_for_background $game_temp.background_bitmap.dispose $game_temp.background_bitmap = Graphics.snap_to_bitmap end #-------------------------------------------------------------------------- # Create Un-tinted Background for Menu Screen #-------------------------------------------------------------------------- def create_menu_background @menuback_sprite = Sprite.new @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(0, 0, 0, 0) update_menu_background end end
#============================================================================== # Scene_Title Overwrite #------------------------------------------------------------------------------ # Center start menu commands #==============================================================================
class Scene_Title < Scene_Base #-------------------------------------------------------------------------- # * Create Command Window (centered) #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 288 @command_window.draw_item(0, true, 1) @command_window.draw_item(1, true, 1) @command_window.draw_item(2, true, 1) if @continue_enabled # If continue is enabled @command_window.index = 1 # Move cursor over command else # If disabled @command_window.draw_item(1, false, 1) # Make command semi-transparent end @command_window.openness = 0 @command_window.open end end
#============================================================================== # Scene Map Mod #------------------------------------------------------------------------------ # Adds HP/MP window to map screen #==============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # Start (Include HUD) #-------------------------------------------------------------------------- alias hud_scene_map_start start def start hud_scene_map_start #add hud window @hud_window = Hud_window.new end #-------------------------------------------------------------------------- # Terminate (Include HUD) #-------------------------------------------------------------------------- alias hud_scene_map_terminate terminate def terminate hud_scene_map_terminate #dispose hud window @hud_window.dispose end #-------------------------------------------------------------------------- # Update (Include HUD and L & R) #-------------------------------------------------------------------------- alias hud_scene_map_update update def update hud_scene_map_update #update hud window @hud_window.update #check for L and R if Input.trigger? (Input::R) if $game_party.members.size > 1 Sound.play_save hud_lead_hold1 = $game_party.members[0].id $game_party.remove_actor (hud_lead_hold1) $game_party.add_actor (hud_lead_hold1) $game_player.refresh end elsif Input.trigger? (Input::L) if $game_party.members.size > 1 Sound.play_save hud_lead_hold1 = $game_party.members[0].id hud_lead_hold2 = $game_party.members[1].id hud_lead_hold3 = $game_party.members[2].id @hud_party_size = $game_party.members.size $game_party.remove_actor (hud_lead_hold1) $game_party.remove_actor (hud_lead_hold2) if @hud_party_size > 2 $game_party.remove_actor (hud_lead_hold3) if @hud_party_size > 3 $game_party.add_actor (hud_lead_hold1) $game_party.add_actor (hud_lead_hold2) if @hud_party_size > 2 $game_party.add_actor (hud_lead_hold3) if @hud_party_size > 3 $game_player.refresh end end end end
#============================================================================== # Scene_Menu Mods & Overwrites #------------------------------------------------------------------------------ # Mods: # 1) Adjusts command window position # 2) Makes status window invisible # 3) Adjusts gold window position # 4) Makes gold window transparent # 5) Adds mini-windows to terminate # # Adds: # 1) Mini-windows for commands # # Overwrites: # 1) Rewrites commands to be invisible and adds Load command # 2) Adds load & up/down check to update selection #==============================================================================
class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # Start (with adjustments) #-------------------------------------------------------------------------- alias hud_scene_menu_start start def start hud_scene_menu_start # adjust command window position @command_window.x = -160 # adjust status window visibility @status_window.visible = false # adjust gold window position @gold_window.x = -19 @gold_window.y = 370 # create location window @hud_location_window = Hud_Location_window.new # create dummy windows @hud_money_window = Hud_Money_window.new @hud_dummy_location_window = Hud_Dummy_Location_window.new # adjust gold window transparency @gold_window.opacity = 0 end #-------------------------------------------------------------------------- # Create Mini Command Windows (new) #-------------------------------------------------------------------------- def create_mini_windows @mini_command_window = [] for i in 0..6 @mini_command_window[i] = Hud_Command_window.new(i * 24 + 80) end if $game_party.members.size == 0 @mini_command_window[0].contents.font.color.alpha = 128 @mini_command_window[1].contents.font.color.alpha = 128 @mini_command_window[2].contents.font.color.alpha = 128 @mini_command_window[3].contents.font.color.alpha = 128 end @mini_command_window[0].contents.draw_text(-15, 0, 160, 24, Vocab::item, 1) @mini_command_window[1].contents.draw_text(-15, 0, 160, 24, Vocab::skill, 1) @mini_command_window[2].contents.draw_text(-15, 0, 160, 24, Vocab::equip, 1) @mini_command_window[3].contents.draw_text(-15, 0, 160, 24, Vocab::status, 1) if $game_system.save_disabled @mini_command_window[4].contents.font.color.alpha = 128 end @mini_command_window[4].contents.draw_text(-15, 0, 160, 24, Vocab::save, 1) @mini_command_window[5].contents.draw_text(-15, 0, 160, 24, HUD::HUD_LOAD_NAME, 1) @mini_command_window[6].contents.draw_text(-15, 0, 160, 24, Vocab::game_end, 1) end #-------------------------------------------------------------------------- # * Termination Processing (add mini, location, & dummy windows) #-------------------------------------------------------------------------- alias hud_scene_menu_terminate terminate def terminate hud_scene_menu_terminate @hud_money_window.dispose @hud_dummy_location_window.dispose @hud_location_window.dispose for i in 0..6 @mini_command_window[i].dispose end end #-------------------------------------------------------------------------- # Create Command Window With Invisiblity and Load Command (Rewrite) #-------------------------------------------------------------------------- def create_command_window create_mini_windows # new: call mini window creation s1 = "" s2 = "" s3 = "" s4 = "" s5 = "" s6 = "" s7 = "" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index for i in 1..10 @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8 Graphics.wait(1) end end #-------------------------------------------------------------------------- # Update Command Selection With Arrow Check, Load, and Location (Rewrite) #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) #original Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) #original if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Items $scene = Scene_Item.new when 1,2,3 # Skills, Equip, Status @status_window.visible = true start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 # :changed to Load $scene = Scene_File.new(false, false, false) when 6 # End Game :changed from 5 to 6 $scene = Scene_End.new end # :new - move mini windows elsif Input.repeat?(Input::UP) # :new @offset = @command_window.index + 1 @offset = 0 if @offset > 6 for i in 1..10 @mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168 @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8 Graphics.wait(1) end elsif Input.repeat?(Input::DOWN) # :new @offset = @command_window.index - 1 @offset = 6 if @offset < 0 for i in 1..10 @mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168 @mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8 Graphics.wait(1) end end end #-------------------------------------------------------------------------- # * End Actor Selection (Mod #-------------------------------------------------------------------------- alias hud_end_actor_selection end_actor_selection def end_actor_selection hud_end_actor_selection @status_window.visible = false end end
#============================================================================== # Scene_Item Overwrite #------------------------------------------------------------------------------ # Adjusted for only 1 character #==============================================================================
class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # Show Target Window (adjusted viewport) #-------------------------------------------------------------------------- def show_target_window(right) @item_window.active = false width_remain = 544 - @target_window.width @target_window.x = right ? width_remain : 0 @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 end end
#============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs the skill screen processing. #==============================================================================
class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # * Show Target Window # right : Right justification flag (if false, left justification) #-------------------------------------------------------------------------- def show_target_window(right) @skill_window.active = false width_remain = 544 - @target_window.width @target_window.x = right ? width_remain : 0 @target_window.visible = true @target_window.active = true @viewport.rect.set(0, 0, 544, 416) @viewport.ox = 0 end end #============================================================================== # Scene_File Overwrite #------------------------------------------------------------------------------ # Add return for Load command and adjust number of files #==============================================================================
class Scene_File < Scene_Base #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else if @saving $scene = Scene_Menu.new(4) else $scene = Scene_Menu.new(5) end end end #-------------------------------------------------------------------------- # * Create Save File Window #-------------------------------------------------------------------------- def create_savefile_windows @savefile_windows = [] for i in 0..11 @savefile_windows.push(Window_SaveFile.new(i, make_filename(i))) end @item_max = 12 end #-------------------------------------------------------------------------- # * Update Save File Selection #-------------------------------------------------------------------------- alias hud_update_savefile_selection update_savefile_selection def update_savefile_selection hud_update_savefile_selection if Input.trigger?(Input::RIGHT) if @index < 6 Sound.play_cursor @savefile_windows[@index].selected = false @index += 6 @savefile_windows[@index].selected = true end elsif Input.trigger?(Input::LEFT) if @index > 5 Sound.play_cursor @savefile_windows[@index].selected = false @index -= 6 @savefile_windows[@index].selected = true end end end end
#============================================================================== # Scene_End Overwrite #------------------------------------------------------------------------------ # Adjusts return for Quit because of adding Load & centers menu #==============================================================================
class Scene_End < Scene_Base #-------------------------------------------------------------------------- # * Create Command Window (centered) #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::to_title s2 = Vocab::shutdown s3 = Vocab::cancel @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = (416 - @command_window.height) / 2 @command_window.openness = 0 @command_window.draw_item(0, true, 1) @command_window.draw_item(1, true, 1) @command_window.draw_item(2, true, 1) end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new(6) end end CustomizationAll customizable options are listed at the top of the script CompatibilityOverwrites alot of the menu codes, so other menus scripts probably will conflict. ScreenshotOne. Need to see it in action to appreciate it.
sshot1.png ( 155.99K )
Number of downloads: 1643DEMONone. (only the one script)Demo added by request ...
HUD_MENU12.zip ( 411.51K )
Number of downloads: 467InstallationPlace above main (plug and play). FAQComments welcome. Terms and ConditionsFree to use. Please credit me. CreditsMe
This post has been edited by originalwij: Aug 28 2008, 06:46 PM
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Aug 27 2008, 02:11 AM
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Level 5

Group: Member
Posts: 70
Type: Developer
RM Skill: Undisclosed

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hmm... maybe you should post a demo because i got a problem on line 386(in attachment), but i'll edit this post If i find a way to fix it.
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Fly like a rhino, sting like shock paddles.
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Aug 27 2008, 04:48 PM
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Level 20

Group: Revolutionary
Posts: 407
Type: Musician
RM Skill: Advanced

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QUOTE (originalwij @ Aug 27 2008, 09:35 AM)  I added the requested demo. (see 1st post)
@Grandhoug: I think your error is from a conflict between this script and the sideview system you are using. Try moving this script above/below your battle system script(s). It looks really nice, good job! It could just be my comp, but i experience alot of lag when playing the demo ... but w/e good job
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Aug 27 2008, 08:22 PM
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Level 20

Group: Revolutionary
Posts: 407
Type: Musician
RM Skill: Advanced

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QUOTE (originalwij @ Aug 27 2008, 08:39 PM)  @Ninjuit That's true. That's also the main reason I only displayed the lead character on-screen.
@VerifyedRasta It must be your computer. I created this on a 2yr old average laptop, and it doesn't lag at all for me. By average you mean? Cause my comp is really shitty ... 240mb ram, Viruses everywhere and many more cool stuff ...
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Oct 12 2008, 10:28 AM
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Level 10

Group: Revolutionary
Posts: 162
Type: Developer
RM Skill: Advanced

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cool script man. I like it a lot!
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Better To Reign In Hell Than To Serve In Heaven.
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Oct 13 2008, 03:10 AM
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Level 3

Group: Member
Posts: 36
Type: None
RM Skill: Skilled

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i can erase when pres ESC show the menu?
I use ring menu
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Oct 14 2008, 11:02 AM
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Level 3

Group: Member
Posts: 36
Type: None
RM Skill: Skilled

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Can show me this?
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