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War for Eternia

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moneymenace
omegas7
Vectomon
Kyle?
Dezz123
BasilMeer
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War for Eternia - Page 2 Empty Re: War for Eternia

Post by Kyle? Fri May 21, 2010 5:02 am

Use this insted of faces!
use the Name Box feature!
way easier than Faces! Razz
Link: http://www.rpgmakervx.net/index.php?showtopic=469&hl=NMS

(Sorry scripts to long o.o)
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Post by Dezz123 Fri May 21, 2010 5:07 am

...>.>
You don't need to translate it lol, just click on one of the first links and graphics ahoy! Razz

@Kyle- Yeah...Sometimes that doesn't work lol. I'm using that and it only generates a name box above the text. Then you have to do \nb[NAME HERE] in every text box which gets boring...Sad
But it could work if you can put up with \nb[] in the text boxes (stick at the end)
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Post by Kyle? Fri May 21, 2010 5:08 am

Or use the script command
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Post by Dezz123 Fri May 21, 2010 5:10 am

.........>_> huh? xD
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Post by Kyle? Fri May 21, 2010 5:13 am

$nms._name = 'Name'
well it repeats the Name but still
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Post by BasilMeer Fri May 21, 2010 5:14 am

K guyes,thanks again for helping.I'll mention you guys and this forum in the credits.
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Post by BasilMeer Fri May 21, 2010 5:52 am

Thanks and sorry to Kyle?
Thanks for sending the sprites and helping me.
Sorry for not using your sprites you sent me.Sorry man but I will use them in my next project.Here'a picture of it.
War for Eternia - Page 2 Sprite10

It's cute too!
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Post by Kyle? Fri May 21, 2010 6:31 am

K then I don't really care what sprites you use Razz
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Post by BasilMeer Fri May 21, 2010 6:42 am

That was rude Sad I guess but good to know you don't care Razz
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Post by omegas7 Fri May 21, 2010 7:46 am

So what other features you've been thinking for this game? I might help you somewhere there. I can make minigames for it =D
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Post by BasilMeer Fri May 21, 2010 8:11 am

Well,I DID think of weapon forging,a quest distribution centre,chicken catching contest,fishing,and I also need a good world map,'cause as mentioned above,I'm bad at mapping.Sorry if I'm asking too much.It's my first time being so frank on a forum.
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Post by BasilMeer Sat May 22, 2010 11:10 am

Thanks to dezz for inspiring me for new maps and I made a guild similair to dezz's Faith's guild.Hope you don't mind dezz:
War for Eternia - Page 2 Untitl10

Actually,it seems a copy of it.If you mind,dezz,I'll erase it.
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Post by Dezz123 Sat May 22, 2010 11:38 am

You can use the maps. So long as you edit them. Don't worry, I don't mind coz I'm changing them in my game, so noone will care. I just suggest you add more stuff in there.
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Post by moneymenace Sat May 22, 2010 1:51 pm

I agree with dezz on the guild look, I doubt that all the guild wants to read whatever is on the 18 bookcases. Give it some style and some background that will give the player the idea of what being in a guild is all about.
Otherwise, I believe this is a nice for a game and I would to see where you go with it. Interesting font that you used too.
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Post by BasilMeer Sat May 22, 2010 8:54 pm

Thanks,it's still in the early stage,I've also edited the other maps.Now I'm working on the second town for the story to contine.
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Post by omegas7 Thu May 27, 2010 8:10 pm

I made you a simple logo for now if you want to use it:

War for Eternia - Page 2 WfELogo
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Post by BasilMeer Thu May 27, 2010 8:15 pm

Thanks man,It's working just EPIC!!!
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Post by Reisen Rin Thu May 27, 2010 9:12 pm

Here you go MasilBeer
War for Eternia - Page 2 WarOfEternia
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Post by omegas7 Thu May 27, 2010 9:51 pm

:O HOW DO YOU MAKE THAT GLOWING EFFECT, YOU MUST TELL ME 0.0
It is my favorite effect on logos =D

PS. Why is there a horse? Shouldn't it be a sword or something?
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Post by BasilMeer Thu May 27, 2010 9:52 pm

OH....Thank you SOOO MUCH REI!!!Though I agree with Omegas,the horse looks cool but a sword would've been much better.But still thanks for making this logo.


Last edited by BasilMeer on Thu May 27, 2010 9:54 pm; edited 1 time in total
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Post by Reisen Rin Thu May 27, 2010 9:53 pm

@ Omegas - Teh Outar Glow? xD .. Just set it to Normal and the color must be Black (FFFFFF)?
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Post by BasilMeer Thu May 27, 2010 11:00 pm

Rei's logo is kinda in the left:
War for Eternia - Page 2 Titlel11

Any way to fix it?
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War for Eternia - Page 2 Empty Re: War for Eternia

Post by Kyle? Fri May 28, 2010 4:52 am

Well you need to edit the script like this...
and call the Logo
WarOfEternia
Code:

#==============================================================================
#  Hanzo Kimura's Animated Title Screen
#  Scripted Date: 02/24/09
#  PLEASE CREDIT: Hanzo Kimura
#  if Your going to use this script for your title
#
#  IMAGES USED(All in Graphics/System) Folder:
#    "TitleBGLoop.jpg" - For Scrolling Upward Effect
#    "TitleBGSprite.jpg" - For Horizantally Endless Scrolling
#    "TitleCursor.png" - For the title cursor
#    "TitleMenu01.png" - For the title Menu (First Menu Active)
#    "TitleMenu02.png" - For the title Menu (Second Menu Active)
#    "TitleMenu03.png" - For the title Menu (Third Menu Active)
#    "WarOfEternia.png" - For the Title Logo
#    "TitleSpark01.png" - For the Title Spark
#    "TitleSpark02.png" - For the Title Spark
#    "TitleSymbol.png" - For the Title Symbol
#    "TitleCursorStrike01.png" - For Title Cursor Strike Effect(Left)
#    "TitleCursorStrike02.png" - For Title Cursor Strike Effect(Right)
#
#
$TITLE_MENU_X = 200    # Your Title Menu X Position
$TITLE_MENU_Y = 260    # Your Title Menu Y Position
$LOGO_X = 50            # Your Logo X Position
$LOGO_Y = -20          # Your Logo Y Position
$SPARK_COUNT = 350      # SPARK COUNT: Frames Before the Spark Appears again
$SPARK_SPEED = 10      # The Speed of the Sparks
$MENU_NEW = 260        # THE Y Position of the Cursor if NEW GAME
$MENU_CONTINUE = 305    # THE Y Position of the Cursor if CONTINUE
$MENU_EXIT = 345          # THE Y Position of the Cursor if EXIT
$SYMBOL_SPEED = 1


#DONT EDIT BELOW
$titleloop = 1
$SYMBOL_RESET = false
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize
      end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    if $BTEST                        # If battle test
      battle_test                    # Start battle test
    else                              # If normal play
      super                          # Usual main processing
    end
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    load_database                    # Load database
    create_game_objects              # Create game objects
    check_continue                    # Determine if continue is enabled
    create_title_graphic              # Create title graphic
    create_command_window            # Create command window
    play_title_music                  # Play title screen music
  end
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def perform_transition
    Graphics.transition(20)
  end
  #--------------------------------------------------------------------------
  # * Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super
    open_command_window
  end
  #--------------------------------------------------------------------------
  # * Pre-termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
    close_command_window
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_command_window
    snapshot_for_background
    dispose_title_graphic
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    #=======Wave Animation=========
    @wave.update
    #=======Symbol Animation=========
    @symbol.ox -= $SYMBOL_SPEED
    if $SYMBOL_RESET == true && @symbol.opacity == 0
          $SYMBOL_RESET = false
        elsif @symbol.opacity != 255
          @symbol.opacity += 3
        end
    #=======Spark Animation========
    @spark01.x += $SPARK_SPEED
    @spark02.x -= $SPARK_SPEED
    if $SPARK_COUNT != 0
      $SPARK_COUNT -= 1
    else
      $SPARK_COUNT = 350
      @spark01.x = -172
      @spark02.x = 544
    end
    if @spark01.opacity != 255
      @spark01.opacity += 20
      @spark02.opacity += 20
    end
    #=======Background Animation=========
    if @sprite.oy != 0
      @sprite.oy -= 1
    elsif @sprite.oy == 0
      @sprite.ox += 1
    end
    if @wave.oy != 0
      @wave.oy -= 1
    elsif @wave.oy == 0
      if $TITLE_LOOP == 1 && @wave.ox != 1289
        @wave.ox += 1
      else
        $TITLE_LOOP == 2
      end
      if $TITLE_LOOP == 2 && @wave.ox != -1189
        @wave.ox -= 1
      else
        $TITLE_LOOP == 1
      end
    end
    #=======Menu Animation=========
    case @command_window.index
      when 0
        @spark01.y = $MENU_NEW - 20
        @spark02.y = $MENU_NEW
        @symbol.oy = $MENU_NEW + 183
        @strike1.y = $MENU_NEW
        @strike2.y = $MENU_NEW
        if @menu01.opacity != 255
          @menu01.opacity += 20
          @menu02.opacity -= 20
          @menu03.opacity -= 20
        end
        if @cursor.y != $TITLE_MENU_Y
          @cursor.y -= 5
          end
      when 1
        @spark01.y = $MENU_CONTINUE - 20
        @spark02.y = $MENU_CONTINUE
        @symbol.oy = $MENU_CONTINUE + 93
        @strike1.y = $MENU_CONTINUE
        @strike2.y = $MENU_CONTINUE
        if @menu02.opacity != 255
          @menu02.opacity += 20
          @menu01.opacity -= 20
          @menu03.opacity -= 20
        end
        if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE
          @cursor.y += 5
          elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE
          @cursor.y -= 5
          end
      when 2
        @spark01.y = $MENU_EXIT - 20
        @spark02.y = $MENU_EXIT
        @symbol.oy = $MENU_EXIT + 13
        @strike1.y = $MENU_EXIT
        @strike2.y = $MENU_EXIT
        if @menu03.opacity != 255
          @menu03.opacity += 20
          @menu02.opacity -= 20
          @menu01.opacity -= 20
        end
        if @cursor.y != $MENU_EXIT
          @cursor.y += 5
        end
      end
    @command_window.update
      #=======Cursor Animation=========
  if @strike1.x != 0
    @strike1.x += 11
  end
  if @strike2.x != 308
    @strike2.x -= 12
  end
      check_menu
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0    #New game
        command_new_game
      when 1    # Continue
        command_continue
      when 2    # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Checking Current Menu
  #--------------------------------------------------------------------------
  def check_menu
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      $SPARK_COUNT = 350
      @spark01.x = -172
      @spark02.x = 640
      @spark01.opacity -= 255
      @spark02.opacity -= 255
      @symbol.opacity -= 255
      $SYMBOL_RESET = true
    case @command_window.index
      when 0
        @spark01.y = 280
        @spark02.y = 300
        @symbol.oy = 403
        @strike1.y = 300
        @strike2.y = 300
        @strike1.x = -330
        @strike2.x = 680
      when 1
        @spark01.y = 325
        @spark02.y = 345
        @symbol.oy = 358
        @strike1.y = 345
        @strike2.y = 345
        @strike1.x = -330
        @strike2.x = 680
      when 2
        @spark01.y = 365
        @spark02.y = 385
        @symbol.oy = 317
        @strike1.y = 385
        @strike2.y = 385
        @strike1.x = -330
        @strike2.x = 680
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Load Database
  #--------------------------------------------------------------------------
  def load_database
    $data_actors        = load_data("Data/Actors.rvdata")
    $data_classes      = load_data("Data/Classes.rvdata")
    $data_skills        = load_data("Data/Skills.rvdata")
    $data_items        = load_data("Data/Items.rvdata")
    $data_weapons      = load_data("Data/Weapons.rvdata")
    $data_armors        = load_data("Data/Armors.rvdata")
    $data_enemies      = load_data("Data/Enemies.rvdata")
    $data_troops        = load_data("Data/Troops.rvdata")
    $data_states        = load_data("Data/States.rvdata")
    $data_animations    = load_data("Data/Animations.rvdata")
    $data_common_events = load_data("Data/CommonEvents.rvdata")
    $data_system        = load_data("Data/System.rvdata")
    $data_areas        = load_data("Data/Areas.rvdata")
  end
  #--------------------------------------------------------------------------
  # * Load Battle Test Database
  #--------------------------------------------------------------------------
  def load_bt_database
    $data_actors        = load_data("Data/BT_Actors.rvdata")
    $data_classes      = load_data("Data/BT_Classes.rvdata")
    $data_skills        = load_data("Data/BT_Skills.rvdata")
    $data_items        = load_data("Data/BT_Items.rvdata")
    $data_weapons      = load_data("Data/BT_Weapons.rvdata")
    $data_armors        = load_data("Data/BT_Armors.rvdata")
    $data_enemies      = load_data("Data/BT_Enemies.rvdata")
    $data_troops        = load_data("Data/BT_Troops.rvdata")
    $data_states        = load_data("Data/BT_States.rvdata")
    $data_animations    = load_data("Data/BT_Animations.rvdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
    $data_system        = load_data("Data/BT_System.rvdata")
  end
  #--------------------------------------------------------------------------
  # * Create Game Objects
  #--------------------------------------------------------------------------
  def create_game_objects
    $game_temp          = Game_Temp.new
    $game_message      = Game_Message.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables    = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_actors        = Game_Actors.new
    $game_party        = Game_Party.new
    $game_troop        = Game_Troop.new
    $game_map          = Game_Map.new
    $game_player        = Game_Player.new
  end
  #--------------------------------------------------------------------------
  # * Determine if Continue is Enabled
  #--------------------------------------------------------------------------
  def check_continue
    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  #--------------------------------------------------------------------------
  # * Create Title Graphic
  #--------------------------------------------------------------------------
  def create_title_graphic
    @viewport1 = Viewport.new(0, 0, 1288, 891)
    @viewport2 = Viewport.new(0, 0, 824, 480)
    @viewport2.z = 10
    @sprite = Plane.new(@viewport1)
    @sprite.bitmap = Cache.system("TitleBGLoop")
    @sprite.oy = 371
    @sprite.ox = 100
    @sprite.z = -100
    @wave = Sprite.new(@viewport1)
    @wave.bitmap = Cache.system("TitleBGSprite")
    @wave.oy = 371
    @wave.ox = 100
    @wave.wave_amp = 50
    @wave.wave_length = 440
    @wave.wave_speed = 1250 
    @wave.opacity = 125
    @wave.z = 5
    @logo = Sprite.new
    @logo.bitmap = Cache.system("WarOfEternia")
    @logo.x = $LOGO_X
    @logo.y = $LOGO_Y
    @logo.z = 10
    @menu01 = Sprite.new
    @menu01.bitmap = Cache.system("TitleMenu01")
    @menu01.x = $TITLE_MENU_X
    @menu01.y = $TITLE_MENU_Y
    @menu02 = Sprite.new
    @menu02.bitmap = Cache.system("TitleMenu02")
    @menu02.x = $TITLE_MENU_X
    @menu02.y = $TITLE_MENU_Y
    @menu02.opacity = 0
    @menu03 = Sprite.new
    @menu03.bitmap = Cache.system("TitleMenu03")
    @menu03.x = $TITLE_MENU_X
    @menu03.y = $TITLE_MENU_Y
    @menu03.opacity = 0
    @cursor = Sprite.new
    @cursor.bitmap = Cache.system("TitleCursor")
    @cursor.x = $TITLE_MENU_X
    @cursor.y = $TITLE_MENU_Y
    @cursor.z = 12
    @strike1 = Sprite.new
    @strike1.bitmap = Cache.system("TitleCursorStrike01")
    @strike1.x = 0
    @strike1.y = 300
    @strike1.z = 9
    @strike2 = Sprite.new
    @strike2.bitmap = Cache.system("TitleCursorStrike02")
    @strike2.x = 308
    @strike2.y = 300
    @strike2.z = 9
    @symbol = Plane.new(@viewport2)
    @symbol.bitmap = Cache.system("TitleSymbol")
    @symbol.oy = 403
    @symbol.ox = 100
    @spark01 = Sprite.new
    @spark01.bitmap = Cache.system("TitleSpark01")
    @spark01.y = 280
    @spark01.x = -172
    @spark01.z = 12
    @spark02 = Sprite.new
    @spark02.bitmap = Cache.system("TitleSpark02")
    @spark02.y = 300
    @spark02.x = 640
    @spark02.z = 12
    @menu01.z = @menu02.z = @menu03.z = 13
    if @continue_enabled 
      @menu01.opacity = 0
      @menu02.opacity = 255
      @cursor.y = 345
      @strike1.y = 345
      @strike2.y = 345
      @symbol.oy = 358
      end
  end
  #--------------------------------------------------------------------------
  # * Dispose of Title Graphic
  #--------------------------------------------------------------------------
  def dispose_title_graphic
    @sprite.dispose
    @wave.dispose
    @logo.dispose
    @menu01.dispose
    @menu02.dispose
    @menu03.dispose
    @cursor.dispose
    @strike1.dispose
    @strike2.dispose
    @symbol.dispose
    @spark01.dispose
    @spark02.dispose
    @wave.bitmap.dispose
    @logo.bitmap.dispose
    @menu01.bitmap.dispose
    @menu02.bitmap.dispose
    @menu03.bitmap.dispose
    @cursor.bitmap.dispose
    @strike1.bitmap.dispose
    @strike2.bitmap.dispose
    @spark01.bitmap.dispose
    @spark02.bitmap.dispose
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::continue
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3])
    @command_window.x = (640 - @command_window.width) / 2
    @command_window.y = 998
    if @continue_enabled                    # If continue is enabled
      @command_window.index = 1            # Move cursor over command
    else                                    # If disabled
      @command_window.draw_item(1, false)  # Make command semi-transparent
    end
    @command_window.openness = 0
    @command_window.open
  end
  #--------------------------------------------------------------------------
  # * Dispose of Command Window
  #--------------------------------------------------------------------------
  def dispose_command_window
    @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Open Command Window
  #--------------------------------------------------------------------------
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  #--------------------------------------------------------------------------
  # * Close Command Window
  #--------------------------------------------------------------------------
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  #--------------------------------------------------------------------------
  # * Play Title Screen Music
  #--------------------------------------------------------------------------
  def play_title_music
    $data_system.title_bgm.play
    RPG::BGS.stop
    RPG::ME.stop
  end
  #--------------------------------------------------------------------------
  # * Check Player Start Location Existence
  #--------------------------------------------------------------------------
  def confirm_player_location
    if $data_system.start_map_id == 0
      print "Player start location not set."
      exit
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    confirm_player_location
    Sound.play_decision
    $game_party.setup_starting_members            # Initial party
    $game_map.setup($data_system.start_map_id)    # Initial map position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    if @continue_enabled
      Sound.play_decision
      $scene = Scene_File.new(false, true, false)
    else
      Sound.play_buzzer
    end
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    load_bt_database                  # Load battle test database
    create_game_objects              # Create game objects
    Graphics.frame_count = 0          # Initialize play time
    $game_party.setup_battle_test_members
    $game_troop.setup($data_system.test_troop_id)
    $game_troop.can_escape = true
    $game_system.battle_bgm.play
    snapshot_for_background
    $scene = Scene_Battle.new
  end
end
use that!
it should be just fine
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War for Eternia - Page 2 Empty Re: War for Eternia

Post by BasilMeer Fri May 28, 2010 4:54 am

Oh man,I was late to tell that I fixed it but still thanks Kyle?.I changed the X and Y of the Title Logo.Still,thanks anyways.Also,people using NMS3.0 and the Window Skin change script or whatever it's called,maybe you have noticed that when you change your windows skin while using NMS 3.0 script,the window of the name box doesn't change.I tried to search for a way but couldn't fix that.Does anyone has an answer to this problem?
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War for Eternia - Page 2 Empty Re: War for Eternia

Post by Kyle? Fri May 28, 2010 5:08 am

Screen Shot of the Problem?
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