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Submission: Blue Magic, by Prexus |
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Feb 16 2008, 01:23 AM
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Level 6

Group: Member
Posts: 85
Type: Developer
RM Skill: Undisclosed

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QUOTE (KiteDXX @ Feb 15 2008, 07:19 PM)  You don't have the priorities in the tileset configured, I'm betting.
Look at the tileset you're using in the Database (F9), and look for the "Priority" button. Set the higher levels of the tree to higher numbers, and your character will appear "behind" the tree like they should. See the priorities of default tilesets for a better example of how they should be configured. I have my priorities set the same way it is in the demo and still nothing is happening
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Feb 16 2008, 06:14 AM
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Level 12

Group: Revolutionary
Posts: 196
Type: Event Designer
RM Skill: Skilled

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I just found out that this system works amazingly well on RMVX. All that is needed is to change the fixed widths 640 and 480 to Graphics.width and Graphics.height. So here is an update with a RMVX version: The dialog framework: CODE #============================================================================== # ** Dialog system - RMVX #------------------------------------------------------------------------------ # Zeriab # Version 1.0 # 2008-02-16 (Year-Month-Day) #------------------------------------------------------------------------------ # * Description : # # A small framework like script for dialogs #------------------------------------------------------------------------------ # * License : # # Copyright (C) 2008 Zeriab # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Lesser Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Lesser Public License for more details. # # For the full license see <http://www.gnu.org/licenses/> # The GNU General Public License: http://www.gnu.org/licenses/gpl.txt # The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt #------------------------------------------------------------------------------ # * Instructions : # # You can place this script pretty much anyway you like. # Place it above any other Dialogs you might be using. # Increase the STARTING_Z_VALUE if you have trouble with the dialog not # on top. #============================================================================== class Dialog STARTING_Z_VALUE = 1500 # Default value is 1500 attr_accessor :value attr_writer :marked_to_close #-------------------------------------------------------------------------- # * Getter with 'false' as default value #-------------------------------------------------------------------------- def marked_to_close @marked_to_close = false if @marked_to_close.nil? return @marked_to_close end #-------------------------------------------------------------------------- # * Mark the dialog to close #-------------------------------------------------------------------------- def mark_to_close self.marked_to_close = true end #-------------------------------------------------------------------------- # * Show the dialog # Returns the value from the dialog #-------------------------------------------------------------------------- def self.show(*args, &block) dialog = self.new(*args, &block) dialog.marked_to_close = false return dialog.main end #-------------------------------------------------------------------------- # * Initialization #-------------------------------------------------------------------------- def initialize(*args, &block) # For subclasses to overwrite end #-------------------------------------------------------------------------- # * Main processing #-------------------------------------------------------------------------- def main # Create the dimmed background create_background # Create Windows main_window # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if the dialog should close if marked_to_close break end end # Dispose of windows main_dispose # Dispose of background dispose_background # Update input information Input.update # Returns the acquired value return self.value end #-------------------------------------------------------------------------- # * Create the dimmed background #-------------------------------------------------------------------------- def create_background bitmap = Bitmap.new(Graphics.width,Graphics.height) bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0,128)) @background_sprite = Sprite.new @background_sprite.z = STARTING_Z_VALUE @background_sprite.bitmap = bitmap end #-------------------------------------------------------------------------- # * Create the windows #-------------------------------------------------------------------------- def main_window # For the subclasses to override # Remember to set their z.value to at least STARTING_Z_VALUE + 1 end #-------------------------------------------------------------------------- # * Dispose the background #-------------------------------------------------------------------------- def dispose_background @background_sprite.dispose end #-------------------------------------------------------------------------- # * Dispose the windows #-------------------------------------------------------------------------- def main_dispose # For the subclasses to override # Dispose your windows here end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # For the subclasses to override if Input.trigger?(Input::B) mark_to_close end end end A simple Yes/No Dialog: (as an example) CODE #============================================================================ # * A Simple Yes/No dialog (RMVX) #============================================================================ class Dialog_YesNo < Dialog # self.value: false = No, true = Yes #-------------------------------------------------------------------------- # * A show method #-------------------------------------------------------------------------- def initialize(default_value = false, text = nil) # Sets the default value self.value = default_value @text = text # Sets the menu index if default_value @menu_index = 0 else @menu_index = 1 end end #-------------------------------------------------------------------------- # * Create the windows #-------------------------------------------------------------------------- def main_window @disposables = [] # The command window @command_window = Window_Command.new(80, ['Yes', 'No']) @command_window.index = @menu_index @command_window.x = (Graphics.width - @command_window.width) / 2 @command_window.y = (Graphics.height - @command_window.height) / 2 @command_window.z = STARTING_Z_VALUE + 1 @disposables << @command_window # The text window if @text.is_a?(String) @text_window = Window_Help.new @text_window.set_text(@text, 1) @text_window.z = STARTING_Z_VALUE + 1 @disposables << @text_window end end #-------------------------------------------------------------------------- # * Dispose the windows #-------------------------------------------------------------------------- def main_dispose @disposables.each {|element| element.dispose} end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @command_window.update if Input.trigger?(Input::B) mark_to_close self.value = false end if Input.trigger?(Input::C) if @command_window.index == 0 self.value = true else self.value = false end mark_to_close end end end An as an actual use here is a code if you want a confirmation dialog when attempting to overwrite an existing save: CODE class Scene_File < Scene_Base alias scene_file_dialog_determine_savefile determine_savefile #-------------------------------------------------------------------------- # * Determine savefile #-------------------------------------------------------------------------- def determine_savefile if @saving && @savefile_windows[@index].file_exist var = Dialog_YesNo.show(false, 'Do you want to overwrite' + ' the old savegame?') unless var Sound.play_buzzer return end end scene_file_dialog_determine_savefile end end I have tried to give dialogs the feeling of scenes in RMXP When you create a dialog you will in most cases only have to overwrite 3-4 methods: main_windowYou should create the windows you are going to use in this method. Please set the .z-values of the windows to at least STARTING_Z_VALUE + 1This is what you put before the main loop when creating a normal scene. You can consider it pretty much equivalent to the main_window method in the SDK. (RMXP) Does nothing by default main_disposeDispose of the windows you have created here and do any other clean up you find necessary. Does nothing by default updateThe update method is pretty much equivalent to the update method in a normal scene. Exits the scene when you press the B-button by default. You end the dialog by calling the mark_to_close method. It will then exit just like if you normally change the scene. Remember to set the value that will be returned. By default is nil returned. Use self.value = ... to set the value. This value will not be frozen after you use the mark_to_close method, which means that you can change the value after you use that method if it happens later in the update method. I am certain that I have messed something up or forgotten to tell something important. Please do tell if you run into any problems
This post has been edited by Zeriab: Feb 19 2008, 12:53 PM
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Feb 16 2008, 11:53 AM
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Level 6

Group: Member
Posts: 85
Type: Developer
RM Skill: Undisclosed

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NVM, I got it to work, I forgot to set the Terrain Tags, didn't know about that. But my autotiles like water for example is not moving. I have "A' in the script for the map so is there anyreason why its not working?
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Feb 16 2008, 01:05 PM
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Level 10

Group: Revolutionary
Posts: 150
Type: Developer
RM Skill: Undisclosed

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Very interesting. Hard to use in caves though...trying to figure out what to flag. But amazing. Thanks alot Ccoa QUOTE (dmoose @ Feb 16 2008, 12:30 AM)  QUOTE (KiteDXX @ Feb 15 2008, 07:19 PM)  You don't have the priorities in the tileset configured, I'm betting.
Look at the tileset you're using in the Database (F9), and look for the "Priority" button. Set the higher levels of the tree to higher numbers, and your character will appear "behind" the tree like they should. See the priorities of default tilesets for a better example of how they should be configured. I have my priorities set the same way it is in the demo and still nothing is happening Did you change the terrain tag to 1 or 2? You might want to check that.
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Feb 16 2008, 01:50 PM
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Level 6

Group: Member
Posts: 85
Type: Developer
RM Skill: Undisclosed

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QUOTE (Xyster @ Feb 16 2008, 12:12 PM)  Very interesting. Hard to use in caves though...trying to figure out what to flag. But amazing. Thanks alot Ccoa QUOTE (dmoose @ Feb 16 2008, 12:30 AM)  QUOTE (KiteDXX @ Feb 15 2008, 07:19 PM)  You don't have the priorities in the tileset configured, I'm betting.
Look at the tileset you're using in the Database (F9), and look for the "Priority" button. Set the higher levels of the tree to higher numbers, and your character will appear "behind" the tree like they should. See the priorities of default tilesets for a better example of how they should be configured. I have my priorities set the same way it is in the demo and still nothing is happening Did you change the terrain tag to 1 or 2? You might want to check that. When i try that the autotiles for the water pops up and looks like wall. it doesn't stay flat on the ground.
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Feb 16 2008, 05:10 PM
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Certamen Promus

Group: Revolutionary
Posts: 117
Type: None
RM Skill: Beginner

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Add this before Main Script: CODE #============================================================================== # Show Face on Message window with Emoticon option #------------------------------------------------------------------------------ # By Nechigawara Sanzenin # Orginal Show Face in Message Window from http://www.rpgrevolution.com/ # WARNING!! : This script can use on RPG Maker XP Only!! (VX Not Support) #============================================================================== =begin
How to Use Show Face Option: Add "\f[FaceName]" To text in message control FaceName must be the filename of a graphic file found in the directory "Graphics\Pictures" of your RPG Maker XP project. The file must be a PNG of 96X96 pixels. You do not need to write the file extention.
How to Use Emoticon Option: Add "\E[Number Of Emoticon]" To text in message control The Emoticon Picture is in "Graphics\Picture". when the line number of emoticonset is 1 , Number of Emoticon is 1. when the line number of emoticonset is 2 , Number of Emoticon is 2. Max of Number of Emoticon is 10. You can set Emoticon's Picture Name at EMO_NAME. You can set Emoticon's Position at EMO_X and EMO_y. You can set frame rate at BALLOON_WAIT. if the message window don't have face,Noting happen.
=end #============================================================================== class Window_Message < Window_Selectable #-------------------------------------------------------------------------- BALLOON_WAIT = 12 EMO_NAME = "Balloon" EMO_X = 93 EMO_Y = 15 #-------------------------------------------------------------------------- alias inc_initialize initialize def initialize inc_initialize @viewport = Viewport.new(0, 0, 544, 416) @viewport.z = z + 50 @balloon_face = 0 create_balloon @pic_show = false end #-------------------------------------------------------------------------- def dispose terminate_message $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end dispose_balloon @viewport.dispose super end #-------------------------------------------------------------------------- alias inc_terminate_message terminate_message def terminate_message inc_terminate_message @balloon_sprite.visible = false @pic_show = false end #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color self.contents.font.name = $fontface self.contents.font.size = $fontsize x = y = 0 @cursor_width = 0 # If the choices indentation is done if $game_temp.choice_start == 0 x = 8 end # When there is a message of the waiting of indication if $game_temp.message_text != nil text = $game_temp.message_text # check face graphic if (/\A\\[Ff]\[(.+?)\]/.match(text))!=nil then @face_file = $1 + ".png" if FileTest.exist?("Graphics/Pictures/" + $1 + ".png") self.contents.blt(0, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) @pic_show = true end text.gsub!(/\\[Ff]\[(.*?)\]/) { "" } end # Control character processing begin last_text = text.clone text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] } end until text == last_text text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end # For convenience,"\\\\" convert to "\000" text.gsub!(/\\\\/) { "\000" } # "\\C" convert to "\001", "\\G" convert to "\002" text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" } text.gsub!(/\\[Gg]/) { "\002" } text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" } text.gsub!(/\\[Tt]\[([0-9]+)\]/) { "\004[#{$1}]" } text.gsub!(/\\[Zz]\[([0-9]+)\]/) { "\005[#{$1}]" } text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\006[#{$1}]" } # Until acquisition (letter becomes not be able to acquire 1 letter in c, the loop) phrase = "" while ((c = text.slice!(/./m)) != nil) # \\ = Show letter " \ " if c == "\000" # You reset to original letter c = "\\" end # \C = Change text color if c == "\001" # Modifying letter color text.sub!(/\[([0-9]+)\]/, "") color = $1.to_i if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end # To the following letter next end # \G = Show window gold if c == "\002" nowwidth = self.contents.text_size(phrase).width self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) x += nowwidth phrase = "" # Drawing up the Gold window dough if @gold_window == nil @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end # To the following letter next end # \F Change Font Face if c == "\003" text.sub!(/\[([0-9]+)\]/, "") fontface = $1.to_i case fontface when 1 self.contents.font.name = "AngsanaUPC" when 2 self.contents.font.name = "BrowalliaUPC" when 3 self.contents.font.name = "CordiaUPC" when 4 self.contents.font.name = "DilleniaUPC" when 5 self.contents.font.name = "EucrosiaUPC" when 6 self.contents.font.name = "FreesiaUPC" when 7 self.contents.font.name = "IrisUPC" when 8 self.contents.font.name = "JasmineUPC" when 9 self.contents.font.name = "KodchiangUPC" when 10 self.contents.font.name = "LilyUPC" when 11 self.contents.font.name = "Microsoft Sans Serif" when 12 self.contents.font.name = "Tahoma" else self.contents.font.name = $fontface end # To the following letter next end # \T Change Font Type if c == "\004" text.sub!(/\[([0-9]+)\]/, "") fonttype = $1.to_i case fonttype when 1 self.contents.font.bold = true self.contents.font.italic = false when 2 self.contents.font.bold = false self.contents.font.italic = true when 3 self.contents.font.bold = true self.contents.font.italic = true else self.contents.font.bold = false self.contents.font.italic = false end # To the following letter next end # \Z Change Font Size if c == "\005" text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 12].max, 50].min c = "" next end # show emoticon if c == "\006" text.sub!(/\[([0-9]+)\]/, "") if @pic_show == true @balloon_face = $1.to_i refresh_balloon end c = "" next end # In case of line feed character if c == "\n" nowwidth = self.contents.text_size(phrase).width if @pic_show == true self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase) else self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) end x += nowwidth phrase = "" # If the choices renewing the width of cursor if y >= $game_temp.choice_start @cursor_width = [@cursor_width, x].max end # y Adding 1 y += 1 x = 0 # If the choices indentation is done if y >= $game_temp.choice_start x = 8 end # To the following letter next end # Drawing letter # Adding the width of the letter which is drawn in x phrase.concat (c) end if phrase != "" nowwidth = self.contents.text_size(phrase).width if @pic_show == true self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase) else self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase) end x += nowwidth phrase = "" end end # In case of choices if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end # In case of numerical input if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- def update super # In case of fading in update_balloon if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end # When it is in the midst of numerical inputting if @input_number_window != nil @input_number_window.update # Decision if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true # Releasing the numerical input window @input_number_window.dispose @input_number_window = nil terminate_message end return end # When it is in the midst of message indicating if @contents_showing # If it is not in the midst of indicating the choices, indicating pause sign if $game_temp.choice_max == 0 self.pause = true end # Cancellation if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end # Decision if Input.trigger?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end terminate_message end return end # While fading out when there is a message or choices of the waiting of indication at other than if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true reset_window refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end # There is no message which it should indicate, but when the window is visible state if self.visible @fade_out = true self.opacity -= 48 if self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- def create_balloon dispose_balloon @balloon_duration = 8 * 8 + BALLOON_WAIT @balloon_sprite = ::Sprite.new(@viewport) @balloon_sprite.bitmap = RPG::Cache.picture(EMO_NAME) @balloon_sprite.ox = 16 @balloon_sprite.oy = 32 @balloon_sprite.visible = false update_balloon end #-------------------------------------------------------------------------- def refresh_balloon if @balloon_face == 0 or @balloon_face > 10 @balloon_sprite.visible = false else @balloon_sprite.visible = true end update_balloon end #-------------------------------------------------------------------------- def update_balloon if @balloon_duration > 0 @balloon_duration -= 1 if @balloon_duration == 0 @balloon_duration = 8 * 8 + BALLOON_WAIT @balloon_duration -= 1 else @balloon_sprite.x = x + EMO_X @balloon_sprite.y = y + EMO_Y @balloon_sprite.z = z + 50 if @balloon_duration < BALLOON_WAIT sx = 7 * 32 else sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32 end sy = (@balloon_face - 1) * 32 @balloon_sprite.src_rect.set(sx, sy, 32, 32) end end end #-------------------------------------------------------------------------- def dispose_balloon if @balloon_sprite != nil @balloon_sprite.dispose @balloon_sprite = nil end end end How to Use Show Face Option:Add "\f[FaceName]" To text in message control FaceName must be the filename of a graphic file found in the directory "Graphics\Pictures" of your RPG Maker XP project. The file must be a PNG of 96X96 pixels. You do not need to write the file extention. How to Use Emoticon Option:Add "\E[Number Of Emoticon]" To text in message control The Emoticon Picture is in "Graphics\Picture". when the line number of emoticonset is 1 , Number of Emoticon is 1. when the line number of emoticonset is 2 , Number of Emoticon is 2. Max of Number of Emoticon is 10. You can set Emoticon's Picture Name at EMO_NAME. You can set Emoticon's Position at EMO_X and EMO_y. You can set frame rate at BALLOON_WAIT. if the message window don't have face,Noting happen. Example of Emoticon Picture Demo : http://www.mediafire.com/?cu2txunnny2Screen Shot :
This post has been edited by Nechi: Feb 16 2008, 05:12 PM
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Now, I 'm very busy.I'm work hard in the university. If you send me PM, sorry that I can't answer them at the moment.
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Feb 16 2008, 05:15 PM
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Certamen Promus

Group: Revolutionary
Posts: 117
Type: None
RM Skill: Beginner

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Add this before Main Script:
script.txt ( 31.78K )
Number of downloads: 170How to Use Show Face Option:Add "\f[FaceName]" To text in message control FaceName must be the filename of a graphic file found in the directory "Graphics\Pictures" of your RPG Maker XP project. The file must be a PNG of 96X96 pixels. You do not need to write the file extention. How to Use Emoticon Option:Add "\E[Number Of Emoticon]" To text in message control The Emoticon Picture is in "Graphics\Picture". when the line number of emoticonset is 1 , Number of Emoticon is 1. when the line number of emoticonset is 2 , Number of Emoticon is 2. Max of Number of Emoticon is 10. You can set Emoticon's Picture Name at EMO_NAME. You can set Emoticon's Position at EMO_X and EMO_y. You can set frame rate at BALLOON_WAIT. if the message window don't have face,Noting happen. Example of Emoticon Picture Demo : http://www.mediafire.com/?5nfxydlbjemScreen Shot :  Credit : DubealexOriginal Script : http://www.creationasylum.net/index.php?showtopic=590
This post has been edited by Nechi: Feb 16 2008, 05:16 PM
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Now, I 'm very busy.I'm work hard in the university. If you send me PM, sorry that I can't answer them at the moment.
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Feb 17 2008, 01:00 PM
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Level 5

Group: Member
Posts: 71
Type: Writer
RM Skill: Advanced

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What does "Script is hanging" mean?
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Feb 17 2008, 01:35 PM
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Group: Member
Posts: 2
Type: Event Designer
RM Skill: Advanced

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How do i put things on the third layer, like a window on a house? it doesnt show up, but comes up behind it
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Feb 17 2008, 01:39 PM
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Level 5

Group: Member
Posts: 71
Type: Writer
RM Skill: Advanced

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Man, this is hard setting it all up so that peices of it don't break off. I'm having a hard time getting fences to work into the map.
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Feb 18 2008, 03:46 AM
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Level 8

Group: Revolutionary
Posts: 111
Type: Artist
RM Skill: Skilled

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Same like me, I've been looking for this kind of script too. Because I often feel "annoyed" when listening to nice a map BGM then suddenly "disturbed" by a battle BGM. I have a question, once this is replacing the script, will it be applied to all map or we can use some "call script" command to enabled the battle BGM again? Because I think in certain map, the map BGM seems need to be "interupted" with the battle BGM when the random enemy encountered. Thankyou very much
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Feb 18 2008, 10:04 AM
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Level 1

Group: Member
Posts: 10
Type: Event Designer
RM Skill: Skilled

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QUOTE (lahandi @ Feb 18 2008, 05:53 AM)  Same like me, I've been looking for this kind of script too. Because I often feel "annoyed" when listening to nice a map BGM then suddenly "disturbed" by a battle BGM. I have a question, once this is replacing the script, will it be applied to all map or we can use some "call script" command to enabled the battle BGM again? Because I think in certain map, the map BGM seems need to be "interupted" with the battle BGM when the random enemy encountered. Thankyou very much  It's applied to all maps. The re-enable the interrupting battle music again, just set $game_system.battle_bgm_enabled = true in a script. For instance, I have a boss battle where it doesn't interrupt the music, but at the end of the boss battle event, I set the flag back to True so it acts normal again.
This post has been edited by Kuplex: Feb 18 2008, 10:04 AM
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Feb 19 2008, 07:59 AM
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Level 2

Group: Banned
Posts: 25
Type: Artist
RM Skill: Advanced

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This is much better then the RPGPalace Mode07. It's compatible with the Train Actor script where the RPGPalace, wasn't. Well done, I will use this on one of my projects
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99 bugs in the game, 99 bugs in the the game, take one out and try again, 98 bugs in the game...
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Feb 19 2008, 09:19 AM
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Level 1

Group: Member
Posts: 12
Type: Event Designer
RM Skill: Skilled

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QUOTE (ccoa @ Feb 19 2008, 05:55 AM)  I don't understand your question. Do you mean where to put the script? Open the script editor in the demo, copy the script near the bottom named Mode7, then paste it into a new project's script editor right above Main. What I mean is I don't know how I can set this up.
This post has been edited by Spatchez: Feb 19 2008, 09:20 AM
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