Command Guild Script Request

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ViperX420

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Latest Working Build (With Event Switches)

#===============================================================================

# ViperX420's Guild Menu                                    updated: 04/02/2014

#  author: Venka

#------------------------------------------------------------------------------

# - Introduction -

#------------------------------------------------------------------------------

# This script allows you to keep track of your guilds.

# I've tried to use comments so you know what I'm doing.

#

# This script works best when using KilloZapit's Word Wrapping script found

# at http://www.rpgmakervxace.net/topic/6964-word-wrapping-message-boxes/

#===============================================================================

module Venka

  #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  # - Font Settings -

  #----------------------------------------------------------------------------

  # Font_Name - can be an array of font names. ex ["Arial", "Coper Std"]

  # Size - Font size

  # Color - Can be [Red, Green, Blue, Alpha] -or- a window skin code

  # Bold/Outline/Shadow - true/false for each

  # Font = [["Font_Name"], Size, Color, Bold, Outline, Shadow]

  #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  Header_Font = [["After_Disaster"], 35, [255, 255, 255], false, true, false]

  Font = [["After_Disaster"], 17, [255, 255, 255], false, true, false]

  #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  # - Windowskin Settings -

  #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  Windowskin = "SAOWindow"   # Custom windowskin. Can set to nil for none

  Back_Opacity = 255         # Sets the back opacity

  #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  # - Guild Settings -

  #----------------------------------------------------------------------------

  Guild_Info ||= {} # <- DO NOT REMOVE THIS LINE

  # Guild_Info[iD] = {                    ID - unique ID (numbers can't repeat)

  #   :name    => "Guild_Name"            Set Guild's Name for display

  #   :leader  => "NPC_Name"              Set the Guild Leader's name

  #   :picture => "filename"              pic's filename in Graphics/Picture

  #   :switch  => switch_id               Switch ID for when guild is activated

  #   :description => ""                  Guild's description text

  #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  Guild_Info[1] = { 

    :name    => "Moonlit Black Cats",

    :leader  => "Keita",

    :picture => "SAOFace1",

    :switch  => 77,

    :description => "Moonlit Black Cats was a mid-level guild with relatively few members, although all of them, except for Kirito, knew each other offline as the guild was formed from the members of a school's computer club.",

    } # <- DO NOT REMOVE

  Guild_Info[2] = { 

    :name    => "Furrinkazan",

    :leader  => "Klein",

    :picture => "SAOFace2",

    :switch  => 78,

    :description => "The Fuurinkazan is a guild started by Klein and a group of his friends from the real world. They had waited in line for a long time in order for each of them to obtain one of the 10,000 copies of the game. All of the members of Fuurinkazen have known each other since before SAO started. Klein had protected and guided all of them, until all of them had become well-capable players on the front-lines.",

    } # <- DO NOT REMOVE

  Guild_Info[3] = { 

    :name    => "Divine Dragon Alliance",

    :leader  => "Schmitt",

    :picture => "SAOFace3",

    :switch  => 79,

    :description => "They were known as one of the top clearing guilds in the death game, and often did anything to expand their power. Klein once stated that they would do almost everything to obtain rare items, even becoming orange to be the ones to attack a Flag Mob.[1] For example, they attempted to follow Klein to obtain the Divine Stone of Returning Soul rare drop from the Christmas event boss Nicholas The Renegade, but were held off by the Fuurinkazan. They also insist on having the Last Attack on the boss during Floor clearing boss fights.",

    } # <- DO NOT REMOVE

  Guild_Info[4] = { 

    :name    => "Titan's Hand",

    :leader  => "Rosalia",

    :picture => "SAOFace4",

    :switch  => 80,

    :description => "The leader of the orange guild was Rosalia, a green player who lured other players to areas where she had stationed members of the guild. After the players were lured into a trap, her guild would attack and loot them. If the victim did not have any items or money worth taking, the guild members would even resort to killing the players.",

    } # <- DO NOT REMOVE

  Guild_Info[5] = { 

    :name    => "Laughing Coffin",

    :leader  => "PoH",

    :picture => "SAOFace5",

    :switch  => 81,

    :description => "The Laughing Coffin is a guild started by PoH and other orange players. Before the foundation, they were simply orange players that surrounded solo players or small player groups they ambushed to steal their items in exchange for their lives, however, such encounters did not result in murder. At some point, PoH started spreading the belief that it was all right to kill others. As the orange players admired PoH for the opposite reason that the clearers admired Heathcliff, more orange members joined their ranks.",

    } # <- DO NOT REMOVE

  Guild_Info[6] = { 

    :name    => "Knights of the Blood Oath",

    :leader  => "Heatcliff",

    :picture => "SAOFace6",

    :switch  => 82,

    :description => "The need for a new guild leading the battle and motivating the players on the front arose and the Knights of the Blood were formed, with its leader, Heathcliff, personally inviting the first members. Proudly marching in at the time of the first field boss strategy meeting on the 26th floor with customized white and red equipment with Asuna, the second in command, standing at the head of the group, the newly-formed guild greatly increased the morale of the clearing group and has stood at the front lines ever since.",

    } # <- DO NOT REMOVE

  Guild_Info[7] = { 

    :name    => "Aincrad Liberation Force",

    :leader  => "Thinker",

    :picture => "SAOFace7",

    :switch  => 83,

    :description => "Initially, the main goal of the ALS was to clear the game, while the goal of MTD was to spread information and resources equally among as many players as possible, but, after the merge of the two guilds, the congregation which later became ALF was formed and turned into an organization for maintaining order among players. They were nicknamed 'The Army' after they began to wear armored uniforms.",

    } # <- DO NOT REMOVE

  Guild_Info[8] = { 

    :name    => "Silver Flags",

    :leader  => "Unknown",

    :picture => "SAOFace8",

    :switch  => 84,

    :description => "The guild is briefly mentioned when Kirito told Rosalia that he had been asked by the guild's leader, and the sole survivor of her guild's attack on the «Silver Flags», to send «Titan's Hand» to the Black Iron Palace's prison with a corridor crystal that the leader had spent all his money to buy to avenge his fallen guild.",

    } # <- DO NOT REMOVE

  Guild_Info[9] = { 

    :name    => "Golden Apple",

    :leader  => "Griselda",

    :picture => "SAOFace9",

    :switch  => 85,

    :description => "The members of Golden Apple had a dispute over a certain ring drop that the group had found while hunting down a powerful monster in a dungeon. The ring gave additional statistics to the holder, +20 Agility and Strength. They end up selling the ring, since only three members wanted to keep it. Griselda goes to the front lines to get the ring appraised, however she never returns. The rest of the guild eventually learn that she died. After that, the guild disbanded due to disagreements.",

    } # <- DO NOT REMOVE

end

#==============================================================================

# ** Window_Base

#==============================================================================

class Window_Base < Window

  #----------------------------------------------------------------------------

  # ○ new method: set_font - quick way to set font in other windows

  #----------------------------------------------------------------------------

  def set_font(name, size, color, bold, outline, shadow)

    contents.font.name = name

    contents.font.size = size

    # This checks if the color is an array (r,g,b,a) color

    if color.is_a?(Array)

      contents.font.color.set(*color)

    else 

      # if color isn't an array, then it should be an interger (or you'll get

      # an error message at this point). This will read the interger as a 

      # windowskin color code. The number can range from 0 to 31

      contents.font.color = text_color(color)

    end

    contents.font.bold = bold

    contents.font.outline = outline

    contents.font.shadow = shadow

  end

end

#==============================================================================

# ** SAO_Guild_Header - This window just draws the guild scene header text

#==============================================================================

class SAO_Guild_Header < Window_Base

  #----------------------------------------------------------------------------

  # ● upgraded method: initialize

  #----------------------------------------------------------------------------

  def initialize(x, y, width, height)

    super(x, y, width, height)

    # Sets the windowskin defined in customize, unless it's set to nil

    self.windowskin = Cache.system(Venka::Windowskin) if Venka::Windowskin

    # Sets the windowskin transparency

    self.back_opacity = Venka::Back_Opacity

  end

  #----------------------------------------------------------------------------

  # ● window settings

  #----------------------------------------------------------------------------

  # Set's the window's color to black

  def update_tone;  self.tone.set(0, 0, 0, 0);     end

  #----------------------------------------------------------------------------

  # ○ new method: set_text - text show for the window

  #----------------------------------------------------------------------------

  def set_text(text)

    # This will clear any text that was previously drawn (not really needed here

    # but it's good practice to clear stuff before making new stuff show up

    contents.clear

    # use the method created earlier to set all the font settings at once

    set_font(*Venka::Header_Font)

    # draw the text string set in the Scene_Guilds when this window is created

    draw_text(0, 0, contents.width, contents.height, text, 1)

  end

end

#==============================================================================

# ** GuildLists_Window - window that lists the guilds

#==============================================================================

class GuildLists_Window < Window_Selectable

  #----------------------------------------------------------------------------

  # ● upgraded method: initialize

  #----------------------------------------------------------------------------

  def initialize(y)

    active_guilds   # Gets info on unlocked guilds

    super(Graphics.width * 0.4, y, Graphics.width * 0.6, Graphics.height - 72)

    self.windowskin = Cache.system(Venka::Windowskin) if Venka::Windowskin

    self.back_opacity = Venka::Back_Opacity

    select(0) # select the first item in the list

    activate  # activate this window when it's created in the scene

    refresh   # refresh the contents shown

  end

  #----------------------------------------------------------------------------

  # ● window settings

  #----------------------------------------------------------------------------

  # Gets the item_max by the number of active guilds

  def item_max;     @guild_list.size;                    end

  # Get the height based off the font's size

  def item_height;  Venka::Font[1];                      end

  # Set's the window's color to black

  def update_tone;  self.tone.set(0, 0, 0, 0);           end

  #----------------------------------------------------------------------------

  # ○ new method: active_guilds

  #----------------------------------------------------------------------------

  def active_guilds

    @guild_list = []

    # Pulls the Guild Information

    guilds = Venka::Guild_Info

    # Cycle through the Guild info

    guilds.each do |guild|

      # Skip any guilds that haven't been activated via a switch

      next unless $game_switches[guild[1][:switch]]

      # Adds the guild's id to the list if it's been activated

      @guild_list << guild[0]

    end

  end

  #----------------------------------------------------------------------------

  # ● upgraded method: draw_item

  #----------------------------------------------------------------------------

  def draw_item(index)

    return unless @guild_list.size > 0 # exit this method if the list is empty

    set_font(*Venka::Font)      # set the font style

    # Use the @guild_list to look up active guild info

    guild = Venka::Guild_Info[@guild_list[index]]

    # define the area that each guild's name will be drawn

    rect = item_rect(index)

    # set the text to display a list number followed by the guild's name

    text = "#{index + 1}. #{guild[:name]}"

    # draws the text

    draw_text(rect.x + 2, rect.y, rect.width, rect.height, text)

  end

end

#==============================================================================

# ** Guild_Name_Window

#==============================================================================

class Guild_Name_Window < Window_Base

  #----------------------------------------------------------------------------

  # ● upgraded method: initialize

  #----------------------------------------------------------------------------

  def initialize(x, y, width, height)

    super(x, y, width, height)

    self.windowskin = Cache.system(Venka::Windowskin) if Venka::Windowskin

    self.back_opacity = Venka::Back_Opacity

    hide  # hide this window (will show it later on)

  end

  #----------------------------------------------------------------------------

  # ● window settings

  #----------------------------------------------------------------------------

  # Set's the window's color to black

  def update_tone;  self.tone.set(0, 0, 0, 0);     end

  #----------------------------------------------------------------------------

  # ○ new method: guild_info

  #----------------------------------------------------------------------------

  def guild_info=(guild_info)

    # sets the guild info used in this window, only do it if the info has changed

    return if @guild_info == guild_info

    @guild_info = guild_info

    # refresh the information shown

    refresh

  end

  #----------------------------------------------------------------------------

  # ○ new method: refresh

  #----------------------------------------------------------------------------

  def refresh

    contents.clear

    set_font(*Venka::Header_Font)

    # exit out of this method no guilds are active

    return unless @guild_info

    # Figure's the text string depending on the windows y axis

    # If it's the first window it shows the guilds name, if it's the lower 

    # window, then it shows the guild leader's name

    text = self.y == 0 ? @guild_info[:name] : "Leader: #{@guild_info[:leader]}"

    draw_text(0, 0, contents.width, contents.height, text)

  end

end

#==============================================================================

# ** Guild_Pic_Window

#==============================================================================

class Guild_Pic_Window < Window_Selectable

  # Notice this window is based off of Window_Selectable and not Window_Base

  # like the others. This is so that one of the guild information windows 

  # can be active and make use of the set_handler method. 

  #----------------------------------------------------------------------------

  # ● upgraded method: initialize

  #----------------------------------------------------------------------------

  def initialize(x, y, width, height)

    super(x, y, width, height)

    self.windowskin = Cache.system(Venka::Windowskin) if Venka::Windowskin

    self.back_opacity = Venka::Back_Opacity

    hide

    unselect # use unselect because we don't need a cursor for this window

  end

  #----------------------------------------------------------------------------

  # ● window settings

  #----------------------------------------------------------------------------

  # Set's the window's color to black

  def update_tone;  self.tone.set(0, 0, 0, 0);     end

  #----------------------------------------------------------------------------

  # ○ new method: guild_info

  #----------------------------------------------------------------------------

  def guild_info=(guild_info)

    # This is basically the same as the guild_info= method defined in the 

    # previous window but calling the draw_picture method instead of refresh

    return if @guild_info == guild_info

    @guild_info = guild_info

    draw_picture(@guild_info[:picture])

  end

  #----------------------------------------------------------------------------

  # ○ new method: draw_picture

  #----------------------------------------------------------------------------

  def draw_picture(filename)

    # sets the bitmap to the picture in the Graphics/Picture folder. You can 

    # change the folder directory if you want to and feel confident doing so.

    bitmap = Cache.picture(filename)

    # sets the rectangle size to select the image. Starting at pixel 0, 0 and 

    # going to the width and height of the picture. You can change this to 

    # select only parts of the picture. Play with the number if you feel like it

    rect = Rect.new(0, 0, bitmap.width, bitmap.height)

    # calculations to make the image centered in the window

    x = (contents.width - bitmap.width) / 2

    y = (contents.height - bitmap.height) / 2

    # this is the method to actual place the image in the window it basically 

    # says to draw the image (bitmap) shown within the rect(rectangle) at x, y

    contents.blt(x, y, bitmap, rect)

    # now that the image is drawn, we can throw it away (it's fine.. really)

    bitmap.dispose

  end

end

#==============================================================================

# ** Guild_Description_Window

#==============================================================================

class Guild_Description_Window < Window_Base

  #----------------------------------------------------------------------------

  # ● upgraded method: initialize

  #----------------------------------------------------------------------------

  def initialize

    y = Graphics.height - fitting_height(7)

    super(0, y, Graphics.width, fitting_height(7))

    self.windowskin = Cache.system(Venka::Windowskin) if Venka::Windowskin

    self.back_opacity = Venka::Back_Opacity

    hide

  end

  #----------------------------------------------------------------------------

  # ● window settings

  #----------------------------------------------------------------------------

  # Set's the window's color to black

  def update_tone;  self.tone.set(0, 0, 0, 0);     end

  #----------------------------------------------------------------------------

  # ○ new method: guild_info

  #----------------------------------------------------------------------------

  def guild_info=(guild_info)

    return if @guild_info == guild_info

    @guild_info = guild_info

    refresh

  end

  #----------------------------------------------------------------------------

  # ● upgraded method: draw_text_ex

  #----------------------------------------------------------------------------

  # took out the reset font settings for custom text

  def draw_text_ex(x, y, text)

    text = convert_escape_characters(text)

    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}

    process_character(text.slice!(0, 1), text, pos) until text.empty?

  end

  #----------------------------------------------------------------------------

  # ○ new method: refresh

  #----------------------------------------------------------------------------

  def refresh

    contents.clear

    set_font(*Venka::Font)

    return unless @guild_info

    # this is the method that will be effected by KilloZapit's word wrapper

    # as well as any other window that uses this method. So read that script 

    # for information on how to set it up best for your needs.

    draw_text_ex(0, 0, @guild_info[:description])

  end

end

#==============================================================================

# ** Scene_Guilds

#==============================================================================

class Scene_Guilds < Scene_MenuBase

  #----------------------------------------------------------------------------

  # ● upgraded method: start - builds on Scene_MenuBase's start method

  #----------------------------------------------------------------------------

  def start

    super

    # this is the same method that we defined earlier but it needs to be made 

    # here as well. Calling at the start of the scene since we need the info

    active_guilds

    create_header_window

    create_guild_list_window

    create_guild_info_windows

    create_guild_description

  end

  #----------------------------------------------------------------------------

  # ○ new method: active_guilds

  #----------------------------------------------------------------------------

  def active_guilds

    @guild_list = []

    guilds = Venka::Guild_Info

    guilds.each do |guild|

      next unless $game_switches[guild[1][:switch]]

      @guild_list << guild[0]

    end

  end

  #----------------------------------------------------------------------------

  # ○ new method: create_header_window

  #----------------------------------------------------------------------------

  def create_header_window

    # Create the header window for the scene

    @guild_info = SAO_Guild_Header.new(48, 0, Graphics.width - 48, 72)

    # sets the text the window displays

    @guild_info.set_text("Guild Information Database")

    # sets the viewport the window will be created in. If you forget to set the 

    # viewport, it's not the end of the world.

    @guild_info.viewport = @viewport

  end

  #----------------------------------------------------------------------------

  # ○ new method: create_guild_list_window

  #----------------------------------------------------------------------------

  def create_guild_list_window

    # creates the list window with the guild's names. just need to set y position

    @guild_list_window = GuildLists_Window.new(@guild_info.height)

    @guild_list_window.viewport = @viewport

    # setting what happends when keys are pressed. Ok is when the action key is

    # used. It will call the method show_guild_info. Cancel is esc key.

    @guild_list_window.set_handler:)ok,     method:)show_guild_info))

    @guild_list_window.set_handler:)cancel, method:)return_scene))

  end

  #----------------------------------------------------------------------------

  # ○ new method: create_guild_info_windows

  #----------------------------------------------------------------------------

  def create_guild_info_windows

    x = Graphics.width - 160

    @face_window = Guild_Pic_Window.new(x, 0, 160, 144)

    @face_window.viewport = @viewport

    @face_window.set_handler:)cancel,   method:)return_to_list))

    # set handeling when page up/down used.

    @face_window.set_handler:)pagedown, method:)next_guild))

    @face_window.set_handler:)pageup,   method:)prev_guild))

    @guild_info_windows = Array.new(2) do |i|

      Guild_Name_Window.new(0, i * 72, Graphics.width - 160, 72)

    end

    @guild_info_windows.each {|window| window.viewport = @viewport}

  end

  #----------------------------------------------------------------------------

  # ○ new method: create_guild_description

  #----------------------------------------------------------------------------

  def create_guild_description

    @description_window = Guild_Description_Window.new

    @description_window.viewport = @viewport

  end

  #----------------------------------------------------------------------------

  # ○ new method: show_guild_info

  #----------------------------------------------------------------------------

  def show_guild_info

    # setting up an index to use for the guild information windows. Set the

    # index when the guild info windows are shown so it updates to the

    # current list's index

    @index = @guild_list_window.index

    # this says forget about this method and return to the list window if

    # there are no active guilds to display

    return return_to_list unless @guild_list.size > 0

    # hide the main windows when the info windows are shown/called

    @guild_info.hide

    @guild_list_window.hide

    update_guild_info # refresh info displayed

    # activate the pic window so we can control it and the other windows

    @face_window.activate

  end

  #----------------------------------------------------------------------------

  # ○ new method: update_guild_info

  #----------------------------------------------------------------------------

  def update_guild_info

    # uses the @index we set up earlier to determine the information shown

    # if you use the consol while play testing you'll see some info printed there

    print "@guild_list: "; p @guild_list

    print "@index: "; p @index

    # @guild_list is the list we made with the active_guilds method. It shows 

    # the guild ID's that are currently activated. @index will be the the 

    # postion we are in on that list (starts with 0 and works it's way up)

    # feel free to delete those two print command lines when you're done 

    # playing with them.

    info = Venka::Guild_Info[@guild_list[@index]]

    # the following windows will update their info to the new guild information

    @face_window.guild_info=(info)

    @face_window.show

    @guild_info_windows.each {|window| window.guild_info=(info); window.show}

    @description_window.guild_info=(info)

    @description_window.show

    # we remind the scene that the picture window is still the active window

    @face_window.activate

  end

  #----------------------------------------------------------------------------

  # ○ new method: create_guild_info_windows

  #----------------------------------------------------------------------------

  def next_guild

    # we add one to the @index unless we reach the last item, then it starts over

    @index = (@index + 1) % @guild_list.size

    update_guild_info # refreshes the info displayed

  end

  #----------------------------------------------------------------------------

  # ○ new method: create_guild_info_windows

  #----------------------------------------------------------------------------

  def prev_guild

    # lowers the index number or jumps to the end of the list if needed

    @index = (@index + @guild_list.size - 1) % @guild_list.size

    update_guild_info

  end

  #----------------------------------------------------------------------------

  # ○ new method: return_to_list

  #----------------------------------------------------------------------------

  def return_to_list

    # return to the main windows and hide all the info windows

    @guild_info.show

    @guild_list_window.show.activate

    @face_window.hide

    @description_window.hide

    @guild_info_windows.each {|window| window.hide}

  end

end

 


UPDATE: Thread has been solved and can be closed :)
 
Last edited by a moderator:

ViperX420

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sweets looks great already i can't wait til see what it looks like when its done cause i'm still new to all this but I've learned alot already even though i'm still a noob I've been trying to find easy ways to write and test script fast but haven't figured any good way to do that yet i'm using a combo of a ruby extension for sketchup and visual studios to try and make the coding process faster to a degree but without using rpg maker i can't test the code as i work on it which is something sketchup was supposed to be able to to but because its missing the other extension scripts it doesn't want to work lol.

EDIT: I see you use Adobe Fireworks anything special about that program i should know about? i use photoshop myself but if there is something that will make future projects easier using fireworks i'll switch over.
 
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Venka

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oh.. it's nothing special.. I just never got the hang of photoshop/gimp and found fireworks easier to work personally.

still working on it.. spent a lot of time trying to decide the best way to update the windows (you said you wanted to page up/down through the guilds).

https://www.dropbox.com/s/oqv5i1hgsiunp3v/Screenshot%202014-03-30%2017.17.25.png

working on the logic for that still, but getting there
 

ViperX420

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well if you got time and have skype I can throw around ideas if you don't mind me picking at your brain for a little :p I'd love to learn how to do this myself for future projects and menu screens so i don't have to keep bugging you all the time for more  ;)

I sent you a pm so check your inbox

UPDATE: Scripts written by: @Venka added to thread top version without switches works 100% bottom version with switches needs to be fixed and looked at so unless you know how to code i would suggest sticking away from this one til we figure out what went wrong and fix it ourselves once fixed I'll make a video tutorial explaining how I had Venka write the script and what everything means. Til then enjoy the beta version of the scripts above :D
 
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Venka

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just happened to check the thread ;) didn't know it wasn't working, will try to get it patched up soon.
 

ViperX420

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just happened to check the thread ;) didn't know it wasn't working, will try to get it patched up soon.
cool thanks :)

UPDATE: Script is completed and solved thats to @ Venka gonna update the thread to include completed script :)

@mods pleace close thread its been solved :)
 
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Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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