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RE: Rpg Maker Xp Q&A

 
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7/26/2005 17:17:41   
Xyiphis Dragonmaster
Member

go to system then right click on starting party

_____________________________

Proof!!!
AQ  Post #: 176
7/26/2005 17:35:05   
Spellcaster
Member

where is the system and can you put level limits to certain areas and what is rtp
AQ  Post #: 177
7/26/2005 17:43:16   
Xyiphis Dragonmaster
Member

you change level limits is impossible all you can do you is make so when you reach higher lvls but you cant make your guy start out with stats over 9999

_____________________________

Proof!!!
AQ  Post #: 178
7/26/2005 17:57:53   
Spellcaster
Member

how can you make areas that only a certain level can go to and also where is the system so i can change my starting party

< Message edited by Spellcaster -- 7/26/2005 17:58:15 >
AQ  Post #: 179
7/26/2005 20:06:06   
Alfrayer
Member

I leaning about those branch things but its soo hard!
Thanks for all the help so far...

I can't figure out how to do cutscenes
explain if you can or give links etc, but my main question is, how do you change the menus (color and desing - not like ring menu), speak boxes and text etc if possible, i want my game to be very unique, also how do you change title screen and title screen's music. Also in connection with the cutscences, is it possible to get a large text scrolling up the screen when you start the game?
AQ  Post #: 180
7/26/2005 20:15:36   
Spellcaster
Member

can you do a cut sence
AQ  Post #: 181
7/26/2005 20:21:22   
Alfrayer
Member

't'is possible, not to sure of doing any without about a billion events

thats why i am asking
AQ  Post #: 182
7/26/2005 20:24:24   
Spellcaster
Member

yeah you are right you would like have to go into a room and talk from one person to another that you would be tireing and i hope you can do quick cut sences and where is the system button so i can change my starting party
AQ  Post #: 183
7/26/2005 21:18:42   
Xyiphis Dragonmaster
Member

Alfrayer:press f10 and go to system and for the cutscenes you have to use events unless sumone makes a script

_____________________________

Proof!!!
AQ  Post #: 184
7/27/2005 5:25:15   
Flygon13
Member

I can answer questions if ya like just click the first button in my sig

< Message edited by Flygon13 -- 7/27/2005 5:26:47 >


_____________________________

*munch* max height allowed 100px
AQ  Post #: 185
7/27/2005 8:16:15   
Shinobi Ninja
Member

i nnedd scripting help....

like scripts are confusing.........



and do you know what all of those buttons say? i mean with the everns.... yinno... the event stuff......? i don't understand the variables, and what such....
how do you use them?

_____________________________

Post #: 186
7/27/2005 8:58:39   
Dudemaster
Member

I do cutscenes with my game. It's pretty easy with picture commands, and some complex events and stuff. Use panning to move the camera around, then maybe show some people walking, then some message boxes, show some pictures, edit it and add music, there you have it.
AQ  Post #: 187
7/27/2005 9:22:48   
Spellcaster
Member

how do you get to the system i dont' understand how do you make the word scroll up the screen in system i need more details i went there to the system and i don't know what to do and where is the system and answer my question

< Message edited by Spellcaster -- 7/27/2005 9:26:34 >
AQ  Post #: 188
7/27/2005 11:17:05   
Spellcaster
Member

quote:

ORIGINAL: Xyiphis Dragonmaster

k I'll go get links and bestary right now
Edit:I got the ring menu I'll find the other

quote:

Code

#==============================================================================
# ■ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by SiR_VaIlHoR
#==============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# ○ クラス定数
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20 # 初期アニメーションのフレーム数
MOVING_FRAMES = 5 # リングを回した時のフレーム数
RING_R = 64 # リングの半径
ICON_ITEM = RPG::Cache.icon("034-Item03") # 「アイテム」メニューのアイコン
ICON_SKILL = RPG::Cache.icon("044-Skill01") # 「スキル」メニューのアイコン
ICON_EQUIP = RPG::Cache.icon("001-Weapon01") # 「装備」メニューのアイコン
ICON_STATUS = RPG::Cache.icon("050-Skill07") # 「ステータス」メニューのアイコン
ICON_SAVE = RPG::Cache.icon("038-Item07") # 「セーブ」メニューのアイコン
ICON_EXIT = RPG::Cache.icon("046-Skill03") # 「終了」メニューのアイコン
ICON_DISABLE= RPG::Cache.icon("") # 使用禁止項目に付くアイコン
SE_STARTUP = "056-Right02" # メニューを開いたときに鳴らすSE
MODE_START = 1 # スタートアップアニメーション
MODE_WAIT = 2 # 待機
MODE_MOVER = 3 # 時計回り回転アニメーション
MODE_MOVEL = 4 # 反時計回り回転アニメーション
#--------------------------------------------------------------------------
# ○ アクセサ
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Objet"
s2 = "Comp騁ence"
s3 = "Equiper"
s4 = "Etat"
s5 = "Sauvegarder"
s6 = "Quitter"
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# ● 画面再描画
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# アイコンを描画
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# アクティブなコマンド名表示
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# ○ 画面再描画(初期化時)
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# ○ 画面再描画(待機時)
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# ○ 画面再描画(回転時)
# mode : 0=反時計回り 1=時計回り
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# ● 項目の描画
# x :
# y :
# i : 項目番号
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
rect = Rect.new(0, 0, @items.width, @items.height)
if @index == i
self.contents.blt( x, y, @items, rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items, rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# ● 項目を無効にする
# index : 項目番号
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# ○ 初期化アニメーションの準備
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# ○ 回転アニメーションの準備
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# ○ アニメーション中かどうか
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#==============================================================================
# ■ Window_MenuStatus
#------------------------------------------------------------------------------
#  メニュー画面でパーティメンバーのステータスを表示するウィンドウです。
#==============================================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# ● カーソルの矩形更新
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#==============================================================================
# #■ Scene_RingMenu
# ■ Scene_Menu
#------------------------------------------------------------------------------
#  メニュー画面の処理を行うクラスです。
#==============================================================================

#class Scene_RingMenu
class Scene_Menu
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# menu_index : コマンドのカーソル初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● メイン処理
#--------------------------------------------------------------------------
def main
# スプライトセットを作成
@spriteset = Spriteset_Map.new
# コマンドウィンドウを作成
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# パーティ人数が 0 人の場合
if $game_party.actors.size == 0
# アイテム、スキル、装備、ステータスを無効化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# セーブ禁止の場合
if $game_system.save_disabled
# セーブを無効にする
@command_window.disable_item(4)
end
# ステータスウィンドウを作成
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@status_window.visible = false
# トランジション実行
Graphics.transition
# メインループ
loop do
# ゲーム画面を更新
Graphics.update
# 入力情報を更新
Input.update
# フレーム更新
update
# 画面が切り替わったらループを中断
if $scene != self
break
end
end
# トランジション準備
Graphics.freeze
# スプライトセットを解放
@spriteset.dispose
# ウィンドウを解放
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
# ウィンドウを更新
@command_window.update
@status_window.update
# コマンドウィンドウがアクティブの場合: update_command を呼ぶ
if @command_window.active
update_command
return
end
# ステータスウィンドウがアクティブの場合: update_status を呼ぶ
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (コマンドウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_command
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# マップ画面に切り替え
$scene = Scene_Map.new
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# パーティ人数が 0 人で、セーブ、ゲーム終了以外のコマンドの場合
if $game_party.actors.size == 0 and @command_window.index < 4
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 0 # アイテム
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# アイテム画面に切り替え
$scene = Scene_Item.new
when 1 # スキル
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ステータスウィンドウをアクティブにする
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # 装備
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ステータスウィンドウをアクティブにする
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # ステータス
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ステータスウィンドウをアクティブにする
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # セーブ
# セーブ禁止の場合
if $game_system.save_disabled
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# セーブ画面に切り替え
$scene = Scene_Save.new
when 5 # ゲーム終了
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ゲーム終了画面に切り替え
$scene = Scene_End.new
end
return
end
# アニメーション中ならカーソルの処理を行わない
return if @command_window.animation?
# ↑or← ボタンが押された場合
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# ↓or→ ボタンが押された場合
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# ● フレーム更新 (ステータスウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_status
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# コマンドウィンドウをアクティブにする
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# コマンドウィンドウのカーソル位置で分岐
case @command_window.index
when 1 # スキル
# このアクターの行動制限が 2 以上の場合
if $game_party.actors[@status_window.index].restriction >= 2
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# スキル画面に切り替え
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装備
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# 装備画面に切り替え
$scene = Scene_Equip.new(@status_window.index)
when 3 # ステータス
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# ステータス画面に切り替え
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end




where do i put this in the script
AQ  Post #: 189
7/27/2005 13:07:38   
Xyiphis Dragonmaster
Member

add a new thing above main and call it sumthin like Ring_Menu

_____________________________

Proof!!!
AQ  Post #: 190
7/29/2005 18:37:03   
Spellcaster
Member

how do you use the switches
AQ  Post #: 191
7/29/2005 22:05:46   
Xyiphis Dragonmaster
Member

arrow keys
AQ  Post #: 192
7/30/2005 12:19:07   
Spellcaster
Member

how do you use the arrow keys for the switches
AQ  Post #: 193
7/30/2005 17:44:19   
Xyiphis Dragonmaster
Member

Idont really know what you mean by switches?

_____________________________

Proof!!!
AQ  Post #: 194
7/30/2005 18:56:35   
Spellcaster
Member

the swithch operations like where you name them and stuff like that they look like this and how do you make the characters really big

< Message edited by Spellcaster -- 7/30/2005 20:05:11 >
AQ  Post #: 195
7/30/2005 21:16:49   
Xyiphis Dragonmaster
Member

I never use switches and what you mean? just make them big
AQ  Post #: 196
7/31/2005 5:11:05   
Jormaz
Member

Switches are used for many things. For example you can use switches like this:
Make a NPC --> when you talk to it comes an encounter --> When you win the battle NPC doesnt want to fight again

To make that event commands should look like these


This was just simple example of using switches and conditional branches. Use your imagination. There is thousands of ways to use switches.


< Message edited by Jormaz -- 7/31/2005 5:12:46 >
AQ  Post #: 197
7/31/2005 9:22:52   
Spellcaster
Member

thank you jormaz
AQ  Post #: 198
7/31/2005 21:24:45   
Spellcaster
Member

so how do you make your characters bigger than they already are i want to know bigger like when you walk around with them they are bigger
AQ  Post #: 199
7/31/2005 21:26:42   
Xyiphis Dragonmaster
Member

ohhh Alt+Enter at the same time

_____________________________

Proof!!!
AQ  Post #: 200
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