![]() height / 2, , rect, 128 ) end end #- # * Create Background #- def = Sprite. height / 2, ICON_DISABLE, rect ) end else self. The Summoning Ring is a RARE Dungeon Item that can be used to absorb 2 souls of Mobs you kill. height / 2, , rect ) unless command_enabled ?( index ) self. choice_cancel_type - 1 )Įnd #- # * Clear choice lists #- def clean_choicesĮnd #- # * Draw Item # x : draw spot x-coordinate # y : draw spot y-coordinate # i : item number #- def draw_item ( x, y, i ) call ( index )Įnd #- # * Call Cancel Handler #- def call_cancel_handler If you don't want to use Syvkal's ring menu script for your menu then I can make it not require the Ring Menu script. There are a few Constants that are used from it. opacity = 0 = : = end end class Window_MenuCommand 0 end #- # * Get Command Name #- def choice_name ( index ) return if = nil end #- # * Call OK Handler #- def call_ok_handler Yes the Syvkal's ring menu is the base script. Then align and the object you selected will not move. Essentially, an object is a 'blueprint' for instances, and as such are they never actually. You select 2 objects, click on the 'align' button and then on the object that you want to align TO. You can also watch the following video on the Object Editor: GameMaker Studio 2 - Object Editor - Overview. Requires Syvkal's Ring Menu ║ # ║ Tested with Hime Large choices ║ # ║ Icons are placed in the pictures folder. The Object Editor is where you define the different objects that will be used to create the behaviours needed for your game project to function. ![]()
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