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Topics - Spoofus

1
 Hey all, I was wondering if someone could do a plug in for MV and MZ
for actor battle status, and related windows.

 I will have a dumdum image to help explain what I am going for
because I might not be able to explain too good knowing me.

 I am just going for a simple front view look, where the actor windows will position according to how many
actors are in the party.(cant miss my view of it in image)
 Some of the things I was wanting to work for this is obviously to be able to
edit the size/position of the windows, and the positions of the Actor face, Name, HP, MP, TP, States(icons) and
size of the bars and state icon size within the status windows.
 I was planning of using the actor Face set to represent the actor
(if possible have the face set to show outside of the status window for the actors)
and if possible have it where it shows the animations of attack/skill effects of both player and enemy actions
to show on the face set instead of a text box displaying text of the actions.
(remove the action text, im sure you know what I meant)
when targeting a actor for healing and all that, I was looking to have both the status window and the face graphic
flash to show which actor is being selected, and as for the enemy being selected, just have the graphic for the enemy to flash

In the image box 2 is to represent the actor commands, skill/spell window, and item window
when it is a actors turn the face graphics moves so much the the side so that the actor commands, skill/spell window, and item windows
will display above that respective actors status window
while box 3 will be a help window to show enemy target name, and the skill/spell/item information
for enemy actions have their help window separate from the one for the actors
(planned on keeping at the top of the screen)

Image cause I am bad at explaining things:
Spoiler: ShowHide



late note for me, please forgive me if I am remotely vague, had to post it before I would forget anything
I came up with this after a few months of debating on having a side-view battle or front-view battle
2
Video Games / My Pokemon Crystal Clear Experience
November 19, 2020, 04:56:28 am
This is my review of playing through a rom hack of Pokemon: Crystal
Pokemon: Crystal Clear

 This rom hack is a very good and fun playthrough, The creators have done a very excellent
job and opening up the world for the player right from the beginning.
After you pick where you start at and which Pokemon you chose as your starter.
You can go anywhere, since the HM obstacles are cleared out of main pathways so you are not hindered by them.
HMs are still available, since some of them  are useful attacks.
The gyms can be done in any order you want to do them in, I myself found myself doing them in a random order
based on what Pokemon I was leveling up, or looking for at the time.
 As you collect badges, the difficulty of the other gyms increase, as well as the levels and what pokemon trainers out in the world
will have in order to provide a challenge. As you progress through the game, by the time you get to the 16th gym you have to clear the
levels of a trainer's Pokemon out in the world, and that of the gym leaders.
Trainers out in the world will max out around level 45 or so, while Gym Leaders and their trainer lackeys will pumped up to
level 75 plus which can provide a good challenge depending on which gym you saved for last.

 The additions that they added in the game world such as whole new areas to explore, and to me one of the changes
I liked a lot was to the Safari Zone, you pay the $500 fee, but it lets you take you pokemon an, your own pokeballs which makes
catching stuff in it so much easier and in the department store in both Celadon and Goldenrod City there is a npc that helps you get
trade evolutions for free, and if you press select on a pokemon in your party they will follow you around on the map which also helps
gain happiness for the Pokemon following you. And when a box is filled up, you will get notified and it ask if you want to switch
to the next box, so you dont have to go out of your way to go back to a PokeCenter to change boxes to keep catching Pokemon
You are also able to rechallenge gyms that you have already defeated, and you can set the difficulty of the gym you are rechallenging
from having zero badges up to the max challenge of having all 16 badges, Just to know that in order to challenge the
Elite 4  you just need eight badges, and the Elite 4 do get stronger each time you challenge and defeat them.
 There are a whole ton of quality of life changes and fixes for the base game, which can be read from the changelog and other
documents provided for the game if you wanted to know more. (link provided below for the documentation)


Now for the Customization.

 At the start of the game you pick either Johto or Kanto for your starting region and you can pick from
any town to start of from, the house you have in your starter town can be customized and you can also decide
to move into another house as well, depending on how much you are willing to spend on a house, and in a certain town you can buy
decorationsso that you can change the decor of your house, which is like the secret base system from the other games.
 After you pick the town you will start from, the game starts your sprite customization, which is very well in depth and
I hate to admit it took me a good while to get my sprite just right. You can pick from several different models for your sprite
for both male, female, and a option of neither so you can play as you identify as. You can change your colors of a main color
and sub color, so you can stand out. (in below images I will have screen shots of how, my sprite looked)
 
The selection of starter Pokemon is nice and varied. You choose 1 Pokemon from a list of 24 different ones.
There is your standard starters from both Gen 1 and 2, the others ranging from the baby pokemon Smoochum,Elekid, Magby, and Pichu
as well as a Magikarp, Ditto, and Smeargle if you want to challenge yourself. I myself ended up choosing Magby.

Documentation for the game:
https://github.com/ShockSlayer/ccdocs/blob/master/docs/Documentation.md

My character sprite:
Spoiler: ShowHide


My team I used to defeat the Elite 4
Magmar, Electabuzz, Fearow, Starmie, KangasKhan, and Houndoom
Spoiler: ShowHide
3
Script Requests / Another RO Job/Skill add-on
February 21, 2020, 01:32:40 pm
Hey y'all I was seeing if I could get help with another add-on for the RO Job/Skill learning script.

The way I am handling the actor job and skill learning is kind of different, anyways.
I have looked and messed with the RO script enough now to know it can't do something I am looking do,I know you can set the RO script to either make the points used for learning and leveling up skills so that they must be all used before you can change class/job, or the learning points are universal amongst every class/job for the actor

The way I am handling actor job's and job changes is based on if a certain piece of gear is equipped and skill learning is through the RO script.

So the actor class/job still levels up like normal to earn the points needed to learn and level up skills,
The thing is I dont want the learning points to, must be all be used or universal amongst all the actor jobs, where I am handling the class/job changes based on certain equipped gear, and the points that arent used for that class get saved and can be used when going back to that class.

I guess a example could help
Say you have a Warrior Gem equipped and it sets that actor class to "Warrior" and you get some levels in it and have say....20 points to learn/level up skills and you only use 5 of them, and you decide to equip a Cleric Gem to learn a few healing spells to use as a warrior
After leveling that class enough to earn say 4 points and used 3 to learn heals.
The you re-equip the Warrior Gem and go back in to learn more skills you will still have those 15 points for that class you didn't use.

So basically I am wanting to emulate that learning points will tied to a class instead of being used universally or having to use them all before changing classes.
4
I am trying to get this script to work with only one actor to be able to equip skills/spells
while the other actors when they learn skills via default, EQUAP, or RO script etc. do not have to equip their skills or spells and
have access to them from the get go.
example: The main character can learn a variety of skills, but must equip them in order to use them
while the other party members are "familiars/ pets" and learn skills as they level up and grow but do not have to equip their skills to use them

skill equip system:
Spoiler: ShowHide
#===============================================================================
# Skill Equipment System
# Author game_guy
# Editted by KK20
# Version 1.4
#-------------------------------------------------------------------------------
# Intro:
# Okay well its a system that makes it so you can't use all of your skills at
# once while in battle. Instead you have to equip them. Now here's the catch.
# Every skill has its own "ap" so when its equipped it takes some of the actor's
# ap. That way you can't use all of your skills and it adds some uniqueness to
# the game.
#
# Features:
# Equip Skills Strategically
# Only Equip Limited Amount of Skills Using Ap
# Have Different Starting Ap for Each Actor
# Have Different Ap Gain for Each Actor per Level Up
# Have Different Ap for Each Skill
# Have an Exit Scene for When the Skill Equipment Closes
#
# Instructions:
# Okay so these could be confusing but lets try and get through this.
# Okay they're not that confusing. Okay so go down where it says
# # Begin Config
# And do all of you're configuration there.
#
# Now theres some stuff you need to know.
#
# When adding a skill it does not automatically equip it. So to equip a
# skill use this
# $game_actors[actor_id].equip_skill(skill_id)
# To unequip a skill use this
# $game_actors[id].remove_skill(skill_id)
#
# Now it will not equip it unless there's enough ap left. So you can either do
# this $game_actors[id].add_map(amount) to add to max ap or you can do this
# $game_actors[id].clear_skills to unequip all skills and give all ap back.
# Just to make it a bit easier.
#
# You can always remove max ap to by doing this
# $game_actors[id].remove_map(amount) but note that doing that clears the
# equipped skills as well to avoid any problems.
#
# To open the skill equipment scene use this.
# $scene = $scene = Scene_SkillEquip.new(actor_id)
# To tell if a skill is equipped or not you'll notice the text is greyed out.
# That means it equipped. If its white it means it can be equipped.
# In the scene though to equip/unequip things just press the action button.
#
# Well thats about it.
# Credits:
# game_guy ~ for making it
# Ethan ~ for the idea of it
# Branden ~ beta testing
#
# Enjoy and give credits.
#===============================================================================
# [ KK20's change notes ]
#
# V 1.4
#   - Cleaned up and modified a bit of the existing methods in Game_Actor
#   - Fixed the AP display in the window
#   - Allow user to show the skill's AP cost instead of its SP cost in the scene
#   - Added new feature: Permanent Skills
#     + Skills can be permanently equipped
#     + Script call for this is as follows:
#       $game_actors[id].learn_skill(skill_id, true)
#   - Added new feature: Skill Limitations
#     + Certain skills cannot be equipped together at the same time
#===============================================================================
module GameGuy
  #---------------------------------------------------------------------------
  # ApWord     = This is the word that displays when showing the ap the actor
  #              has.
  #---------------------------------------------------------------------------
  ApWord       = "AP"
  #---------------------------------------------------------------------------
  # StartingAp = The starting ap for every actor. Different amounts can be
  #              defined below at # Config Starting Ap.
  #---------------------------------------------------------------------------
  StartingAp   = 5
  #---------------------------------------------------------------------------
  # ApCost     = The default ap cost for all skills. Different amounts can be
  #              defined below at # Config Ap Costs.
  #---------------------------------------------------------------------------
  ApCost       = 1
  #---------------------------------------------------------------------------
  # ApGain     = The max ap gained when an actor levels up. Different amounts
  #              can be defined below at # Config Sp Gain
  #---------------------------------------------------------------------------
  ApGain       = 0
  #---------------------------------------------------------------------------
  # DisplayAP  = Will display AP costs instead of SP in the scene.
  #              Set to true if you wish to use this. Use false otherwise.
  #---------------------------------------------------------------------------
  DisplayAP    = true
  #---------------------------------------------------------------------------
  # ExitScene  = The scene it goes to when the Skill Equipment closes.
  #
  #---------------------------------------------------------------------------
  ExitScene    = Scene_Menu.new
  #---------------------------------------------------------------------------
  # SkillLimit = A series of arrays that represent what skills cannot
  #              be equipped at the same time.
  #  Examples: [[2,3]]
  #           >> Greater Heal and Mass Heal cannot be equipped together
  #
  #            [[7,10],[7,11],[7,12],[8,10],[8,11],[8,12],[9,10],[9,11],[9,12]]
  #           >> Cannot equip any type of fire spell along with an ice spell
  #
  #            [[53,54,55,56]]
  #           >> Can only equip one: Sharp, Barrier, Resist, Blink
  #---------------------------------------------------------------------------
  SkillLimit = [[7,10],[7,11],[7,12],[8,10],[8,11],[8,12],[9,10],[9,11],[9,12]]
# SkillLimit = [] # <--If you do not wish to use this feature, do this
 
  def self.start_ap(id)
    case id
    #-------------------------------------------------------------------------
    # Config Starting Ap
    # Use this when configuring
    # when actor_id then return starting_ap
    #-------------------------------------------------------------------------
    when 1 then return 10 # Actor 1 : Aluxes
    when 2 then return 8  # Actor 2 : Basil
    end
    return StartingAp
  end
  def self.skill_ap(id)
    case id
    #-------------------------------------------------------------------------
    # Config Ap Costs
    # Use this when configuring
    # when skill_id then return ap_cost
    #-------------------------------------------------------------------------
    when 1 then return 2 # Skill Id 1 : Heal
    when 7 then return 3 # Skill Id 7 : Fire
    when 57 then return 6
    end
    return ApCost
  end
  def self.ap_gain(id)
    case id
    #-------------------------------------------------------------------------
    # Config Ap gain
    # Use this when configuring
    # when actor_id then return ap_gain
    #-------------------------------------------------------------------------
    when 1 then return 4 # Actor 1 : Aluxes
    end
    return ApGain
  end
end

#==============================================================================
# Game_Actor
#------------------------------------------------------------------------------
# Added stuff for Skill Equipping.
#==============================================================================
class Game_Actor < Game_Battler
  attr_accessor :eskills
  attr_accessor :skills
  attr_accessor :skillap
  attr_accessor :skillmaxap
 
  alias gg_add_stuff_lat_ap setup
  def setup(actor_id)
    @actor = $data_actors[actor_id]
    @skillap = GameGuy.start_ap(actor_id)
    @skillmaxap = GameGuy.start_ap(actor_id)
    @eskills = []
    return gg_add_stuff_lat_ap(actor_id)
  end
 
  def skill_learn?(skill_id)
    return @skills.include?(skill_id) || @eskills.include?(skill_id)
  end
 
  def learn_skill(skill_id, perm = false)
    if perm and skill_id > 0
      remove_skill(skill_id) if @skills.include?(skill_id)
      @eskills.delete(skill_id)
      @skills.push(skill_id)
      @skills.sort!
    elsif skill_id > 0 and not skill_learn?(skill_id)
      @eskills.push(skill_id)
      @eskills.sort!
    end
  end
 
  def forget_skill(skill_id)
    remove_skill(skill_id)
    @eskills.delete(skill_id)
  end
 
  def equip_skill(skill_id)
    return unless skill_id > 0 && @eskills.include?(skill_id)
    potential_ap = @skillap
    removal_list = []
    GameGuy::SkillLimit.each{|set|
      if set.include?(skill_id)
        set.each{|id|
          if @skills.include?(id) && @eskills.include?(id) && !removal_list.include?(id)
            potential_ap += GameGuy.skill_ap(id)
            removal_list.push(id)
          end
        }
      end
    }
    if potential_ap >= GameGuy.skill_ap(skill_id)
      removal_list.each{|id| remove_skill(id)}
      @skillap -= GameGuy.skill_ap(skill_id)
      @skills.push(skill_id)
      @skills.sort!
      return true
    else
      return false
    end
  end
 
  def remove_skill(id)
    @skillap += GameGuy.skill_ap(id) if (@skills.include?(id) and @eskills.include?(id))
    @skills.delete(id)
  end
 
  def add_map(n)
    @skillmaxap += n
    clear_skills
    @skillap = @skillmaxap
  end
 
  def remove_map(n)
    @skillmaxap -= n
    if @skillmaxap < 0
      @skillmaxap = 0
    end
    if @skillap > @skillmaxap
      @skillap = @skillmaxap
    end
    clear_skills
  end
 
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      @skillap += GameGuy.ap_gain(@id)
      @skillmaxap += GameGuy.ap_gain(@id)
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    while @exp < @exp_list[@level]
      @level -= 1
    end
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
 
  def clear_skills
    deleting_these = @skills.clone
    deleting_these.each{|id| @skills.delete(id) if @eskills.include?(id) }
    @skillap = @skillmaxap
  end
 
end

#==============================================================================
# Window_GGAPSkill
#------------------------------------------------------------------------------
# Copy of Window_Skill but just slightly different.
#==============================================================================
class Window_GGAPSkill < Window_Selectable
  def initialize(actor)
    super(0, 128, 640, 352)
    @actor = actor
    @column_max = 2
    refresh
    self.index = 0
  end
  def skill
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.eskills.size
      skill = $data_skills[@actor.eskills[i]]
      if skill != nil
        @data.push(skill)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
end

#==============================================================================
# Window_GGAPSkillEquip
#------------------------------------------------------------------------------
# Window uses for equipping skills.
#==============================================================================
class Window_GGAPSkillEquip < Window_Selectable
  def initialize(actor)
    super(0, 128, 640, 352)
    @actor = actor
    @column_max = 2
    refresh
    self.index = 0
  end
  def skill
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.eskills.size
      skill = $data_skills[@actor.eskills[i]]
      if skill != nil
        @data.push(skill)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    skill = @data[index]
    if @actor.skills.include?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    if GameGuy::DisplayAP
      self.contents.draw_text(x + 232, y, 48, 32, GameGuy.skill_ap(skill.id).to_s, 2)
    else
      self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
    end
  end
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
end

#==============================================================================
# Window_GGActorAp
#------------------------------------------------------------------------------
# Window used to display AP and Actor name.
#==============================================================================
class Window_GGActorAp < Window_Base
  def initialize(actor)
    super(0,64,640,64)
    self.contents = Bitmap.new(width-32,height-32)
    @actor = $game_actors[actor]
    refresh
  end
  def refresh
    self.contents.clear
    ap = GameGuy::ApWord
    self.contents.draw_text(0, 0, 640, 32, "#{@actor.name}")
    self.contents.draw_text(0, 0, 640-32, 32, "#{ap} #{@actor.skillap} / " +
                                           "#{@actor.skillmaxap}", 2)
  end
end

#==============================================================================
# Scene_Skill
#------------------------------------------------------------------------------
# Just slightly modded the main method.
#==============================================================================


#==============================================================================
# Scene_SkillEquip
#------------------------------------------------------------------------------
# The scene that deals with equipping skills.
#==============================================================================
class Scene_SkillEquip
  def initialize(actor_id=1)
    @id = actor_id
  end
  def main
    @actor = $game_actors[@id]
    @help_window = Window_Help.new
    @skill_window = Window_GGAPSkillEquip.new(@actor)
    @skill_window.help_window = @help_window
    @status_window = Window_GGActorAp.new(@actor.id)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    @help_window.dispose
    @skill_window.dispose
    @status_window.dispose
  end
  def update
    @help_window.update
    @skill_window.update
    @status_window.update
    if @skill_window.active
      update_skill
      return
    end
  end
  def update_skill
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = GameGuy::ExitScene
      return
    end
    if Input.trigger?(Input::C)
      skill = @skill_window.skill
      if @actor.skills.include?(skill.id)
        $game_system.se_play($data_system.decision_se)
        @actor.remove_skill(skill.id)
      else
        result = @actor.equip_skill(skill.id)
        if result
          $game_system.se_play($data_system.decision_se)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
      @status_window.refresh
      @skill_window.refresh
      return
    end
  end
end


and add a selectable option to this version of stormtronics menu that I have:
https://pastebin.com/uvd8Qf8h
5
Okay it is about time I put this up I have tried to accomplish this and have failed miserably with my skills.
I am trying to get a 2x2 battle status grid setup kind of like the Lufia games on SNES and have that actor's battler sprite to move with that actor's status depending how ever many members are in the party ( see picture below best way I can show it ) , but I suck at scripting and I am not ashamed to admit that.
( actor 1 starting from bottom right of the screen and so on , again picture should help )

Another thing I have been trying to do is getting the actor battler to move to a location when it is said actor's turn and return to it's default position after selecting what action that actor is going to do.
Battlers are just plan ol' boring default style battlers too nothing animated.
( notice red lines in picture to help visualize in my crappy way )

project:
http://www.mediafire.com/file/rvr7w8iq11w2w0u/Project2.7z/file

picture:
Spoiler: ShowHide
6
Heyo,
   
   I am seeing if anyone would be willing to make a script for RMXP, that would change a Actor class and character sprite based on
if a certain Item is equipped or not.

Say there is a slime in your party, and if it was equipped with A dragon tooth accessory.
It's class would change to Dragon Pup, and it's appearance would also change to fit that class.
and if possible to have it change weapons to fit the class,
say the slime's weapon by default would be Gloop Shot, and after it's class changes to Dragon Pup, then it's weapon would change to Ember Fang.
and if the player unequipped the item that changes that actors class, it reverts back to it's default class and character sprite.

I am wanting to lock weapon slot in the database for the actor this would mainly be for, so the player can't change it's weapon, but still have it change up when it changes classes.
Also as with the weapon changing, have for the body armor slot as well if possible.
7
Script Requests / RESOLVED Stat gain based on Class.
December 13, 2018, 07:01:33 pm
Heyo,
I am looking to get a script made for Rmxp
It is for character stat gain at level up, and depending
on that characters class it will determine what stats are gained

Example:
Say the character was a warrior class and it's stats per level are like HP:10, SP:3, STR:4, Dex:2,Int:1, and AG:1.
Now say the same character changes their class to mage
It's stat gains would be HP:4, SP:13, STR:1, Dex:1, Int:7, and AG:3
The stat gains from class to class when leveling up would be permanent and not lost when classes are changed.

This would also have to be compatible with the RO Job/Skill learning script, keep in mind I am not using the class bonus stats feature found in this script.
8
Me again, I know.  :^_^':

I been looking at Zer0 CMS and I think the one thing I'd like to be taught and helped with is
in the Options section, I was thinking of just removing Window Skins and Window Opacity from the selections and keep the default opacity at 255,
and adding in a a way to access RO Job/Skill Learning, and the stat distribution system I am using from the main menu, It would be nice, but with these I could always do an
item or something to access these.


And Thank You for your time.

I managed to figure it out surprisingly, after a few hours of looking at the script.
9
Script Requests / [RMXP] Possibly a CMS? *ON HOLD*
June 01, 2018, 04:43:54 pm
Spoiler: ShowHide
Hello,
I am looking to get a CMS done.
I know, I know it will be some work,But I am trying to get something to fit the project.
I have been looking around at some other CMS scripts, some I have seen and liked require SDK or other stuff that I really dont need and even if you remove the unneeded parts they won't work, and with my scripting knowledge I know there is no way I could get them to work how I want.  :<_<:

I don't think it is an over complicated CMS design, but I have been derping hard lately.

Here will be some stupid paint mock ups to show the general layout of certain stuff for the CMS, Which I hope is okay.

Menu Sections:(in order)
[spoiler]Item
Skills
Equipment
Status
Quest (Either G_G's or KK20's Scripts)
Party (Blizz's Easy Party Switcher)
Level Up (I have the script I am wanting to use for this)
Options
(^ It will be a small section to change Window Skins, Font Style, and Blizz Bars Style)
Save
Load
Quit


Main Menu:
Spoiler: ShowHide
[spoiler]


Black= The section where the selectable options would be.
Green= Where party members status will be displayed *note: I do plan on using Status Effect Icons from TONs
Orange= Location name display
Yellow= Gold display
Blue= Play Time
[/spoiler]

Status Window:
Spoiler: ShowHide
[spoiler]


Green= Character actor sprite
Red= where parameters are applied (str., dex., etc.)
Purple= Where Level, HP and SP and States are shown
Orange= Where Equipment is shown
Blue= Where Elemental attack and defense from equipment are shown. ( prefer to use icon  for this as well)[/spoiler]

Equipment Screen:
Spoiler: ShowHide
[spoiler]


Green= Where actor parameters and hp, sp, etc. is shown (include the hidden Evasion stat)
Orange= Where current equipped items are shown and selected t be changed
Blue= Gives an idea of where the window pops up where selecting piece of equipment to equip
Red= Where Elemental attack and defense from equipment are shown. ( prefer to use icon  for this as well)[/spoiler]

Item Windows and Skill Windows:
Spoiler: ShowHide
[spoiler]


Green= Help window
Black= Item categories ( would like to have Items seperated by type of item they are), and Skill types.
Red= Item selection 2 rows and columns
[/spoiler]

If compensation is needed then I am sure we could come to some form of agreement
:naughty:


[/spoiler]

Putting this on hold for a bit, may decide against this.
10
Hey all been a good while.

So i been messing around with RMXP again and I trying to figure out to make the Border of the Battle Status window..well vanish I could be missing something in my own script.( I haven't done this stuff in a long time)

Here is what it it is doing(please don't mind the other sprites etc. still messing around with all of this)
Spoiler: ShowHide


Here is the script.
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Sideview CBS Layout by Spoofus and Nortos
# helpers KK20 G_G
# Version: 1.0b
# Date 3/1/08
#
# Compatibility:
#
# May not be compatible with SDK's not tested though.
# your old savegames. Can cause incompatibilty issues with following scripts
# and/or systems:
# - exotic CBS-es
# Features:
# Enemy and Ally Health bars
# CBS Facesets
# Nifty nice layout
#
# Instructions:
# For a charecters faceset you must write their faces in the picture folder
# but with _Face at the end of the actors name, remember to put the two health
# bar scripts in this into your project as well
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Credits and thanks:
# Credits go to Nortos for this main CBS script
# Seph for the health bar Scripts
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# ** class Window_Base
#------------------------------------------------------------------------------
#  Face functions, the charecters face is just their name than _face e.g Arshes_Face
#==============================================================================

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

class Window_Base < Window
  def face
    face = RPG::Cache.picture("")
  end 
 
  def draw_face(actor,x,y)
    face = RPG::Cache.picture(actor.character_name + "_face") rescue face
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x , y - fh, face, src_rect)   
  end
  #=========================================================
  #HP SP Positioning removeable
  #=========================================================
  def draw_actor_hp(actor, x, y, width = 144)
    # Draw "HP" text string
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    # Calculate if there is draw space for MaxHP
    if width - 32 >= 108
      hp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 48
      flag = false
    end
    # Draw HP
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x - 20, y, 20, 32, actor.hp.to_s, 2)
    # Draw MaxHP
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(hp_x + 60, y, 12, 32, "/", 1)
      self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_sp(actor, x, y, width = 144)
    # Draw "SP" text string
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    # Calculate if there is draw space for MaxHP
    if width - 32 >= 108
      sp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 48
      flag = false
    end
    # Draw SP
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(sp_x - 20, y, 20, 32, actor.sp.to_s, 2)
    # Draw MaxSP
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
    end
  end
  #===================================
  #end of HP SP Positioning removeable
  #===================================
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(340, 280, 300, 200)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 12
    self.back_opacity = 0
    self.contents.font.bold = true
    self.contents.font.name = "Tahoma"
    @level_up_flags = [false, false, false, false]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end
  #--------------------------------------------------------------------------
  # * Set Level Up Flag
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def level_up(actor_index)
    @level_up_flags[actor_index] = true
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_y = i * 55 + 0
      draw_actor_name(actor, 0, actor_y - 10)
      draw_actor_hp(actor, 65, actor_y, 120)
      draw_actor_sp(actor, 80, actor_y + 22, 120)
      draw_face(actor, 10, actor_y + 40)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(150, actor_y, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, 140, actor_y + 5)
        #draw_actor_state(actor, 130, actor_y)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # Slightly lower opacity level during main phase
    if $game_temp.battle_main_phase
      self.contents_opacity -= 4 if self.contents_opacity > 191
    else
      self.contents_opacity += 4 if self.contents_opacity < 255
    end
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class determines the x and y coordinates of each of the battlers
#  to change them yourself should be easy enough
#==============================================================================
class Game_Actor
  def screen_x
    x_positions = [395,460, 540, 485]
  if self.index != nil
      return x_positions[self.index]
    else
      return 0
    end
  end
#  #--------------------------------------------------------------------------
  def screen_y
    y_positions = [280, 280, 280, 445]
    if self.index != nil
      return y_positions[self.index]
    else
      return 0
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class is all the kinks I had to change to the battle scene
#  I edited the windows mainly a bit
#==============================================================================

class Scene_Battle
  def main
    # Initialize each kind of temporary battle data
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # Initialize battle event interpreter
    $game_system.battle_interpreter.setup(nil, 0)
    # Prepare troop
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(100, [s1, s2, s3, s4])
    @actor_command_window.new_items($game_party.actors[0].generate_commands)
    @actor_command_window.x = 120
    @actor_command_window.y = 320
    @actor_command_window.active = false
    @actor_command_window.visible = false
    @actor_command_window.index = -1
    @actor_command_window.back_opacity = 255
    # Make other windows
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    #@help_window.back_opacity = 255
    @help_window.back_opacity = $game_system.window_opacity #**
    @party_command_window.back_opacity = 255
    #@party_command_window.back_opacity = $game_system.window_opacity #**
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    @status_window.visible = true
    @message_window = Window_Message.new
    # Make sprite set
    @spriteset = Spriteset_Battle.new
    # Initialize wait count
    @wait_count = 0
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # Start pre-battle phase
    start_phase1
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Refresh map
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose
    @message_window.dispose
    #@actor1_window.dispose
    #@actor2_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # Dispose of sprite set
    @spriteset.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
    # If switching from battle test to any screen other than game over screen
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
 
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : skill selection)
  #--------------------------------------------------------------------------
  def update_phase3_skill_select
    # Make skill window visible
    @actor_command_window.index = 0
    @actor_command_window.visible = true
    @skill_window.visible = true
    @skill_window.z = 255
    # Update skill window
    @skill_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End skill selection
      end_skill_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the skill window
      @skill = @skill_window.skill
      # If it can't be used
      if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.skill_id = @skill.id
      # Make skill window invisible
      @skill_window.visible = false
      # If effect scope is single enemy
      if @skill.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @skill.scope == 3 or @skill.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End skill selection
        end_skill_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : item selection)
  #--------------------------------------------------------------------------
  def update_phase3_item_select
    # Make item window visible
    @actor_command_window.index = 0
    @actor_command_window.visible = true
    @item_window.visible = true
    @item_window.z = 255
    # Update item window
    @item_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End item selection
      end_item_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.item_id = @item.id
      # Make item window invisible
      @item_window.visible = false
      # If effect scope is single enemy
      if @item.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @item.scope == 3 or @item.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End item selection
        end_item_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
 
  def start_phase2
    # Shift to phase 2
    @phase = 2
    # Set actor to non-selecting
    @actor_index = -1
    @active_battler = nil
    # Enable party command window
    @party_command_window.active = true
    @party_command_window.visible = true
    @party_command_window.index = 0
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = false
    @actor_command_window.index = -1
    # Clear main phase flag
    $game_temp.battle_main_phase = false
    # Clear all party member actions
    $game_party.clear_actions
    # If impossible to input command
    unless $game_party.inputable?
      # Start main phase
      start_phase4
    end
  end
 
  def update_phase3_basic_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @actor_command_window.index = 0
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
      return
    end
  end
 
    def phase3_setup_command_window
    # Disable party command window
    @party_command_window.active = false
    @party_command_window.visible = false
    #@party_command_window.opacity = 160
    @party_command_window.index = -2
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    # Set actor command window position
    # Set index to 0
    @actor_command_window.index = 0
  end
end

#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class Window_Command_New < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # Compute window height from command quantity
    #super(120, 128, 190, 90 * 32 + 32)
    #super(120, 128, width, commands.size * 32 + 32)
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.back_opacity = 255
    #self.back_opacity = $game_system.window_opacity #**
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(3, 32 * index, self.contents.width - 6, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end
#remove below if not working
#+==================
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
#  This window displays usable skills on the skill and battle screens.
#==============================================================================

class Window_Skill < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(120, 128, 190, 90)
    @actor = actor
    if $game_temp.in_battle
      @column_max = 1
    else
      @column_max = 2
    end
    refresh
    self.index = 0
    # If in battle, move window to center of screen
    # and make it semi-transparent
    if $game_temp.in_battle
      self.y = 320
      self.height = 160
      self.back_opacity = 255
      #self.back_opacity = $game_system.window_opacity #**
    end
  end
  #--------------------------------------------------------------------------
  # * Acquiring Skill
  #--------------------------------------------------------------------------
  def skill
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@actor.skills.size
      skill = $data_skills[@actor.skills[i]]
      if skill != nil
        @data.push(skill)
      end
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    if $game_temp.in_battle
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    else
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    end
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.font.size = 14
      self.contents.font.bold = true
    self.contents.draw_text(x + 28, y, 200, 32, skill.name, 0)
    skill = @data[index]
    # decide color depending on the fact if currently usable
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    # remove old SP display
    self.contents.fill_rect(236 + index % 1 * 320, index / 1 * 32, 48, 32,
        Color.new(0, 0, 0, 0))
    # calculate SP cost considering skill level
    sp_cost = (skill.sp_cost * @actor.get_skill_sp_cost_factor(skill.id)).to_i
    # draw SP cost
    self.contents.draw_text(107 + index % 1 * 320, index / 1 * 32, 48, 32,
        sp_cost.to_s, 2)
    #self.contents.draw_text(x + 100, y, 48, 32, skill.sp_cost.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
end
#================================================
#=================================================
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
#  This window displays items in possession on the item and battle screens.
#==============================================================================

class Window_Item < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(120, 128, 190, 90)
    if $game_temp.in_battle
      @column_max = 1
    end
    refresh
    self.index = 0
    # If in battle, move window to center of screen
    # and make it semi-transparent
    if $game_temp.in_battle
      self.y = 320
      self.height = 160
      self.back_opacity = 255
      #self.back_opacity = $game_system.window_opacity #**
    end
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    # Also add weapons and items if outside of battle
    unless $game_temp.in_battle
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0
          @data.push($data_weapons[i])
        end
      end
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0
          @data.push($data_armors[i])
        end
      end
    end
    # If item count is not 0, make a bit map and draw all items
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.font.size = 14
      self.contents.font.bold = true
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 100, y, 48, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

11
Script Troubleshooting / Several Questions
July 24, 2017, 06:29:42 pm
Bars
Spoiler: ShowHide

Status Icons
Spoiler: ShowHide


Some questions here.

First: how can i change the size of the bars from Blizz's Bar script in TONS

Second: I have tried to change the position of the numbers of the current HP and SP but I fail at it lol.

Third: what line of code can I put to have the actor status to be beside the actor battlers instead of being in side the status window,
and have it displaying vertical starting from the bottom up etc., I am using the status as icons from TONS, and I;m sure that some code will need to be edited as well for it, but where I been out of the rpgmaker game for so long and figured I would try messing around with an old project.
12
General Discussion / Lack of Tileset converters
May 17, 2017, 02:03:41 am
 Okay, I know I have been out of the RPG Maker loop for a while now, but after looking around there still seems to be a lack of a converter for tilesets.
As you all may know that some versions of rpgmakers tend to have a lack of certain themed tilesets compared to the others.
An example would be say for modern day tilesets, and some of the resource packs you can get look really good, but are only designed to work with the the more recent rpgmakers, but say someone like me would want to use them in rmxp etc., but tend to never get it right when manually converting them.

If anyone knows of a converter or something close to it,please pass the information about it.
13
Welcome! / I didn't loose everything
November 30, 2016, 01:08:19 pm
Okay, so I don't know if you all heard about the massive fires that basically destroyed Gatlinburg, TN and large parts of Pigeon Forge, TN. Well I live in an area that had a complete evacuation, and I was just told my home is still intact, the fire got to within a few yards of my house they said. You don't know how realized I am that I didn't loose everything.    I am doing good know after finding that all out, I'll post pictures after I get my pets from the shelter that took them in and get to my house
14
So I finally managed to get my hands on a new3DS the other day and got 2 games for it.

First game I got was Monster Hunter Generations, and I gotta say,  I love some of the new features the game has like the hunter arts,  the set I am currently using makes SnS all the more fun to me. (pm me if you want my friend code,  and if anyone has the game,  let's set up s hunt sometime)

The other game I got was 7th Dragon 3 Code: VFD.
this game is like the other 7th Dragon games but with a somewhat Shin Megami Tensei feel to it. I have played about 10 hours into it and the team I have e going is a lot of fun. You have a team of 3 for fights etc., and there are 4 classes to pick from at the start but you get 4 more open up as you progress, and you can change classes later on I learned. Out of the 4 starter classes.

The four starter classes are:
Samurai
Duelist
Agent
God Hand

I went with Duelist for my main character.Duelist is a odd class, think of it as if your playing yu gi oh, the attack spells are all creatures you summon,  and you can set field cards to buff elemental power and what not, and trap cards can be set that are triggered depending on what action are taken by a enemy. It's a neat class, it has your typical mage stats but with class changing I'm gonna go samurai(typical warrior class),then go back the Duelist to get the warrior stat bonuses added to it.

My second class choice was Agent,  it is a dps, support, and kinda debuffer/status effect class, it a fun class as well cause it starts with a skill called Hack,  that applies a edge t, so you can use "hacking" skills,  the 2 hacking skills it starts off with are good I think, one make the enemies beat up each other,  and the other one deals pretty good damage and restore the parties MP. It is a useful class to have I think personally.

The third class I went with was God Hand, it's like a typical Monk class mixed with Priest/Healer skills. It's damage out put from its attack skills can be amazing, certain skills add a stackable effect called God, you have to get it to a certain number to use some skills, creating skills won't reset the counter,  but the skills that do reset the god counter can deal a massive amount of damage the higher the counter stack is.

I hadn't messed with the Samurai class yet, but it skill sets are based on what weapon type is equipped from what I can tell.
15
Advertising / A Spoofy Site
April 18, 2016, 05:29:49 pm
 So I been working on a website from a from one of those make a free website sites.My site ain't much but it is something I plan on making into something that someone will visit on the occasion.(I hope so)
It is a site to host the RMXP project I have been working on as well as being a blog for random things, game reviews. Now don't make fun of me for the game review stuff, I plan on doing simple reviews for stuff I have been playing currently, and much older games from like the SNES generation that the younger people may not know of cause they only know of the newer stuff.
I am hoping that some of you will visit the site and post comments or post something goofy.

http://spoofus.weebly.com/

I hope you all enjoy the site somewhat.  :^_^':
16
Resource Requests / Paying for Help
March 26, 2016, 01:46:15 pm
So i am needing some tilesets and various character sets made, cause they are non existing as far as I know of(I have been looking for a long time).
I have been working on a few of the character sets myself, it is just that help would be nice.If I can manage to get all the tilesets I am needing done, then I can finally start to put together the game map wise,
since I got the scripts and story line done.  I would do tilesets myself it is just that I am bad at doing them.

Yes, I am willing to pay via Paypal.It wont be nothing special as I can only spare so much at the time, but still will pay.(will negotiate)

Job opportunity: (will provide the resources to those who are willing to take this up)
Now I am making a RMXP project that uses the GBA pokemon style resources you can find for RMXP, which I am sure I have most if not all, but I am using them for their modern look where it fits my project's theme and I generally just like the graphic style of it to be honest.

I am needing exterior and interior tilesets of the following:
General Styles:                                                            Environments:

Ruined Town/City                                                          Wooded area, Beach/Mountain Resort, Camp Ground, and Desert

Ancient ruins(Castles and temples etc.)                        Forest, Jungle, Plains, Cavern(*Mountain and **Deep Underground), Forested Lake Front, Beach Front, and Desert
(^May add more can't think of other types of ruins at the moment)
*Include exterior areas  ruins of the mountain cavern, along with old bridges made of wood/stone that would look nice to place over a canyon on the mountain.
**includes flooded chambers, fissures and what you may generally see in a underground cavern.

Pyramid(only need interior of this)


Now I have Need of someone to help make character sets as well of various creatures from myths and legends as well those that are supernatural, using the same GBA pokemon styles resources.
(will give detail of the facing directions I am needing, wont be needing complete character sets for the time being)


Now I know it may seem like a rather large task, but just remember it can give you a small bit of extra money yeah?

(also give me some time to reply back to those who would like to help. The busy season just picked up where I live, which happens to be a tourist trap and I am at work at least 10 hours a day minimum.)
17
Electronic and Computer Section / Laptop Baby
March 02, 2016, 05:50:10 pm
I am looking for a good laptop for when my tax return comes around and I am having troubles finding one.

My budget is anywhere from $450-500(about what I will have left over after paying of bills and getting cought up etc)

I am look for something with a good processor over 2.5ghz or so( would like to have a 3ghz)
At least 4gb of ram or more, at least a 15 inch display, and 500gb of storage

I know it ain't much to go on but I am not wanting one of those crazy "gaming" laptops that cost over $1000 just something that can play a few games (I got steam games I could never run) and be able to emulate ps2 games and all that fun stuff, and I figured I would ask if anyone on here would have a good lead for me.
18
Hey all, I am looking for a good program that can convert various video file types, as well as being able to burn videos on to a DVD-R etc.
to play on a actual DVD player.

Most of the programs I have come across that look promising are usually you have to pay to get full benefits of it etc.

If anyone knows of any program that can do the mentioned above and if it is free that would be a plus, but please let me know.

Thank you.
19
I was curious if it is possible to add skill types tabs to the
skill learning section of the RO job/skill script.I was thinking of it working similar to how
gameus' skill categories script works, with having a dummy skill type to sort the skills into the
skill categories they are set for. And you select a skill type from the tabs and then you can
choose what skills to learn in that category etc.(reason I am asking for this is because my project
has no class system, to learn the skills that way.)

example to show the tabs i was thinking of:
Spoiler: ShowHide



If it is not possible, I would like to formally request a script of similiar function as the skill
learning part of the Ro job/skill script with the whole upgrading the skills and with the skill type tabs.
20
General Discussion / I been working
August 30, 2015, 07:06:44 pm
Well I have been working on two projects, which are a tribute towards games I have fallen in love with through out the years
and the ones that are being tributed to are the Shin Megami Tensei games, and no not the Persona games which are still really good games to me but I'm going for the base Megaten games such as Nocturne and SMT IV(3ds). And the other game is definitely Secret of Evermore, I don't care who you are, this is without a doubt my favorite game ever.I grew up playing it and I loved the fact that is was just a movie geek and his dog going through these odd places just trying to get back home.As for those who has never played SoE the ending was just funny to me( I won't spoil it), when you first play the game and finish it and see it's ending you kinda can't help but laugh at it.

Anywho this thread is so I can throw out a few of my thoughts of the "Megaten" tribute project for now, so I can get some feedback if ya wanna give it out or to criticize me etc.

Okay so, as you all know modern themed tilesets are kinda of hard to come by or don't look very decent for rmxp.
Soooo...I am using GBA pokemon sprites where they look modern and the only reason for me using them is because all the traditional megaten games tend to be in the modern setting also I know I can sprite half-way decent with them.

As far as the scripts go, I basically have what I am looking for except a few that I am still looking for and or thinking of that could improve the look or systems of the project.

But for now here is a sampler of some of the "monsters" for the project.(monsters in megaten games the monsters are from myth, legend, lore, etc.): (some of these are still a work in progress, but I think they are coming along well)
Spoiler: ShowHide



(only reason I post this here is because I don't have enough ready to even warrant a new project thread yet)
21
Script Troubleshooting / Cant get it to work
August 30, 2015, 04:05:32 pm
So I have been trying to get this skill tree script to work with the other scripts and I keep getting errors and I have moved it around and even been removing other scripts trying to get it to work and I have had no luck at all with it, so I am asking if anyone can help me out and see if they can get it to work. And before you ask, yes I have followed the instructions from the script and demo for the skill tree script and the errors still occur.

skill tree script can be found here:
http://save-point.org/thread-5190.html

and here is a demo of my project with scripts I am using etc.(sorry for the file size to lazy and at work when I posted this to try and go through to clean it up some  :^_^': :
http://www.mediafire.com/download/6noiick16xb1i4b/Don%27s_Project.7z
22
Resource Requests / So I have to ask...
August 26, 2015, 07:45:39 pm
I was looking at rpgmakerweb's resource packs and there are a few I was curious if anyone here had, can't hurt to ask right?

I was looking at the:

POP! HORROR CITY BUNDLE
OLD SCHOOL MODERN TILE PACK 1 and 2
and TIME FANTASY RESOURCE PACK

I really like the graphic style used for them.
23
Resources / RMXP Monster Hunter Palico's
July 10, 2015, 05:56:16 pm
I got bored at work and decided to do these hope you like them.

Spoiler: ShowHide

Spoiler: ShowHide
24
Video Games / Minster Hunter 4 Ultimate
February 23, 2015, 09:19:07 pm
Well I just got the game today, and finished the tutorial stuff.

I can already tell that I am gonna spend way more time in this game than I should.
Some of us should try to get together sometime and do some hunts(so you know I tend to always use the sword and shield).
I am currently trying to get use to how the charge blade and insect glaive handle and learn the the invulnerability frames for them with their respective dodge/block.
25
General Discussion / An odd yet neat idea.
February 09, 2015, 07:54:37 pm
This can be a discussion.

Hey all I finally got another laptop, but still no internet at the house so I steal it when I can.

But I was talking to a buddy the other whom I got into the Shin Megami Tensei games finally and, he saw me working in RMXP and how I was using the
GBA Pokemon graphics just for goofing around, and he gave me Interesting idea.

He asked since I like the megaten games so much why don't I do a fan game using the current Pokemon graphics I am using.
When I actually thought on it, I think it would make for a interesting project to work on, But I dunno it may just be that I am crazy in some way or another (not like we all aren't).
I really do think it would make for an interesting twist on the style of game. Tell what you all think on this matter, if enough people thinks it could be interesting I may give it a shot.

(also I made a script request for something that would be essential to this project if it does happen)
26
Script Requests / Some request.
February 09, 2015, 06:51:06 pm
Hey all it has been awhile, but I have some request that I hope can be worked out.

I am wanting to remove the custom time/climate script dependability from Forever_zer0's menu script and and another
menu selectable option (description in spoiler below marked with **)(if removing from Zer0's script
please add comments in the script so I can see and lern what was done please) if to much of a pain to do , then in the spoiler below
is a request for a menu system.


Spoiler: ShowHide

Spoiler: ShowHide


1: Where the menu commands are such as Items, Equip, quest, etc.
 
  *wanting to have options section much like Forever_Zer0's and Blizzards CMS so the player can
   change window skins, etc.
 
  ** another thing is a selectable I am wanting to call "Comp.(or any other name)", when this is selected a little
     window comes up with other selectable options for the party switcher, stat distribution, class change and skill learning system,
     and the feature for my other request if it is possible (see request part two in this thread).

2: This is where the party status is.

3: The Location, money, and play time are displayed.

4: where the equipment screen, status screen and skills are displayed.

e1: is where "equip right" or a.k.a where the equiping takes place.

e2: where "equip left" or a.k.a where the  actor stats, attack, defense, etc. are shown.

e3: the help or a.k.a the item description is.

s1: where skill types/categories are if using skill seperation system etc.

s2: skill description window.

s3: where known skills are displayed.

The item windows will be similiar to the the skill windows set-up.[/spoiler]






request part two:
I been thinking up of a system, that is kinda like a custom shop and the currency is certain items
instead of the default currency. this "shop" is for buying additional characters, that when once purchased
will be unlocked in the party switcher. (I am currently using Blizzard's easy party switcher)
and once a specified "actor" has been purchased, it will be grayed out or removed from the shop list.

Spoiler: ShowHide


c1: this window is for selecting different catargories defined in the script, and have it something like this.
     
    like the categories would be a specified number or class ID (have dummy/fake classes in database).
   
    Example:(not accurate, just a guide line of sorts.)
   "category name" => (class id in database)
   
   "Pixie" => 32
   "Jaki" => 33,
   "Holy" => 34,

   (x) is the category/ class in database id while (z) would be the actor id.

   when (x) then return (z)
   when (33) then return (2, 3, 4)

c2: This Window will display said "actor" being purchased and the amount of required item to purchase.


   to show what "item currecny" is needed to purchase the "actor" have something just like above.

   (v) would be the category/class id  while (i) would be the specified item id in database

   when (v) then return (i)
   when (v) then return (i, i, i)


c3: would have a description of of highlighted "actor in the shop"
   example of what description would be like (editable in script)
   
   ex: Summon the (c) (a) into your ranks.
       *(c) = category id, (a) = character id in database (shows that specified actor name)


I'll let the scripter figure out how this all would actually work.
27
Electronic and Computer Section / Think my laptop died.
December 10, 2013, 02:58:50 pm
I have ran into a situation with my laptop sadly.
I think it may be dead for good, but I am curious if it could be fixed.

The other day I was using it just fine, and then I closed it up to put it into hibernate you know, while I went out for a little bit, and when I got back
I opened it up and turned it back on from hibernate mode, only to get a blank black screen (nothing showed up) and the fan came on for maybe 5-10 seconds then just stops and nothing happens at all. I have tried some solutions I read on tech support sites, even hooked it up to another monitor via VGA cable and still nothing is shown on the screen that way either.

Has anyone ever experienced this and if so, have you managed to bring it back to life, or is it just dead?
28
Resource Requests / Looking for listed sprites.
November 16, 2013, 06:32:41 pm
Hey all been awhile.
I am looking for some character sets in the VX/Ace style, I have looked but I have been unsuccessful in it, partly due to not having internet at my house for now, and having a limited time to spend online.

I am looking for the following:
Various Lizards
Bugs(spiders, scorpions, etc.)
Flying animals/monsters
Rodents(mice, rats, etc.)
and other various monsters.

I would appreciate the help, and thank you as always.
29
Well I came across two anime series that I randomly started to watch and really enjoyed.
And so you know I am very picky when it comes to anime and if it doesn't interest me or anything I just stop watching it period.

One was the Devil Survivor 2 series based on the NDS game, and I liked it.
It sicks to the game pretty well and if you liked the game I recommend you watch it.
http://www.crunchyroll.com/devil-survivor-2-the-animation

The other anime was 'The Severing Crime Edge",I found this one to be intriguing cause it takes the whole paranormal "cursed items" beleif to a new level.
basically the "items" in question are heirlooms of serial killers that are passed down through the killers family.
You just have to watch it really get it.
http://www.crunchyroll.com/the-severing-crime-edge
30
Script Requests / Graying Effect
July 27, 2013, 04:55:22 pm
I am looking for some help on how to achieve this (see image below).
I am wanting to use Map as Battleback from TONs, I have tried to do this through events but as you can tell it grays out the enemy battlers as well
(I am using Paradogs Side-view script so the character sprites of the player party don't gray out.

Is there a line or something I can put in the section of TONs for Map as Battleback, or if possible make it a separate script?

Spoiler: ShowHide