Group: Revolutionary
Posts: 166
Type: Artist
RM Skill: Skilled
I need a little help with this one. I want to make a "Social Network System" in my game using the Control Variables to show how many friends you gained, your charm and fatigue level, etc. It's kind of like Persona 3's one. The left side it shows the stats, and the right it shows the main hero.
I can make how the menu would look like myself, I just need someone who can make a menu where I can press a key of my choice to take you to the menu, and place the numbers in the right area like the screen below. The menu should have a background that can move as well, and pressing the ESC key takes you out. Like a second main menu where all you can do is look at your status. OR if somehow amazingly if you can make another option in Moghunter's main menu and place the menu there, I would be grateful, but it's optional.
This is something that might help you get the idea on how I want it.
This is how I want it to look like.
Thank you in advance, and I will answer questions if needed.
__________________________
The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.
The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.
A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.
Group: +Gold Member
Posts: 1,529
Type: Scripter
RM Skill: Undisclosed
I've had a shot at this, 2 small problems I need to ask you about:
If you have a shot at the demo, you'll notice that I haven't rounded the corners of the Charm, Fatigue, etc menu, is that okay, or would you rather have them rounded?
And with the fullscreen image of the actor, would you like to supply that image separately, or did you just plan on using a zoomed battler image, I've I've used in the demo below? If you're using a separate image, what filenaming convention are you using, for example 001_fullscreen.png for actor 1's fullscreen image? And would this be supplied with the hue/shadow?
Group: Revolutionary
Posts: 166
Type: Artist
RM Skill: Skilled
Thanks! Sadly I can't seem to look at the demo because there is nothing there. 0 bytes size, a empty file. As for the image, it was plan just to be one image. I can't look on how the zoom in battler image is, but I do use Custom Battle System (CTB) by Charlie Fleed so I don't know if the battler show up in mult-sprite animation.
If separate, the naming would be for the actor: "Everylse_Social.png" The menu screen: "Social_Menu.png" Hope that helps.
This post has been edited by Yuu-Mon Musuedo: Feb 19 2012, 05:11 PM
__________________________
The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.
The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.
A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.
Group: Revolutionary
Posts: 166
Type: Artist
RM Skill: Skilled
Anyone might be able to try this one or found something like this?
__________________________
The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.
The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.
A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.
Group: +Gold Member
Posts: 1,529
Type: Scripter
RM Skill: Undisclosed
Okey dokey, I've started again, and this time I'll upload the code!
images
This is the windowskin I've been using, you can maek it lighter with harder edges if you like: http://i.1dl.us/tfA.png Just make sure it's in the Graphics/Windowskins folder, and it should be called "Windowskin - PZE - System.png", or you can rename it on line 10 to whatever you like
#============================================================================== # ** Window_Command #------------------------------------------------------------------------------ # Edited to allow the user to add a command #==============================================================================
class Window_Command #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :commands #-------------------------------------------------------------------------- # * Add Command #-------------------------------------------------------------------------- def add_command(command_name) @commands << command_name.to_s @item_max = @commands.size self.contents.dispose if self.contents.is_a?(Bitmap) self.contents = Bitmap.new(width - 32, height - 32) refresh # Add a check that this is the window to fake the index for @nr_P3Menu_fake_index = true if @commands.include?('p3Menu') end end
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # Edited to have an exrta option in the menu #==============================================================================
class Scene_Menu #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_p3Menu_intiailize initialize unless $@ alias nr_p3Menu_update update unless $@ #-------------------------------------------------------------------------- # * Class Variables #-------------------------------------------------------------------------- @@last_index = 0 #-------------------------------------------------------------------------- # Object Initialization #-------------------------------------------------------------------------- def initialize(*args) # Run the original initialize nr_p3Menu_intiailize(*args) # Set the index from the last time this menu was opened @menu_index = @@last_index end #-------------------------------------------------------------------------- # * Update Cursor Position #-------------------------------------------------------------------------- def cursor_position_update @cursor_y = 100 + 206 * @command_window.index / 6 + 20 @cursor_x = 50 + (3 - (3 - @command_window.index).abs) * 15 - 68 end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update(*args) # Add the extra command if necessary if not @command_window.commands.include?('p3Menu') @command_window.add_command('p3Menu') end # Run the orginal update nr_p3Menu_update(*args) # Save the last index @@last_index = @command_window.index end #-------------------------------------------------------------------------- # * Update Command #-------------------------------------------------------------------------- def update_command cursor_position_update 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.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = 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.index = 0 when 4 $game_system.se_play($data_system.decision_se) $scene = Scene_SocialMenu.new when 5 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 6 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end end
#============================================================================== # ** End of Script. #==============================================================================
Code 2: Half working Scene_SocialMenu
CODE
class Window_P3 < Window_Base Window_Speed = 10 Opacity_Speed = 10 attr_reader :finished_movement def initialize(x, y, width, height) @original_x = x @original_y = y @d_opacity = Opacity_Speed super self.windowskin = RPG::Cache.windowskin("Windowskin - PZE - System") self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 @finished_movement = false refresh end def update super return if @finished_movement dx = @desired_x - self.x dy = @desired_y - self.y self.x += (dx + Window_Speed - 1) / Window_Speed self.y += (dy + Window_Speed - 1) / Window_Speed self.opacity += @d_opacity if !(self.opacity.between?(1, 244)) and @desired_x == self.x and @desired_y == self.y @finished_movement = true end end def return_to_start @desired_x = @original_x @desired_y = @original_y @d_opacity = -Opacity_Speed @finished_movement = false end end
class Window_P3Stats < Window_P3 Stats = {"Charm" => 1, "Fatigue" => 2, "Scholarship" => 3, "Art" => 4, "Courage" => 5, } Friends = {"Number of Friends" => 6} Stats_Text_DY = 24 Stats_Font_Size = Stats_Text_DY * 22 / 32 + 4 def initialize super(-640, 86, 340, 340) @desired_x = 10 @desired_y = self.y end def refresh self.contents.font.size = Stats_Font_Size # Initializa the y for the stats y = 0 for stat in Stats.keys # Draw the stat name self.contents.draw_text(0, y, width - 32, Stats_Text_DY, stat.to_s) y += Stats_Text_DY # Draw the value value = $game_variables[Stats[stat].to_i].to_i value_text = "[%03d/%03d]" % [value, 100] self.contents.draw_text(10, y, width - 32, Stats_Text_DY, value_text) y += Stats_Text_DY end # Draw the friends section y = self.contents.height - Stats_Text_DY stat_text = Friends.keys[0].to_s + ": " value = $game_variables[Friends.values[0].to_i].to_i value_text = "[%03d/%03d]" % [value, 100] text = stat_text + value_text self.contents.draw_text(0, y, width - 32, Stats_Text_DY, text) end end
class Window_P3Base < Window_P3 def initialize super(640, 480 - 64 + 16, 672, 64) @desired_x = -16 @desired_y = self.y end def refresh self.contents.clear end end
class Scene_SocialMenu def main # Create the backdrop & windows create_background create_windows # Execute transition if MOG::MENU_BACKGROUND == 0 Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP) else Graphics.transition end # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame Update update # Abort loop if screen is changed if $scene != self break end end return_window_to_start # Prepare for transition Graphics.freeze # Dispose of window dispose_background dispose_windows end
def create_windows dispose_windows if @windows.is_a?(Array) @windows = [] @windows << Window_P3Title.new @windows << Window_P3Stats.new @windows << Window_P3Base.new end
def update # Update the background and windows windows_slide_update @windows.each { |window| window.update} # If a button is triggered, play the se and return to the menu if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $scene = Scene_Menu.new end end #-------------------------------------------------------------------------- # Windows_slide_update #-------------------------------------------------------------------------- def windows_slide_update if MOG::MENU_BACKGROUND == 0 @mnback.oy += 1 @mnback.ox += 1 @mnback2.oy += 1 @mnback2.ox -= 1 end end
def return_window_to_start @windows.each { |window| window.return_to_start } loop do finished_movement = true Graphics.update for window in @windows window.update finished_movement = false if window.opacity > 0 end windows_slide_update break if finished_movement == true end end
def dispose_background if MOG::MENU_BACKGROUND == 0 @mnback.dispose @mnback.dispose @mnback2.dispose @mnback2.dispose else @spriteset.dispose end end
def dispose_windows @windows.each { |window| window.dispose } @windows = nil end end
Sorry for taking so long, but that's the start, I should be able to get the rest done tomorrow night!
__________________________
K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question.
Group: Revolutionary
Posts: 166
Type: Artist
RM Skill: Skilled
Nice! But where do I place it at? Do I add it to the current script or put it in a new row? I don't want to mess this up.
__________________________
The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.
The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.
A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.
Group: Revolutionary
Posts: 166
Type: Artist
RM Skill: Skilled
Will these do?
Normal
2x Size
Idea Position
__________________________
The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.
The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.
A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.
Group: +Gold Member
Posts: 1,529
Type: Scripter
RM Skill: Undisclosed
CODE
#============================================================================== # ** XP: Night_Runner's Social Scene in MOD's Scene Menu script. #------------------------------------------------------------------------------ # History: # Date Created: 19/Mar/2012 # Created for: Yuu-Mon Musuedo # @> http://www.rpgrevolution.com/forums/index.php?showtopic=55386 # # Description: # This script adds a social menu option to MOG's Scene_Menu, and contains # the details for the scene's functioning. # # How to Install: # Copy this entire script. In your game editor select Tools >> Script # Editor. Along the left scroll to the bottom, right click on 'Main' and # select 'Insert'. Paste this code on the right. # # Customisation: # See below on between lines 28 - 55. #==============================================================================
module NR_P3_Menu #-------------------------------------------------------------------------- # * Window Generics #-------------------------------------------------------------------------- Window_Speed = 10 # How slow to move the windows Opacity_Speed = 10 # Increase by 10 per frame (solid image is 255) #-------------------------------------------------------------------------- # * Character Window #-------------------------------------------------------------------------- Character_Picture_Name = "Everlyse_Social" # Graphics/Pictures/ #-------------------------------------------------------------------------- # * Title Window #-------------------------------------------------------------------------- Title_Text = 'Social Network' # The text at the top of the scene Title_Font_Increase = 10 # Increases the font size by 10 pixels #-------------------------------------------------------------------------- # * Stats Window #-------------------------------------------------------------------------- Stats = {"Charm" => 1, # Charm looks in variable 1 "Fatigue" => 2, # Fatigue looks in variable 2 "Scholarship" => 3, # Scholarship looks in variable 3 "Art" => 4, # Art looks in variable 4 "Courage" => 5, # Courage looks in variable 5 } Friends = {"Number of Friends" => 6} # No. of Friends looks in variable 6 Stats_Text_DY = 24 # Width between lines of text Stats_Font_Size = Stats_Text_DY * 22 / 32 + 4 # Font size end
#============================================================================== # ** Window_Command #------------------------------------------------------------------------------ # Edited to allow the user to add a command #==============================================================================
class Window_Command #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :commands #-------------------------------------------------------------------------- # * Add Command #-------------------------------------------------------------------------- def add_command(command_name) @commands << command_name.to_s @item_max = @commands.size self.contents.dispose if self.contents.is_a?(Bitmap) self.contents = Bitmap.new(width - 32, height - 32) refresh # Add a check that this is the window to fake the index for @nr_P3Menu_fake_index = true if @commands.include?('p3Menu') end end
#============================================================================== # ** Window_P3 #------------------------------------------------------------------------------ # This window class contains the windowskin and movement functions. #==============================================================================
class Window_P3 < Window_Base #-------------------------------------------------------------------------- # * Included Modules #-------------------------------------------------------------------------- include NR_P3_Menu #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :finished_movement #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- def initialize(x, y, width, height) @original_x = x @original_y = y @d_opacity = Opacity_Speed super self.windowskin = RPG::Cache.windowskin("Windowskin - PZE - System") self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 @finished_movement = false refresh end #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- def update super return if @finished_movement dx = @desired_x - self.x dy = @desired_y - self.y self.x += (dx + Window_Speed - 1) / Window_Speed self.y += (dy + Window_Speed - 1) / Window_Speed self.opacity += @d_opacity if !(self.opacity.between?(1, 244)) and @desired_x == self.x and @desired_y == self.y @finished_movement = true end end #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- def return_to_start @desired_x = @original_x @desired_y = @original_y @d_opacity = -Opacity_Speed @finished_movement = false end end
#============================================================================== # ** Window_P3Title #------------------------------------------------------------------------------ # This window displays the title information in the social menu. #==============================================================================
class Window_P3Title < Window_P3 #-------------------------------------------------------------------------- # * Included Modules #-------------------------------------------------------------------------- include NR_P3_Menu #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- def initialize super(-640, -16, 672, 96) @desired_x = -16 @desired_y = self.y end #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.size += Title_Font_Increase t_width = self.contents.width t_height = self.contents.height t = Title_Text self.contents.draw_text(64, 0, t_width - 64, t_height, t) self.contents.font.size -= Title_Font_Increase end end
#============================================================================== # ** Window_P3Stats #------------------------------------------------------------------------------ # This window displays the stats in the social menu. #==============================================================================
class Window_P3Stats < Window_P3 #-------------------------------------------------------------------------- # * Included Modules #-------------------------------------------------------------------------- include NR_P3_Menu #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(-640, 86, 340, 340) @desired_x = 10 @desired_y = self.y end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.font.size = Stats_Font_Size # Initialize the y for the stats y = 0 for stat in Stats.keys # Draw the stat name self.contents.draw_text(0, y, width - 32, Stats_Text_DY, stat.to_s) y += Stats_Text_DY # Draw the value value = $game_variables[Stats[stat].to_i].to_i value_text = "[%03d/%03d]" % [value, 100] self.contents.draw_text(10, y, width - 32, Stats_Text_DY, value_text) y += Stats_Text_DY end # Draw the friends section y = self.contents.height - Stats_Text_DY stat_text = Friends.keys[0].to_s + ": " value = $game_variables[Friends.values[0].to_i].to_i value_text = "[%03d/%03d]" % [value, 100] text = stat_text + value_text self.contents.draw_text(0, y, width - 32, Stats_Text_DY, text) end end
#============================================================================== # ** Window_P3Base #------------------------------------------------------------------------------ # This window displays along the bottom of the scene, it contains no text #==============================================================================
class Window_P3Base < Window_P3 #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(640, 480 - 64 + 16, 672, 64) @desired_x = -16 @desired_y = self.y end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear end end
#============================================================================== # ** Window_P3Character #------------------------------------------------------------------------------ # This window displays the character along the right #==============================================================================
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # Edited to have an exrta option in the menu #==============================================================================
class Scene_Menu #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_p3Menu_intiailize initialize unless $@ alias nr_p3Menu_update update unless $@ #-------------------------------------------------------------------------- # * Class Variables #-------------------------------------------------------------------------- @@last_index = 0 #-------------------------------------------------------------------------- # Object Initialization #-------------------------------------------------------------------------- def initialize(*args) # Run the original initialize nr_p3Menu_intiailize(*args) # Set the index from the last time this menu was opened @menu_index = @@last_index end #-------------------------------------------------------------------------- # * Update Cursor Position #-------------------------------------------------------------------------- def cursor_position_update @cursor_y = 100 + 206 * @command_window.index / 6 + 20 @cursor_x = 50 + (3 - (3 - @command_window.index).abs) * 15 - 68 end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update(*args) # Add the extra command if necessary if not @command_window.commands.include?('p3Menu') @command_window.add_command('p3Menu') end # Run the orginal update nr_p3Menu_update(*args) # Save the last index @@last_index = @command_window.index end #-------------------------------------------------------------------------- # * Update Command #-------------------------------------------------------------------------- def update_command cursor_position_update 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.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = 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.index = 0 when 4 $game_system.se_play($data_system.decision_se) $scene = Scene_SocialMenu.new when 5 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 6 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end end
#============================================================================== # ** Scene_SocialMenu #------------------------------------------------------------------------------ # This class performs the social menu processing. #==============================================================================
class Scene_SocialMenu #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Create the backdrop & windows create_background create_windows # Execute transition if MOG::MENU_BACKGROUND == 0 Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP) else Graphics.transition end # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame Update update # Abort loop if screen is changed if $scene != self break end end return_window_to_start # Prepare for transition Graphics.freeze # Dispose of window dispose_background dispose_windows end #-------------------------------------------------------------------------- # * Create Background #-------------------------------------------------------------------------- def create_background if MOG::MENU_BACKGROUND == 0 # Get the default background @mnback = Plane.new @mnback.bitmap = RPG::Cache.picture("Mn_back") @mnback.blend_type = 0 @mnback.z = 5 @mnback2 = Plane.new @mnback2.bitmap = RPG::Cache.picture("Mn_back") @mnback2.blend_type = 0 @mnback2.z = 5 @mnback2.opacity = 60 else @spriteset = Spriteset_Map.new end end #-------------------------------------------------------------------------- # * Create Windows #-------------------------------------------------------------------------- def create_windows dispose_windows if @windows.is_a?(Array) @windows = [] @windows << Window_P3Title.new @windows << Window_P3Character.new @windows << Window_P3Stats.new @windows << Window_P3Base.new for i in 0...@windows.size window = @windows[i] window.z = 100 + i end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update the background and windows windows_slide_update @windows.each { |window| window.update} # If a button is triggered, play the se and return to the menu if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $scene = Scene_Menu.new end end #-------------------------------------------------------------------------- # Windows_slide_update #-------------------------------------------------------------------------- def windows_slide_update if MOG::MENU_BACKGROUND == 0 @mnback.oy += 1 @mnback.ox += 1 @mnback2.oy += 1 @mnback2.ox -= 1 end end #-------------------------------------------------------------------------- # * Return Windows to Starting Position #-------------------------------------------------------------------------- def return_window_to_start @windows.each { |window| window.return_to_start } loop do finished_movement = true Graphics.update for window in @windows window.update finished_movement = false if window.opacity > 0 end windows_slide_update break if finished_movement == true end end #-------------------------------------------------------------------------- # * Dispose Background #-------------------------------------------------------------------------- def dispose_background if MOG::MENU_BACKGROUND == 0 @mnback.dispose @mnback.dispose @mnback2.dispose @mnback2.dispose else @spriteset.dispose end end #-------------------------------------------------------------------------- # * Dispose Windows #-------------------------------------------------------------------------- def dispose_windows @windows.each { |window| window.dispose } @windows = nil end end
#============================================================================== # ** End of Script. #==============================================================================
And hopefully it works this time, I've uploaded the demo if you need to see the resources: link
__________________________
K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question.
Group: Revolutionary
Posts: 166
Type: Artist
RM Skill: Skilled
All right! This is just awesome, and it's easy to config! Thank you so much. It's exactly what I wanted. I ran into no problems as well either. You did a awesome work. Thank you again.
__________________________
The Huhja High School martial arts club's captain, known as one of the strongest martial artist captains has passed away last year. Prove of his death, and rumors about the ordinary club members leaving had surfaced to the other schools that are in rivalry to them. They begun taking up the Huhja's turfs and claiming to take over the school next.
The Huhja's martial arts club has now disbanded after a crushing defeat at their turfs.The school's morale quickly started disappearing... Till an quiet first year girl joins the school. This young, quiet, small girl may look weak and helpless, but her martial art style is unseen. With her help, Huhja High must revive the club, gain new allies, discover hidden fighting arts, restore the school's morale, take back their turfs, and defeat their powerful rivals.
A game inspired by: Ranma 1/2, Persona, and Slice-of-Life Animes.