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> Submission: Blue Magic, by Prexus
Prexus
post Oct 15 2005, 03:18 AM
Post #1


Level 3
Group Icon

Group: Member
Posts: 31
Type: Event Designer
RM Skill: Masterful




I finally went back and made the edits to this code that were necessary for it to be a functional complete script.

Happy Hunting ^^

CODE
#-------------------------------#
# Blue Magic Script #
#-------------------------------#
# Written By: Prexus #
# http://prexus.rmxponline.com #
#-------------------------------#
# Instructions: #
# Read the comments and apply #
# changes where needed. #
#-------------------------------#

class Game_Battler
alias blm_game_battler_skill_effect skill_effect
def skill_effect(user, skill)
blm_game_battler_skill_effect(user, skill)
if user.is_a?(Game_Enemy) and self.is_a?(Game_Actor)
learn_chance = (rand(100) < 100) # X is the percentage chance (70, 20, etc.) Simply make x = 100 if you want it to work all the time.
if learn_chance == true
if self.class_id == 4 # Change this number with the class ID of your "Blue Mage"
#if skill.id == x or skill.id == y # etc. etc. replace x and y with ids of skills the mage can learn, if any skills just get rid of the line and the end, keep putting 'or skill.id = ' to add more.
self.learn_skill(skill.id, true) # Change true to false if you don't want a sound to play
#end
end
end
end
end
end

class Game_Actor < Game_Battler
def learn_skill(skill_id, play = false)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
if play == true
Audio.me_play("Audio/ME/011-Item02") # Sound file to play when learning in battle.
end
end
end
end


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Jako Drako
post Jul 28 2006, 08:42 PM
Post #2


Protector of life
Group Icon

Group: Member
Posts: 145
Type: Scripter
RM Skill: Advanced




Hey, this is my first script I'm posting here. It's just a simple icon based custom menu system with a window that shows the menu item you're selecting. Also shown in the screenshot are some simple bars that I might post later.

Screenshot:


Demos:
Custom Menu System HERE
Icon Command Window used in Battle HERE
(Added Window_Menu_Icon and Window_Menu_Icon_Reader classes, then modified Scene_Battle class. All changes in the Scene_Battle class are commented.)
Icon Command Window used in Title Screen HERE
(Added Window_Menu_Icon and Window_Menu_Icon_Reader classes, then modified Scene_Title class. All changes in the Scene_Title class are commented.)

Instructions for code numero uno: create a new script above Window_Help and call it Window_Menu_Icon. Paste the following code into this script.
CODE
#--------------------------------------------------------------
# CLASS: Window_Menu_Icon
# JAKO DRAKO
# Please give credit
# Summary: A command window with icons. To be used with class Window_Menu_Icon_Reader.
#--------------------------------------------------------------


class Window_Menu_Icon < Window_Selectable

attr_reader :disabled_items
attr_reader :commands

def initialize(x, y, commands)
  super(x, y, 32 * commands.size + 32, 64)
  @item_max = commands.size
  @commands = commands
  @column_max = commands.size
  self.contents = Bitmap.new(self.width - 32, self.height - 32)
  @disabled_items = Array.new(commands.size, false)
  self.index = 0
  refresh
end

#-------------------------------------------------------------
def refresh
  self.contents.clear
  for i in 0...@item_max
   draw_icon(i)
  end
end

#-------------------------------------------------------------
def draw_icon(index)
  temp_string = @commands[index]
  if temp_string.include? $data_system.words.item
   bitmap = RPG::Cache.icon("034-Item03")
  elsif temp_string.include? $data_system.words.skill
   bitmap = RPG::Cache.icon("044-Skill01")
  elsif temp_string.include? $data_system.words.attack or temp_string.include? $data_system.words.equip
   bitmap = RPG::Cache.icon("001-Weapon01")
  elsif temp_string.include? "Status" or temp_string.include? "New"
   bitmap = RPG::Cache.icon("050-Skill07")
  elsif temp_string.include? "Save"
   bitmap = RPG::Cache.icon("047-Skill04")
  elsif temp_string.include? "Quit" or temp_string.include? "End"
   bitmap = RPG::Cache.icon("046-Skill03")
  elsif temp_string.include? "Load" or temp_string.include? "Continue"
   bitmap = RPG::Cache.icon("048-Skill05")
  elsif temp_string.include? $data_system.words.guard
   bitmap = RPG::Cache.icon("009-Shield01")
  else
   bitmap = RPG::Cache.icon("049-Skill06")
  end
  
  x = 32 * index + 2
  self.contents.blt(x, 2, bitmap, Rect.new(0, 0, 24, 24))
end

#-------------------------------------------------------------
def update_cursor_rect
  if @index < 0
   self.cursor_rect.empty
   return
  end
  cursor_width = 28
  x = 32 * @index
  y = 0
  self.cursor_rect.set(x, y, cursor_width, 28)
end

#-------------------------------------------------------------
def disable_item(index)
  @disabled_items[index] = true
end
end


Instructions for code 2: create a new script below the previous one, name it Window_Menu_Icon_Reader, and paste the following code into it.
CODE
#--------------------------------------------------------------
# CLASS: Window_Menu_Icon_Reader
# Summary: Displays the command of the currently selected icon in a
# Window_Menu_Icon type object. The Window_Menu_Icon instance
# is supplied to the constructor method.
#--------------------------------------------------------------

class Window_Menu_Icon_Reader < Window_Base

def initialize(menu_window)
  @icon_window = menu_window
  @commands = @icon_window.commands
  super(@icon_window.x + @icon_window.width, @icon_window.y, 92, 64)
  self.contents = Bitmap.new(self.width - 32, self.height - 32)
  self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
end

#--------------------------------------------------------------
def update
  super
  self.contents.clear
  draw_text(@icon_window.index)
end

#--------------------------------------------------------------
def draw_text(index)
  self.contents.clear
  if @icon_window.disabled_items[index] == false
   self.contents.font.color = normal_color
   self.contents.draw_text(0, 0, 60, 32, @commands[index])
  elsif @icon_window.disabled_items[index] == true
   self.contents.font.color = disabled_color
   self.contents.draw_text(0, 0, 60, 32, @commands[index])
  end
end
end


Instructions for code #3: Create a new code after Window_Gold and name it Window_Gold2 or something. Copy and paste...
CODE
#==============================================================================
# ¦ Window_Gold
#------------------------------------------------------------------------------
#  ????????????????
#==============================================================================

class Window_Gold2 < Window_Base
#--------------------------------------------------------------------------
#  ????????
#--------------------------------------------------------------------------
def initialize()
  super(0, 0, 162, 64)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
  refresh
end
#--------------------------------------------------------------------------
#  ?????
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  cx = contents.text_size($data_system.words.gold).width
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
  self.contents.font.color = system_color
  self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end

(Yeah, I know it's almost exactly the same as Window_Gold, but if I said, "Copy the Window_Gold script and name the copy Window_Gold2. Then change the class definition line so that the class name is Window_Gold2. Now change the super method call under the constructor method so that the width local variable is 162." would you understand me?)

Another class that must be changed slightly: Window_Playtime. Paste this code into the Window_Playtime class.
CODE
#==============================================================================
# ¦ Window_PlayTime
#------------------------------------------------------------------------------
#  ????????????????????????
#==============================================================================

class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
#  ????????
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 162, 64)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
  refresh
end
#--------------------------------------------------------------------------
#  ?????
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  @total_sec = Graphics.frame_count / Graphics.frame_rate
  hour = @total_sec / 60 / 60
  min = @total_sec / 60 % 60
  sec = @total_sec % 60
  text = sprintf("%02d:%02d:%02d", hour, min, sec)
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 0, 120, 32, text, 2)
end
#--------------------------------------------------------------------------
#  ?????
#--------------------------------------------------------------------------
def update
  super
  if Graphics.frame_count / Graphics.frame_rate != @total_sec
   refresh
  end
end
end


Okay, last script (sort of): Replace the code in your Window_MenuStatus script with this code:
CODE
#--------------------------------------------------------------
# CLASS: Winodw_MenuStatus
# Summary: Edited Window_MenuStatus class to be used with
# the Window_Menu_Icon class.
#--------------------------------------------------------------

class Window_MenuStatus < Window_Selectable

def initialize
  super(0, 0, 640, 416)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
  refresh
  self.active = false
  self.index = -1
  @column_max = 4
end

#--------------------------------------------------------------
def refresh
  self.contents.clear
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
   actor = $game_party.actors[i]
   text_x = 155 * i + 5
   text_y = 150
   bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
   pic_x = 155 * i + (150 - bitmap.width) / 2
   pic_y = 5
   self.contents.blt(pic_x, pic_y, bitmap, Rect.new(0, 0, 150, bitmap.height))
   draw_actor_name(actor, text_x, text_y)
   draw_actor_class(actor, text_x, text_y + 32)
   draw_actor_level(actor, text_x - 1, text_y + 64)
   draw_actor_state(actor, text_x, text_y + 192)
   draw_actor_exp(actor, text_x - 1, text_y + 160)
   draw_actor_hp(actor, text_x, text_y + 96)
   draw_actor_sp(actor, text_x, text_y + 128)
  end
end

#--------------------------------------------------------------
def update_cursor_rect
  if @index < 0
   self.cursor_rect.empty
  else
   self.cursor_rect.set(155 * @index, 0, 148, 384)
  end
end
end


All right. Now to implement it. Open the Scene_Menu script. Replace all the code with this code:
CODE
#==============================================================================
# ¦ Scene_Menu
#------------------------------------------------------------------------------
#  ?????????????????
#==============================================================================

class Scene_Menu
#--------------------------------------------------------------------------
#  ????????
#   menu_index : ????????????
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
  @menu_index = menu_index
end
#--------------------------------------------------------------------------
#  ????
#--------------------------------------------------------------------------
def main
  # ???????????
  s1 = $data_system.words.item
  s2 = $data_system.words.skill
  s3 = $data_system.words.equip
  s4 = "Status"
  s5 = "Save"
  s6 = "Quit"
  @command_window = Window_Menu_Icon.new(0, 0, [s1, s2, s3, s4, s5, s6])
  @command_window.index = @menu_index
  @command_window_text = Window_Menu_Icon_Reader.new(@command_window)
  # ?????? 0 ???
  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
  # ???????
  if $game_system.save_disabled
   # ????????
   @command_window.disable_item(4)
  end
  # ????????????
  @status_window = Window_MenuStatus.new
  @status_window.x = 0
  @status_window.y = 64
  @gold_window = Window_Gold2.new
  @gold_window.x = 316
  @gold_window.y = 0
  @time_window = Window_PlayTime.new
  @time_window.x = 478
  @time_window.y = 0
  # ????????
  Graphics.transition
  # ?????
  loop do
   # ???????
   Graphics.update
   # ??????
   Input.update
   # ?????
   update
   # ???????????????
   if $scene != self
    break
   end
  end
  # ????????
  Graphics.freeze
  # ???????
  @command_window.dispose
  @command_window_text.dispose
  @status_window.dispose
  @gold_window.dispose
  @time_window.dispose
end
#--------------------------------------------------------------------------
#  ?????
#--------------------------------------------------------------------------
def update
  # ???????
  @command_window.update
  @command_window_text.update
  @status_window.update
  @gold_window.update
  @time_window.update
  # ?????????????????: update_command ??
  if @command_window.active
   update_command
   return
  end
  # ??????????????????: update_status ??
  if @status_window.active
   update_status
   return
  end
end
#--------------------------------------------------------------------------
#  ????? (??????????????????)
#--------------------------------------------------------------------------
def update_command
  # B ?????????
  if Input.trigger?(Input::B)
   # ???? SE ??
   $game_system.se_play($data_system.cancel_se)
   # ?????????
   $scene = Scene_Map.new
   return
  end
  # C ?????????
  if Input.trigger?(Input::C)
   # ?????? 0 ?????????????????????
   if $game_party.actors.size == 0 and @command_window.index < 4
    # ?? SE ??
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   # ??????????????????
   case @command_window.index
   when 0 # ???
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ??????????
    $scene = Scene_Item.new
   when 1 # ??
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ??????????????????
    @command_window.active = false
    @command_window_text.active = false
    @status_window.active = true
    @status_window.index = 0
   when 2 # ?
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ??????????????????
    @command_window.active = false
    @command_window_text.active = false
    @status_window.active = true
    @status_window.index = 0
   when 3 # ????
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ??????????????????
    @command_window.active = false
    @command_window_text.active = false
    @status_window.active = true
    @status_window.index = 0
   when 4 # ??
    # ???????
    if $game_system.save_disabled
     # ?? SE ??
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ?????????
    $scene = Scene_Save.new
   when 5
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # "QUIT" CODE
    $scene = Scene_End.new()
   return
  end
end
#--------------------------------------------------------------------------
#  ????? (???????????????????)
#--------------------------------------------------------------------------
def update_status
  # B ?????????
  if Input.trigger?(Input::B)
   # ???? SE ??
   $game_system.se_play($data_system.cancel_se)
   # ?????????????????
   @command_window.active = true
   @command_window_text.active = true
   @status_window.active = false
   @status_window.index = -1
   return
  end
  # C ?????????
  if Input.trigger?(Input::C)
   # ??????????????????
   case @command_window.index
   when 1 # ??
    # ??????????? 2 ????
    if $game_party.actors[@status_window.index].restriction >= 2
     # ?? SE ??
     $game_system.se_play($data_system.buzzer_se)
     return
    end
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ?????????
    $scene = Scene_Skill.new(@status_window.index)
   when 2 # ?
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ????????
    $scene = Scene_Equip.new(@status_window.index)
   when 3 # ????
    # ? SE ??
    $game_system.se_play($data_system.decision_se)
    # ???????????
    $scene = Scene_Status.new(@status_window.index)
   end
   return
  end
end
end
end


Okay, you're done! Now when you call the menu in game, it will look something like the screenshot above.

If the experience text for the party members is a little off, replace the draw_actor_exp method in Window_Base with this:
CODE
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 40, 32, "Exp")
self.contents.font.color = normal_color
self.contents.draw_text(x , y, 84, 32, actor.exp_s, 2)  #x + 24
self.contents.draw_text(x + 85, y, 12, 32, "/", 1)  #x + 108
self.contents.draw_text(x + 97, y, 84, 32, actor.next_exp_s)  #x + 120
end


Added by Night_Runner
This script follows an archaic format, which allows custom font and custom fontsize. To run the code, you need to go into your script editor, along long the left scroll down to, and select, Main.
Just after begin, insert the code:
CODE
$fontface = Font.default_name
$fontsize = Font.default_size

Which sets the font & font size to follow default format.


For advanced scripters: You can use the Window_Menu_Icon and Window_Menu_Icon_Reader classes for any instance of Window_Command used in the script. If you need help implementing this, just PM me.
Examples:
In title screen (For script changes look in the demo)

In battle (Again, look in the demo for all the script changes)


Edited by Night_Runner - Fix all the ?'s in the code, and to append my footnote above..

This post has been edited by Night_Runner: Oct 10 2010, 12:51 AM


__________________________
-------------------
*thanks to rpgx for sig*
*I had to change my av, but still wanted the pic of Kaylee, lol*
I am Warder Dragon
Lawful good
Very magical
The warder dragon is a large and bulky dragon, with large strong legs and arms. The size of these mammoth dragons starts from birth at the size of a mature border collie! But don?t be fooled by these big dragons, they aren?t slow, but aren?t fast, and they tend to be more peaceful and talkative than most dragons. Warder dragons get their names from the fact that they radiate a holy magical aura from their large tattoo like markings that may be anywhere on their bodies, the aura destroys "pure evil" beings, but higher evil ones will just be phased. The warder dragon loves love, and enjoy being in relationships with mates, and they despise weight jokes and anti-self acceptance jokes. They will gladly fight when it comes to defending a homeland or their friends!
This Dragons favorite elements are: Love,Relationships,Food,Peace,Honor
Take the Inner Dragon quiz!

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Posts in this topic
- Prexus   Submission: Blue Magic   Oct 15 2005, 03:18 AM
- - Rpgx   What does Bluemagic do? It sounds cool! Peace...   Oct 31 2005, 05:06 PM
- - Gamerman1322   Blue Magic is the ability to use magic that was le...   Nov 28 2005, 07:20 PM
- - Rpgx   Oh yah! Oh ya! I remeber that. its great...   Nov 29 2005, 04:58 PM
- - Jako Drako   Okay, I fixed up some parts of the code, so it sho...   Jul 31 2006, 11:24 AM
- - jens009   QUOTE For advanced scripters: You can use the Wind...   Jul 31 2006, 11:53 AM
- - Jako Drako   To do that you'll want to add the Window_Menu_...   Jul 31 2006, 02:00 PM
- - jens009   I understand it, dont worry.. its not really confu...   Jul 31 2006, 05:20 PM
- - UltimaDude   Nice menu,The colour i dont really like it though....   Aug 15 2006, 06:34 AM
- - Jako Drako   The color depends on the window skin you pick, per...   Aug 15 2006, 09:17 AM
- - Bazoo   I really like this CMS, it's pretty and it was...   Aug 16 2006, 07:21 AM
- - Bearrick   where do i add this script?   Jun 24 2007, 11:43 AM
- - Synthesize   NECRO POST! Next time check the dates before p...   Jun 24 2007, 12:14 PM
- - Synthesize   Script Name: Maximum item Limits Written by: Synth...   Aug 15 2007, 02:00 PM
- - Roderick   The script is good but if you say make the potion...   Aug 16 2007, 05:19 AM
- - Synthesize   Find the following line in Scene_Shop: number == ...   Aug 16 2007, 12:45 PM
|- - Roderick   QUOTE (Synthesize @ Aug 16 2007, 12:45 PM...   Aug 20 2007, 03:02 AM
- - FlyingHamsta   How would you change "number == 99" in S...   Aug 16 2007, 04:33 PM
- - Synthesize   SynItemMax::Max_item Change Max_item to Max_weapo...   Aug 16 2007, 06:56 PM
- - Synthesize   Punctuation please. Look at the post above the po...   Aug 21 2007, 11:45 AM
- - Roderick   Were do i need to put it?   Aug 21 2007, 10:59 PM
- - Zeriab   Script Page here: http://www.rpgrevolution.com/scr...   Nov 12 2007, 06:07 AM
- - deadlydan   Hi guys, this is a little thing i added for custom...   Jan 25 2008, 09:08 PM
- - deadlydan   Hey guys, by request, i changed the little snippet...   Jan 31 2008, 08:20 PM
- - jens009   Good job. ;-] Now it's user friendly. Might I...   Jan 31 2008, 08:23 PM
|- - deadlydan   QUOTE (jens009 @ Jan 31 2008, 07:30 PM) G...   Jan 31 2008, 08:25 PM
- - turtleman   Yeah, I didn't notice any =P. By the way, is ...   Jan 31 2008, 08:24 PM
- - Magdreamer   Wow! Nice Script, and amazing idea.   Jan 31 2008, 10:33 PM
- - Melkor Qc   Great idea for a script, I always liked the sound ...   Jan 31 2008, 11:39 PM
- - Kuplex   Another nice script, DeadlyDan.   Feb 1 2008, 12:02 PM
- - Nathan   Can you turn on and off? :/   Feb 1 2008, 12:08 PM
- - X-Snake-X   Great Script as always Dann^^   Feb 1 2008, 01:10 PM
- - turtleman   Thanks for updating timing in the sound for me. Se...   Feb 1 2008, 01:57 PM
- - Kuplex   I was inspired by NathanDug's thread to make t...   Feb 1 2008, 08:13 PM
- - Magdreamer   I made a new "Click" sound which fits pe...   Feb 1 2008, 09:08 PM
- - SeeYouAlways   Share?   Feb 1 2008, 10:46 PM
- - Magdreamer   Okay, its not that fancy, just sounds like words a...   Feb 2 2008, 12:50 AM
|- - neclords   Great!!   Feb 2 2008, 07:03 PM
- - user3k   thanks   Feb 2 2008, 07:49 PM
|- - neclords   That's will solve our problem. Thanks   Feb 6 2008, 06:16 AM
- - Nechi   CODE#======================================== # Ed...   Feb 3 2008, 03:30 AM
- - woratana   Nice Script~^^ Nechi It should be good if you hav...   Feb 3 2008, 03:34 AM
|- - neclords   This Gonna be cool.   Feb 4 2008, 12:51 AM
- - Nechi   Good Tutorial!! I thinks it 's great f...   Feb 6 2008, 06:38 AM
|- - elflyfreely   Great! But there's a little bug here: CODE...   Feb 11 2008, 09:39 PM
- - woratana   Random Title Screen Version 1.0 by Woratana Releas...   Feb 7 2008, 09:41 PM
|- - neclords   Yay... this is cool...   Feb 8 2008, 12:11 AM
- - The Shadow   Hey, nice script you got here^^. Altough, I rather...   Feb 8 2008, 09:06 AM
- - jasonicus   That was quick. This will be nice to use if you w...   Feb 8 2008, 09:33 AM
- - jens009   Hey woratana, excellent script. I have a few sugg...   Feb 8 2008, 09:56 PM
- - PMussulo   hmmm... seems like the Script collection is slowl...   Feb 9 2008, 02:57 PM
- - rojse   I love the new script - I hate always seeing the e...   Feb 12 2008, 11:04 PM
- - dante_the_devil_hunter   thanks for making this script me and my friends lo...   Feb 14 2008, 07:59 PM
- - ccoa   MGCaladtogel's Mode7 Script Features: flat m...   Feb 15 2008, 10:25 AM
- - KiteDXX   Aside from the fact that you start the demo in the...   Feb 15 2008, 12:02 PM
- - ccoa   Just press CTRL to move. -_-   Feb 15 2008, 12:14 PM
- - KiteDXX   I tend to load the game.exe first, so I can't ...   Feb 15 2008, 03:58 PM
- - dmoose   I tried this script in my game but I still have my...   Feb 15 2008, 07:57 PM
- - KiteDXX   You don't have the priorities in the tileset c...   Feb 15 2008, 08:12 PM
|- - dmoose   QUOTE (KiteDXX @ Feb 15 2008, 07:19 PM) Y...   Feb 16 2008, 01:23 AM
- - Zeriab   I just found out that this system works amazingly ...   Feb 16 2008, 06:14 AM
- - THEGUY   Nicely done. Quite impressive actually to make aut...   Feb 16 2008, 10:26 AM
- - dmoose   NVM, I got it to work, I forgot to set the Terrain...   Feb 16 2008, 11:53 AM
- - Xyster   Very interesting. Hard to use in caves though...t...   Feb 16 2008, 01:05 PM
|- - dmoose   QUOTE (Xyster @ Feb 16 2008, 12:12 PM) Ve...   Feb 16 2008, 01:50 PM
- - Nechi   Add this before Main Script: CODE#===============...   Feb 16 2008, 05:10 PM
- - Nechi   Add this before Main Script: How to Use Show Fa...   Feb 16 2008, 05:15 PM
- - Dang_Khoa   It only work when it is layer 3, and terrain tag i...   Feb 17 2008, 06:18 AM
- - Tamashii7   What does "Script is hanging" mean?   Feb 17 2008, 01:00 PM
|- - Blaik   How do i put things on the third layer, like a win...   Feb 17 2008, 01:35 PM
- - Tamashii7   Man, this is hard setting it all up so that peices...   Feb 17 2008, 01:39 PM
- - BBBBIC   Is this the same one from RPGPalace? Nevermind. ...   Feb 17 2008, 07:02 PM
- - lahandi   Same like me, I've been looking for this kind ...   Feb 18 2008, 03:46 AM
|- - Kuplex   QUOTE (lahandi @ Feb 18 2008, 05:53 AM) S...   Feb 18 2008, 10:04 AM
- - Spatchez   I am having some problems with this, I can't s...   Feb 18 2008, 02:57 PM
- - ccoa   I don't understand your question. Do you mean...   Feb 19 2008, 06:48 AM
|- - Spatchez   QUOTE (ccoa @ Feb 19 2008, 05:55 AM) I do...   Feb 19 2008, 09:19 AM
- - Boonzeet   This is much better then the RPGPalace Mode07. It...   Feb 19 2008, 07:59 AM
- - ccoa   *sigh* You're not being very specific. What ...   Feb 19 2008, 09:37 AM
|- - Spatchez   QUOTE (ccoa @ Feb 19 2008, 08:44 AM) *sig...   Feb 19 2008, 03:00 PM
- - enix2   Wow, congrats, BTW, wasn't this made before(bu...   Feb 19 2008, 01:00 PM
- - ccoa   Even though I posted his name three times, people ...   Feb 19 2008, 01:32 PM
- - Dang_Khoa   You should change [#XX] into someting else. Exampl...   Feb 20 2008, 03:59 AM
|- - Spatchez   QUOTE (Dang_Khoa @ Feb 20 2008, 03:06 AM)...   Feb 20 2008, 07:12 AM
- - ccoa   I just tried exactly that in the demo and it worke...   Feb 20 2008, 07:21 AM
|- - Spatchez   QUOTE (ccoa @ Feb 20 2008, 06:28 AM) I ju...   Feb 20 2008, 07:26 AM
- - ccoa   Take out the [X] and [Y] if you don't want tha...   Feb 20 2008, 07:28 AM
|- - Spatchez   QUOTE (ccoa @ Feb 20 2008, 06:35 AM) Take...   Feb 20 2008, 07:33 AM
- - ccoa   Please read about what the tags do... The [P] tag...   Feb 20 2008, 07:36 AM
|- - Spatchez   QUOTE (ccoa @ Feb 20 2008, 06:43 AM) Plea...   Feb 20 2008, 08:16 AM
- - enix2   QUOTE Even though I posted his name three times, p...   Feb 20 2008, 10:20 AM
- - GoogleGC   NICE!! I remember trying to use the origin...   Feb 21 2008, 12:15 AM
- - THEGUY   After playing with this script for a while, I disc...   Feb 22 2008, 08:57 AM
- - Chickasaurus   Very good script, but it doesn't seem to work ...   Feb 22 2008, 02:48 PM
- - Boonzeet   QUOTE (THEGUY @ Feb 22 2008, 04:04 PM) Af...   Feb 23 2008, 12:32 PM
|- - THEGUY   QUOTE (Boonzeet @ Feb 23 2008, 02:39 PM) ...   Feb 23 2008, 04:51 PM
- - Blaik   ok, can someone PLEASE tell me how i can use the t...   Feb 23 2008, 01:05 PM
- - crowgamer   *starts demo presses ctrl still cant move -_-   Feb 24 2008, 08:06 PM
- - Eiyu   Here's my first script for download! Basi...   Feb 28 2008, 08:03 AM
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