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Ruby Script
Boo Mansion |
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Lawl M&L2 Petey
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Too lazy to retype so I'll copy from my post on RMXP.net. It's something I need for my RPG game, and it would be nice if I could get someone who knew ruby script to help me out with this one thing.
| QUOTE ( Boo Mansion @ RMXP.net) | I've been needing some help with this for quite awhile. And the sooner I get help and finish this, the sooner I can release my game's demo. (Demo of what I have is near the bottom of this post)
Well anyways, I'm using CyberSam's battle system, and I was wondering if anyone can make me a ring menu for it. Where it shows over the currently selected characters...
(Made by me.) I've made the images and here is what they are: 1st Image- First Command - Jump (I need this so I can select moves (By ID) for this category.) 2nd Image- 2nd Command - Hammer (I need this so I can select skills (By ID) for this category.) (Only First two heros have this. (Mario & Luigi.) 6th Image- 2nd Command - Bob-omb (I need this so I can select skills (By ID) for this category.) (Only Second two heros have this. (Wario & Waluigi.) 3rd Image- 3rd Command - Special (I need this so I can select skills (By ID) for this category.) 7th Image- 4th Command - Party Members (I need this so I can select skills (By ID) for this category.) 4th Image- 5th Command - Items (Possibly make it so I can set it so only certain item IDs show up.) 5th Image- 6th Command - Tactics - Contains Defend, Boost and Run Away. (Make it open a small window with these two commands in it.) (I need it so "Boost" gives the character certain Status Condition by ID. It also needs to show that it costs 2 SP (Called FP in my game) and make it so it reduces their FP(SP) by 2 each time it's used and cannot be used if they have 1, or 0 FP (SP).)
Tactics Menu Descriptions: Defend - Boosts defense for this turn. Boost - Boosts attack power next turn. Run Away - Attempt to run away.
As you can see, there will be no standard "Fight"/"Attack".
I also want the "Fight and Escape" commands removed from when you first enter battle in the standard RMXP battle commands. So when you enter battle it starts with the fastest in your party. Or an enemy if they're faster than you.
I don't think this is much a problem for many scripters, it's probly even easy to most of you. I need the ring menu to overlap the icons behind it, like... In this game: Here's a small movie to show how I want them to rotate. http://media.ds.ign.com/media/748/748543/vids_1.html Watch the 1st one. I just need it so the menu will show over top of the currently selected battler. Here is an example I made:
 Ingore the character I just want it to be focused on the blocked. I want them above the Characters. Also I need the block that's over TOP of the character (Currently selected one.) to hovor up and down just a bit, and slowly.
I hope I can get this... It's dire to my Mario game.
====================================================== I was on my own however to mess around and start something... Anyone can edit from this. (Icons included in download.) CLICK HERE I've included Diego's menu script in this because it uses the ids thing which I need in this (except for skills.) I really need some help with this, I've made the menu if you want to see it use "cut" on Diego's script and test play. It'll be the main menu.
And when you're done paste it back. Anyways, I've gave it my best shot at making windows and things, but I don't understand. In Diego's script the ids are in the "Scene_Title" and I've added the names of what I want my id categorys to be called so please look there. I'd really really appreciate it to anyone who can do this. You will be rewarded the best way I can possibly reward you. I can make alot of sprites for you! (Check sig to see my skill.) Well, I hope someoen wil help, so I can continue working on my game. Oh and if you help make it you will be a BIG part in the credits.
And if you need something to start with, this is perfect: http://www.rmxp.net/forums/index.php?showtopic=26939
Thanks in advance. |
This post has been edited by Boo Mansion on Nov 12 2005, 11:07 PM
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