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Topics - Landith

1
New Projects / [XP] Prospects
June 15, 2012, 04:04:53 am

After discovering who she really is, Violet feels betrayed by her 'family'.
She vows to never return as she seeks out who she really is, but will she be happy with what she finds out?



Story
"In the kingdom of Dathomi, corruption and deception is plaguing the provinces but no one is noticing.
 Until one day Violet comes across something that makes her realize that it is up to her to stop it."


Characters

Violet

  • Class - Mage

  • Sex - Female

  • Race - Human

  • Weapon of Choice - Ornate Staff

  • Magic of Choice - White

  • Clan - White Rose

  • Bio - Trained her whole life by the White Rose, she is faced with betrayal so she leaves her newly found family in search of her real family.


Cassandra

  • Class - Berserker

  • Sex - Female

  • Race - Human

  • Weapon of Choice - Dual Wield/Daggers

  • Magic of Choice - N/A

  • Clan - Left The Blades

  • Bio - Her father was murdered by a mercenary, leading her to join The Blades, a group of assassins, in search of revenge and to find out who put out the hit.


Eldridge

  • Class - Ranger

  • Sex - Male

  • Race - Elf

  • Weapon of Choice - Compound Bow

  • Magic of Choice - Arcane

  • Clan - Âlseia

  • Bio - Elfs are generally nature magic based but Eldridge was different. At the age of 6 he started showing a keen interest in Arcane magic leading him to his banishment from his tribe.





Screenshots

Title: ShowHide

Mountain: ShowHide

Dungeon: ShowHide

Cave: ShowHide

Church: ShowHide

Town: ShowHide




Features


  • Action Battle System (BABS)

  • Dynamic Time System

  • Unique Puzzles

  • Dynamic Storyline

  • More fun Dungeons

  • User Interaction with Enviroment

  • Many More!





Demo
Coming Soon!
I have a few more things to do before I can release a demo but expect one sometime next month.


Credits

Spoiler: ShowHide


  • Enterbrain

  • Blizzard

  • Game_Guy

  • Forever Zer0

  • Sithjester

  • =Serorai

  • =Shonensan

  • Heretic

  • Ccoa

  • Kellessdee

  • Nathmatt

  • Zydragon

  • Moghunter

  • Ryex

  • Deathlock

  • Kimono

  • Various Artists

  • Aqua for helping me a bit


(If I left out anyone's name just send me a PM and I'll be sure to fix it. I try to create a detailed list with everything that I use and who made it but I might have left people out)




Current Progress to Demo

This is just a short project I'm working on, hoping for around 3 hours of playtime.

Mapping - 40% (I currently have around 50 maps)
Scripting - 85% (Need to finish my CMS as well as a few other small features)
Spriting - 20% (Poses, poses, and more poses)
Gameplay - 40% (Needs more storyline progression, haven't mapped some of the planned storyline yet)
Database - 35% (Need to get around to finishing it)

ETA - July 15th
2
Welcome! / Uhmm...Hi
April 14, 2012, 09:10:07 pm
Well I'm new here and I just thought I would introduce myself...

HA. Just kidding.. It's been awhile hasn't it o_o
I doubt anyone even remembers me lol

Basically I'm back to learn more about RGSS and talk to people I've missed :P
Also, I've been working on a plot for a game and was thinking about actually finishing something instead of abandoning it after a few months.

Well...I'm back.
3
Well I was playing around in C4D today as I just got it yesterday and I'm kinda happy with all I can do with it so far. Still working out everything but so far it's hot.
I have a semi-finished intro I've done with text, I just have to finish it up in After Effects with Optical Flares, maybe some light particles coming from the bottom and a depth of field 3D shading line going along it as the camera moves about the text then it will be finished.

Anyways here is a little sample of what I did in about 5 minutes after doing the intro thingy. It kinda shows what I did with the other one but has more and can loop so yeah...

Only like 2 seconds of video.
http://www.youtube.com/v/rLRbYujVMTg

Watch in HD for the full effect :D
4
Hai guys, I am back..once again.
Such a disappointment I know but I came to party.
How have ya'll all been since I've been gone?!
I see WhiteRose has became Moderator, a congratz is needed for that. uhh... oh yeah you still need to tell me how your alienware is :O

What else have I missed since I've been gone? Anything exciting?
5
Express your Creativity / My Deviantart
April 25, 2010, 10:27:38 pm
Well I created a deviantart a long time ago, and finally decided to start using it. My Deviantart - Here
Once a week I will create a new drawing, different from the previous week. Style wise that is.

To start it off I created a graffiti for my friend, Dani.
Dani: ShowHide



Excuse the quality, I'll be getting a scanner very soon and the quality will be a lot better I assure you.
Also notice the N and the I are a little different in style and that is because I was running out of room on the paper and didn't want to have to start over, they were originally going to be a lot better.

It looks a lot better in person :/ Expecially the black lines as you can actually tell the thickness of them in person and it just looks better.
6
Advertising / Modern Warfare 2 Hitmarkers on Snipers
March 19, 2010, 05:32:26 am
If any of ya'll has played Modern Warfare 2 and sniped at all, you would know that hitmarkers are annoying as hell, right?

Well OpTic has a petition up that anyone can sign, as long as you have a steam account, a PSN account, or XboxLive Account. What this petition is for, is to increase the damage on snipers so that anything above the calf is a one shot kill w/ stopping power. So ya'll should contribute to it by signing it, it seriously takes like 20 seconds tops.

http://opticgaming.net/index.php?option=com_petitions&view=petition&id=159&Itemid=181

This would be really helpful, right now it has almost 30000 signatures, which IMO is a lot, but it could be more.
7
Video Games / Battlefield: Bad Company 2
March 09, 2010, 08:50:16 pm
Ok I just bought this for PS3 and I got to say, deeply impressed. I love the feel of the gameplay a lot better than any call of duty game I have played. I mean I really feel like it was PC gaming days and I was still playing Battlefield 2 online. I had a lot of fun the first day of playing it.

If you want to buy this or hate it/love it or already have it give me your thoughts (:
8
I currently have a youtube channel up that will have different things in it that have to do with gaming. Mainly FPS's but I will probably include other games as I get them. Currently I'm waiting on getting my HD PVR so I can actually record in HD and not SD which will make a HUGE difference in the quality. Once I get my HD PVR I will get an Xbox360 so it will be cross-platform gaming.
So if your interested in watching gameplay/montages or one to know if a game is worth buying or not (as I might get into reviews after I get a lot of subscribers) then click this link and subscribe :D

http://www.youtube.com/user/FloMatchGamin

Btw, currently the quality is shit right now and so is the gameplay as I suck when I play SD :P
9
Express your Creativity / My Intro - Minitage
February 07, 2010, 07:23:42 pm
http://www.youtube.com/watch?v=C_-4pHAhx2I&hd=1

My intro I created in Sony Vegas 9 the first day I used the program. Pretty sickkk.

And here is what I actually made the intro for.

http://www.youtube.com/watch?v=mEvt8Hydawo&hd=1

Enjoy.
10
General Discussion / Mapping Contest First Round Voting
February 06, 2010, 02:36:19 pm
Vote for whose map you think is good.
You can vote 3 times on different maps so make sure you do.

Please post when you have voted.

Results will only be shown when the poll expires on Monday.



Here are the maps:
elementisland: ShowHide

game_guy: ShowHide

GuardianAngelX72: ShowHide

legacyblade: ShowHide

Sourseb: ShowHide

Valdred: ShowHide

Winkio: ShowHide
11
General Discussion / Chaos Project - Mapping Contest!
January 30, 2010, 01:37:30 pm

February Mapping Contest
So far Chaos Project has had many contests, but no Mapping Contests, and I decided it was time for one!
February 1-15

Rules:

  • RTP only - No exceptions

  • There will be criteria for each of the three rounds you have to follow. Like inside/outside, type of map, etc... You will know what they are when the round starts.

  • No pre-made maps will be accepted, only unique/original maps.

  • No partners

  • It has to be a screenshot of it in-game, no editor screenshots (so take advantage of your fogs/tints/events)



Rounds:
There will be 2 rounds. -.-'

  • First Round to advance - Starts February 1st (Top 5 qualify)

    • Criteria - Desert Map - Outside

  • Last Round - Starts February 8th (Top 3 qualify)

    • Criteria - Castle Map - Inside and Outside



Prizes:

  • First Place - Game_Guy - Will make you a custom script

  • Second Place - Aqua - Will do something for you, you just have to talk to her

  • Third Place - Calintz - Will make a custom Sig/Avvie for you, your choice on theme and specifications



Judges:
There will be 3 Judges, but for the first round no one will judge. There will be a poll for the first round.

  • Lore

  • Aqua

  • Ryexander



Contestants:
To be a contestant you will have to pass the preliminary round. There will be 15 contestants who make it, so I encourage everyone to participate (:
If you want to participate just PM on here, and when the preliminary round starts I'll put you on the currently participating list and put the criteria for the map you need to make.

Currently Participating:

  • Game_Guy

  • GuardianAngelX72

  • elementisland

  • Valdred

  • legacyblade

  • Winkio

  • C.C. rOyAl

  • wolfspirit

  • Sourseb

12
Welcome! / I iz back...
January 17, 2010, 09:58:41 am
Hey guys (:

For all the people who has known me, I am back.
For everyone else, hello there. :naughty:

I'm not into RPG Making anymore. Getting mainly into graphic-y flash-y stuff, so I decided to come back here.
How long am I staying? Preferably longer than I was on last time and more online time as well. I hope.

Well... Good to see you all again (:
13
I've been scripting in RGSS for about a month now and I have a few questions about it.

Window Message:


Answered: ShowHide
I honestly want to create my own Message System, but I don't get how to make your own commands and stuff. Like I've looked at Ccoa's, Dubleax's, G_G's and even Slipknots but I don't get it one bit...

If someone could explain these commands, I might be able to get it.

text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }


I pretty much get that line above, but I just need to know for clarification.

# Change "\\\\" to "\000" for convenience
text.gsub!(/\\\\/) { "\000" }
# Change "\\C" to "\001" and "\\G" to "\002"
text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
text.gsub!(/\\[Gg]/) { "\002" }


If I wanted to show an icon would I go the normal .blt way? or something different?

Tint:


I've seen in Blizzard's Pre-Menu how he has a tint to the background, I've been wondering on how to do it.
I've looked at his code and in Game_Screen and I'm wondering how to do it.
Is it like:

@tone = Tone.new(0, 0, 0, 128)

To make it darker? And would I have to dispose and update this @tone as well?
I'm a little confused about that...

I'm sorry if these questions have already been answered or a topic like this already exists.
14
Landith's Blizz-ABS Party HUD
Authors: Landith, Winkio
Version: 1.0
Type: Blizz-ABS HUD
Key Term: Blizz-ABS Plugin



Introduction
This script allows you to have more than one party member showing at a time with Blizz-ABS. This is a heavily-modded version of Winkio's Flashy HUD.



Features


  • Allows up to 4 party members in your HUD
  • Pictures for your Party HUD
  • Shows currently equipped weapon/skill/item
  • Map Name/Gold Display
  • EXP Bar
  • Bigger Minimap Display(Thanks to Winkio)




Screenshots
Spoiler: ShowHide




Demo
Download Here!
Alternate Mirror



Script
Download Here!



Instructions
You need to create a new folder in your graphics/pictures folder called "HUD" and have 4 images in there called Parhud1, Parhud2, Parhud3, Parhud4. I have included 4 example pictures below for when you create your own images, or you can use these.
Images: ShowHide










Paste below Blizz-ABS but before Main.



Compatibility
Might cause Incompatibility issues when using another HUD.



Credits and Thanks

  • Landith
  • Winkio
  • Blizzard
  • Special Thanks to Aqua and Starrodkirby86 for Inspiration to improve it.



Author's Notes
I did not make this from scratch. This is just an edit of Winkio's Party HUD: Flashy Edition.
Enjoy :)

15
Hey guys, it's been awhile and well I need a favor, you help me and I'll help you. Whether it be: Mapping, Editing(scripts), Spriting(Recolors or bases) and eventing.

Okay, here is what I need. I need a down sprite of this character right here:
Issac: ShowHide




If you want to do this, remember I'll help you out too, just PM me or post here and I'll send you the full character sheet if you need it.
16
New Projects / Fallen Angel
May 17, 2009, 04:31:53 pm




Story Background: ShowHide

"In the presence of death,
you have two choices...

Save the world, or let it crumble."



Characters: ShowHide

  Issac -
Age: 23
Sex: Male
Weapon: Agent's Blade
Bio: A young guy who just started working for an agency. He didn't know anything about the agency until that
night...

  Abagail -
Age: 22
Sex: Female
Weapon: Sword
Bio: Emmitt's friend who meets Issac passed out after Shiva's "surprise".

  Emmitt -
Age: 26
Sex: Male
Weapon: Claws
Bio: Emmitt is a silent killer; his job is an assassin for the agency. What he doesn't know is that someone is out to kill him.

  ??? -
Age: ???
Sex: Female
Weapon: Polearm
Bio: A mysterious woman who meets Issac one day in Cairn.



Features/Gameplay: ShowHide

Weather System
Tons of Add-ons
Custom CMS
Message System
Hard Puzzles
More to Come!






Credits: ShowHide

Aqua
Blizzard
Caro
Ccoa
Dubealex
Munkey
Reno
StarrodKirby86





Screenshots: ShowHide






Note:
The controls are as followed:
WASD - Movement
K - Confirm
J - Cancel

The current Demo is kinda like a teaser trailer for it, very little gameplay/no battles, just the current intro and
about 2 minutes of moving around talking. Nothing special.
Also, you may not have the font, I have included it in the Font Folder in FA.  :roll:
Oh and yeah, I'm back 8)
17
Welcome! / Leaving CP.. Not returning
April 20, 2009, 07:07:55 pm
I know there has been a trend with leaving CP for the past few months. But my only reason for staying, just won't cut it anymore. I need to move on with my life, get back in shape, and actually have a life.
Those are only a few reasons why I'm leaving...
The real reason I'm leaving, I won't(well can't) say.
I'm sorry for those of you that I could call friends, I'll still be on MSN every now and then, but I give up.
I wish I could say why I am leaving but I can't.
The current projects I have started working on are discontinued. I am not making any game-related things.
Don't ask me to stick around either. I won't.
I won't even check this thread after I post this.

I love you guys and I always will.
Goodbye :hi:
18
Script Requests / Blizz-ABS Hud
March 28, 2009, 05:35:13 pm
Okay, here is what I want...

I want a Blizz-ABS Party HUD, like the one Winkio was using in Dissipate.
I want it to have backgrounds, the background is going to be pictures, named Hud, Party Hud, Minimap, Hotkeys respectively. (The location doesn't need an image, unless you want to add it, up to you)
I want it to have faceset support 48x48 for main party member and 32x32 for secondary party members, when it switches it needs to go to 48x48 for main and 32x32 for secondary(Ignore the 24x24 in the image below it needs to be 32x32)
No EXP Bar is needed(Don't use it in my game)
I drew up what it needs to be.

Mock-up: ShowHide




Once again, ignore the 24x24 it needs to be 32x32.
No EXP Bar! Remember that!
It's basically Winkio's Party HUD with added features.

If anyone helps me, I will help them in any way I can. I mean, spriting you something simple, weapon sprites, icons, sex, whatever you want!
If OD is too hard then don't worry about it.

If you have any questions, post here.
19
Resources / Need help with shading this sprite...
March 08, 2009, 06:24:45 pm


Okay, I made a new sprite but I need help with shading it.
I tried shading the head but it looks weird... Also, I'm redoing the head so don't say how it's bad and stuff because I know...

Can anyone help me?

Also, please don't direct me to links, I've been to a ton of tutorials but I'm not sure how to shade this particular sprite.

Ps. This is the image I used for the base Here
20
Not sure if this is the right place to post this but oh well...

Enterbrain is making a new RPG Maker called Action Game Maker. You may have guessed by the name, but this means it is using a Action Battle System, like in Zelda games, or like the famous BABS here. Although it's not as good as BABS. ;)

I do believe it's still in Beta but you can download the trial. Of course, being Enterbrain, it is in Japanese. But recently, I learned that the Unofficial English Patch is out, although it doesn't convert everything from Japanese to English.

If you want more info on it, here is the link : Just follow the links here for me info
If you want to try it out and download the english patch : Here

It's a pretty cool system, although I'm not sure how exactly it works... You guys should try it out though, looks promising :)
21
Okay, I have got to the point where I need some weapon sprites for Blizz-ABS Tutorial.

So here are my requests:

Bow:

  • I need two Bow sprites done, one for the two icons below this

  • It needs to go with the rtp sprite 017-Hunter01(or something like that)


Icons: -- Bow 1 -- Bow 2


Whip: ShowHide

Whip:

  • I need this one to go with the icon below(of course)

  • It needs to fit Gloria's Sprite in Arshes' Party


Icons: -- Whip


Spear: ShowHide

Spear:

  • I need this one to go with the icon below

  • It needs to fit Gloria's Sprite in Arshes' Party(Like above ^^)


Icon: -- Spear (If you don't want to sprite it with the red flag, just leave it out and I'll edit the icon to match)


If someone does these, I'm not picky, as long as it looks like the icon it's good. I don't care if you want to have it were they draw the weapon out from their back or something or just have it appear out of nowhere. I would just like these done before I release an update for Blizz-ABS Tutorial.
22
New Projects / Blizz-ABS Tutorial
February 22, 2009, 02:48:36 pm
Okay, I've started this project that is a Blizz-ABS tutorial.

It's basically a quick game with no plot(Just something to go along with things, etc...), that as you go along, messages come up explaining how I did things.
This is a work in progress and hopefully will have all of Blizz-ABS features covered and how to do certain things. I'm trying to cover all things in the manual.
There will be about 12-15 tutorials in all

This is what I have so far:
Spoiler: ShowHide


  • Tutorial 1 - Introduction to some features, go over enemies, and handy utilities to use.

  • Tutorial 2 - Ally AI Behavior, Triggers, and allies.

  • Tutorial 3 - Weapons

  • Tutorial 4 - Scripting add-ons, Basics

  • Tutorial 5 - Skills and Items

  • Tutorial 6 - Utilities

  • Tutorial 7 - Go over ABSEAL

  • Tutorial 8 - Summoning, pets, etc...

  • Tutorial 9 - Sprite control and what to name things(People have lots of trouble over this for some reason...)

  • Tutorial 10 - What allies are capable of

  • Tutorial 11 - Frequent Questions answered (People ask a lot of questions about some stuff and I'll go over them here)

  • Tutorial 12 - Compatibility Issues(People ask if certain things are compatible when they are in the manual so I'll gove over them here)


Tell me if I forgot to go over anything.


Download Link

Credits:

  • Landith

  • Blizzard

  • Reno

  • Dubleax

  • Juan

  • game_guy

  • Aqua



Enjoy!
23
Welcome! / Taking a break from RMXP and all MMORPGs...
February 12, 2009, 05:47:22 pm
Okay, I know I haven't been on this forum for more than a few months and I haven't completed a game yet but I need a break from everything.

Don't worry Blizz, I'll still do your CP Beta.
Don't worry game_guy, I'll still help you with Star Wars if you even want me to.

I'll still be here online every now and then and maybe finish my ring menu if I have some free time.
I'll still post and do stuff like that, I just won't be as active.

But, eventually I might leave from RMXP forever and move on to Web Design and Basketball...
So this is a semi-goodbye for now.

If you have anything to say now about why I shouldn't leave then say it now, or forever hold your peace.  :V:
24
Recruitment / [Recruitment] - Breakdown
February 08, 2009, 08:58:06 pm
Okay, I started a new side-project which is named Breakdown. Breakdown is created with RMXP and is an RPG about two twins(Brother and Sister) learning that they have magic inside them and as the storyline goes along they... Well we willl just leave this as a surprise  :P



I need these following positions:
Positions: ShowHide

  • 2 Spriters (If applied for I need to see an example of your work)

  • 1 CG Artist(Same as above ^^)

  • 1 Scripter

  • 2 Eventers

  • 1 Mapper

  • 1 Writer(To improve the storyline and plotline for the game)

  • 2/3 Side Quest Designer (Designs Side Quests... )


* The ones colored red are ones I already have and don't need
** These are ones that have 1 or more but needs one more


Current Positions Filled:
Positions Filled: ShowHide


  • game_guy - Advanced Eventer

  • shdwlink1993 - Advanced Scripter/Medium Eventer

  • Winkio - Writer

  • Legacyblade - Writer





Examples of Spriting Quality:
Graphics: ShowHide



Adding more maybe later


Screenshots in Game:
Screenshots: ShowHide







Logo:
Logo: ShowHide


Look at it with Chaos' Dark themed skin




So far I have around 49 maps done, working on the CMS, have some database work done, and have the characters done(I just need background stories for them)

The reason why I don't have storylines or plotlines for anything is because I suck at writing and all the ideas I have suck for it.

If you are interested in helping with this game, my MSN is landith@hotmail.com and PM if you don't have MSN or just post here. Whichever you prefer.
25
RPG Maker Scripts / Converting Ring Menu into 1-Scene CMS
February 05, 2009, 11:22:51 pm
Okay, I am converting the ring menu into a 1 scene CMS. Without save though, I'm making it teleport instead... I'll probably make a save one also though.
Here is what I have done or am doing.


  • Item Menu

  • Skill Menu

  • Equip Menu

  • Status Menu

  • Teleport Menu

  • End Menu



It is still buggy, like when you go into the menu first and try to open teleport without going into item it will open the item menu instead...  :<_<:
So once I get these bugs worked out I'll post a demo.

Here are some screenshots of what I have so far.
Spoiler: ShowHide





The end menu is nothing special, it just says Title screen, End Game, and Cancel. Not even worth showing.


Here is the Script:
Spoiler: ShowHide
Taken down the script untill finished


The credits go to Dubleax, XRXS, Shdwlink1993, Reno-s--Joker, Maki, Aqua, and Me.
26
Okay, here is the problem. I have it animated and everything but if I try to go straight to it from the menu it animates the Teleport menu instead(which I also put into the menu), the index is right and all it just won't work, I have to go to the teleport menu first before going to exit. Also, when I'm in the end window and I press down it goes up and if I press up it goes down :<_<:

I've tried all I could but it just won't work... Even tested it in a new project and still the same thing...
If someone could fix it for me or tell me how to do it (which I want because I'm trying to learn how to script) I would greatly appreciate it :)

Script: ShowHide

#==============================================================================
# Teleportation
# Author: Shdwlink1993
# Version: 1.0
# Type: Game Addon
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Teleport Date 1.0: 2/1/2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

class Game_System
 
  attr_accessor :teleport_disabled
 
  alias teleinit initialize
  def initialize
    teleinit
    @teleport_disabled = false
  end
 
end


class Game_Player
 
  attr_reader :known_locs
 
  alias teleinit initialize
  def initialize
    teleinit
    @known_locs = []
    @backup_locs = []
  end
 
  def add_here(name, desc = '')
    return add_location(name, $game_map.map_id, @x, @y, @direction, desc)
  end
 
  def add_location(name, map, x, y, face, desc = '')
    unless @known_locs == []
      @known_locs.each_index {|i| return if name == @known_locs[i][0] }
    end
    @known_locs.push([name, map, x, y, face, desc])
  end
 
  def remove_location(name)
    @known_locs.each_index {|i|
      if name == @known_locs[i][0]
        @known_locs.delete(@known_locs[i])
        return
      end}
  end
 
  def backup_locations
    @backup_locs = @known_locs
    @known_locs = []
  end
 
  def restore_locations
    @known_locs & @backup_locs
    @backup_locs = []
  end
 
end


class Window_Teleport < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(145, 0, 350, 200)
    @column_max = 2
    refresh
    self.index = 0
  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 = []
    $game_player.known_locs.each {|t| @data.push(t) }
    # 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)
      @item_max.times {|i| draw_item(i) }
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    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))
    self.contents.draw_text(x + 4, y, 212, 32, item[0], 0)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? '' : self.item[5])
  end
end

#==============================================================================
# ■ Window_Gold
# by Reno-s--Joker
#------------------------------------------------------------------------------
#  Shows the amount of gold in the menu.
#  Minor aesthetic modifications made for new menu.
#==============================================================================
class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 148, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.blt(4, 4, RPG::Cache.icon(RM_CFG::Gold_Icon), Rect.new(0, 0, 24, 24), 255)
    self.contents.draw_text(4, 0, 100-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(104-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
end
#==============================================================================
# ■ End Window_Gold
#==============================================================================

#==============================================================================
# ■ Window_PlayTime
# by Reno-s--Joker
#------------------------------------------------------------------------------
#  Shows the amount of time spent playing.
#  Minor aesthetic modifications made for new menu.
#==============================================================================
class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 148, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.draw_text(4, 0, 100, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#==============================================================================
# ■ End Window_PlayTime
#==============================================================================

#==============================================================================
# ■ Window_Steps
# by Reno-s--Joker
#------------------------------------------------------------------------------
# Also includes map name (location)
# Replaces the one which comes with the Ring Menu entirely.
# New addition - encounter steps in v 1.1
#==============================================================================
class Window_Steps < Window_Base
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 148, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 124, 32, "Planet -", 0)
    self.contents.font.color = normal_color
    self.contents.font.size = 24
    self.contents.draw_text(16, 20, 124, 32, "Taken Out", 0)
    # Another thing can be added at y=32 e.g. No. of Kills
    # (from Blizzard's Tons of Addons)
    self.contents.font.color = system_color
    self.contents.font.size = 28
    self.contents.blt(4, 70, RPG::Cache.icon(RM_CFG::Map_Icon), Rect.new(0, 0, 24, 24), 160)
    map_name = $game_map.name.tr("/*","")
    # Just ignore that thing I said before in the other demo... ^^;
    self.contents.draw_text(8, 64, 124, 32, map_name.to_s)
  end
end
#==============================================================================
# ■ End Window_Steps
#==============================================================================

#==============================================================================
# ■ Window_Status
# by Reno-s--Joker
#==============================================================================
#  This window displays full status specs on the status screen.
#==============================================================================
class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 480, 320)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    # Draws the actor's battler behind the info
    draw_actor_picture(@actor, 360, 300)
    # Actor's name
    self.contents.font.size = 32
    draw_actor_name(@actor, 0, 0)
    self.contents.font.size = 20
    # Main stats section
    draw_actor_class(@actor, 0, 24)
    draw_actor_level(@actor, 0, 56)
    draw_actor_state(@actor, 68, 56)
    draw_actor_hp(@actor, 0, 82, 172)
    draw_actor_sp(@actor, 0, 106, 172)
    # Actor parameter section
    draw_actor_parameter(@actor, 0, 132, 0)
    draw_actor_parameter(@actor, 0, 150, 1)
    draw_actor_parameter(@actor, 0, 168, 2)
    draw_actor_parameter(@actor, 0, 186, 3)
    draw_actor_parameter(@actor, 0, 204, 4)
    draw_actor_parameter(@actor, 0, 222, 5)
    draw_actor_parameter(@actor, 0, 240, 6)
    # EXP section
    self.contents.font.color = system_color
    self.contents.draw_text(240, 56, 150, 32, "Total Exp: ")
    tx = contents.text_size("Total Exp: ").width
    draw_actor_exp(@actor, 240, 80)
    self.contents.font.color = normal_color
    self.contents.draw_text(tx + 244, 56, 76, 32, @actor.exp_s, 2)
    # Equipment Section
    self.contents.font.color = system_color
    self.contents.draw_text(240, 120, 88, 32, "Equipment: ")
    draw_item_name($data_weapons[@actor.weapon_id], 240, 148)
    draw_item_name($data_armors[@actor.armor1_id], 240, 172)
    draw_item_name($data_armors[@actor.armor2_id], 240, 196)
    draw_item_name($data_armors[@actor.armor3_id], 240, 220)
    draw_item_name($data_armors[@actor.armor4_id], 240, 246)
  end
  #--------------------------------------------------------------------------
  # ● Defines the drawing processes
  #--------------------------------------------------------------------------
  def draw_actor_picture(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    x2 = bitmap.width
    y2 = bitmap.height
    x3 = x2 / 2
    src_rect = Rect.new(0, 0, x2, y2)
    self.contents.blt(x - x3, y - y2, bitmap, src_rect)
  end
  def draw_actor_name(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 448, 32, actor.name, 1)
  end
  def draw_actor_class(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 448, 32, actor.class_name, 1)
  end
  #--------------------------------------------------------------------------
  # ● Other stuff which needs to be there although I dunno why... XD
  #--------------------------------------------------------------------------
  def update_actor(actor)
    @actor = actor
    refresh
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  end
end
#==============================================================================
# ■ End Window_Status
#==============================================================================

#===============================================================================
# ■ Ring Menu Modification by Reno-s--Joker v 1.1
#===============================================================================
# This is a simple aesthetic modification to this awesome Ring Menu I found.
# It makes a small change to the actor selection window, making it available
# at all times instead of popping up on the side of the screen when it's needed.
# It also integrates the location window into the player select window, and I
# have added an animated status window.
# Note that this mod reduces the area of the screen where the ring menu looks
# good/is visible. You can remove the show player location function to counter
# this.
#
# This updated version features a suggestion by Starrodkirby86 for the addon
# windows to be moved to the top or bottom of the screen according to the
# player's position.
# It also includes a request by Kagutsuchi for the encounter chance to appear
# in the menu and some other minor script modifications.
#
# I've also included an experimental version of the ring menu for the title
# screen.
#
# If you have any issues with my modification, please report them at
# chaos-project.org
# Original script authors see below.
#===============================================================================
# ■ Ring Menu - Show Player Location - Release #1 (Edited By Dubealex)
#===============================================================================
# For more infos and update, visit:
# rmxp.dubealex.com [OR] X-RPG V2 Forum
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, just ask, and I will release
# new version of this edited script !
#
# alex@dubealex.com
#===============================================================================

#===============================================================================
# ▼ CLASS Scene_Menu Begins
#===============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#     menu_index : ƒRƒ}ƒ"ƒh,̃J[ƒ\ƒ‹‰ŠúˆÊ'u
#     I modified it to get rid of unnecessary config variables
#--------------------------------------------------------------------------
def initialize(menu_index = 0, actor_index = 0)
   @menu_index = menu_index
   @actor_index = actor_index # New addition for new window
   $ring_menu_text=[]
   $chara_select=[]
   @window_opacity=[]
   
#-------------------------------------------------------------------------------
# ■ Ring Menu Customization Section: (By Dubealex)
#-------------------------------------------------------------------------------
# Those variables defines how the script will act.
# Simply change the value by those you want.
# Remember that changing the font size has its limitation due to text space
# allocation.
#
# This section has been modified to remove some unused variables
   
# ▼ SHOW LOCATION WINDOW SETTINS:
    @window_opacity[0]=200                             # Border Opacity
    @window_opacity[1]=32                             # Background Opacity
   
# ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
    $ring_menu_text[0]="Monotype Corsiva"      # Font Type
    $ring_menu_text[1]="Items"         # Items Menu Text
    $ring_menu_text[2]="Skills"          # Skills Menu Text
    $ring_menu_text[3]="Equip"         # Equip Menu Text
    $ring_menu_text[4]="Stats"          # Stats Menu Text
    $ring_menu_text[5]="Teleport"
    $ring_menu_text[6]="Quit"           # Quit Menu Text
    $ring_menu_text[7]=6                  # Font Color
    $ring_menu_text[8]=32                # Font Size
   
# ▼  CHARACTER SELECTION WINDOW SETTINGS :
    $chara_select[0]="Tahoma"       # Font Type
    $chara_select[1]=6                   # Font Color
    $chara_select[5]=28                  # Font Size
    $chara_select[2]=255               # Window Border Opacity
    $chara_select[3]=130               # Window Background Opacity
    $chara_select[4]="001-Blue01"  # Window Skin to use
#-------------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
   @actor = $game_party.actors[@actor_index]
   # Setup for all the new windows
   @playtime_window = Window_PlayTime.new
      @playtime_window.x = 492
      @playtime_window.opacity = @window_opacity[0]
      @playtime_window.back_opacity = @window_opacity[1]
    @steps_window = Window_Steps.new
      @steps_window.x = 0
      @steps_window.opacity = @window_opacity[0]
      @steps_window.back_opacity = @window_opacity[1]
    @gold_window = Window_Gold.new
      @gold_window.x = 492
      @gold_window.opacity = @window_opacity[0]
      @gold_window.back_opacity = @window_opacity[1]
    @status_window = Window_Status.new(@actor)
      @status_window.active = false
      @status_window.x = 80
      @status_window.z = 1999
      @status_window.opacity = @window_opacity[0]
      @status_window.back_opacity = @window_opacity[1]
    # Make help window, item window
    @item_window = Window_Teleport.new
    # Associate help window
    @item_window.y = -200
    @item_window.z = 2001
    @item_window.opacity = @window_opacity[0]
    @item_window.back_opacity = @window_opacity[1]
   # End Window
      e1 = "Title"
      e2 = "End Game"
      e3 = "Cancel"
      @end_window = Window_Command.new(192, [e1, e2, e3])
      @end_window.x = 320 - @end_window.width / 2
      @end_window.y = 240
      @end_window.active = false
      @end_window.opacity = @window_opacity[0]
      @end_window.back_opacity = @window_opacity[1]
   @spriteset = Spriteset_Map.new
   # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,ðì¬
   
   # This section by Dubealex makes the menu appear centred around the actor.
   if $game_player.screen_x >= 360
     px = $game_player.screen_x - 100
   elsif $game_player.screen_x <= 100
     px = $game_player.screen_x + 100
   else
     px = $game_player.screen_x - 15
   end
   if $game_player.screen_y >= 400
     py = $game_player.screen_y - 100
   elsif $game_player.screen_y <= 100
     py = $game_player.screen_y + 100
   else
     py = $game_player.screen_y - 24
   end
   @command_window = Window_RingMenu.new(px,py)
   
   @command_window.index = @menu_index
   # ƒp[ƒeƒBl",ª 0 l,̏ꍇ
    # If number of party members is 0
      if $game_party.actors.size == 0
        # Disable items, skills, equipment, status and save
        @command_window.disable_item(0)
        @command_window.disable_item(1)
        @command_window.disable_item(2)
        @command_window.disable_item(3)
        @command_window.disable_item(4)
      end
   @command_window.z = 100
    # If save is forbidden
      if $game_system.save_disabled
        # Disable save
        @command_window.disable_item(4)
      end
   # ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE,ðì¬
   @party_window = Window_RingMenuParty.new
   @party_window.x = 148
   @party_window.z = 200
   @party_window.height = 128
   @party_window.opacity=255
   @party_window.back_opacity=255
   @party_window.visible = true
   @party_window.active = false
   
#--------------------------------------------------------------------------
# This new section was suggested by Starrodkirby86 - Thanks! ;)
# It determines where to move the addon menu windows according to the player's
# position - to the top or to the bottom of the screen.
#--------------------------------------------------------------------------   
    if $game_player.screen_y < 352
     @playtime_window.y = 352
     @steps_window.y = 352
     @gold_window.y = 416
     @status_window.y = -320
     @party_window.y = 352
     @item_window.y = -200
     @end_window.y = -192
    elsif $game_player.screen_y >= 352
     @playtime_window.y = 0
     @steps_window.y = 0
     @gold_window.y = 64
     @status_window.y = 800
     @party_window.y = 0
     @item_window.y = 480
     @end_window.y = 480
    end
   
   # ƒgƒ‰ƒ"ƒWƒVƒ‡ƒ"ŽÀs
   Graphics.transition
   # ƒƒCƒ"ƒ‹[ƒv
   loop do
     # ƒQ[ƒ€‰æ-Ê,ðXV
     Graphics.update
     # "ü--͏î•ñ,ðXV
     Input.update
     # ƒtƒŒ[ƒ€XV
     update
     # ‰æ-Ê,ªØ,è'Ö,í,Á,½,烋[ƒv,ð'†'f
     if $scene != self
       break
     end
   end
   # ƒgƒ‰ƒ"ƒWƒVƒ‡ƒ"€"õ
   Graphics.freeze
   # ƒXƒvƒ‰ƒCƒgƒZƒbƒg,ð‰ð•ú
   @spriteset.dispose
   # ƒEƒBƒ"ƒhƒE,ð‰ð•ú
   @playtime_window.dispose
   @steps_window.dispose
   @gold_window.dispose
   @status_window.dispose
   @command_window.dispose
   @party_window.dispose
   @item_window.dispose
   @end_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
   # ƒEƒBƒ"ƒhƒE,ðXV
   @playtime_window.update
   @steps_window.update
   @gold_window.update
   @status_window.update
   @command_window.update
   @item_window.update
   @end_window.update
   # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,ªƒAƒNƒeƒBƒu,̏ꍇ: update_command ,ðŒÄ,Ô
   if @command_window.active
     update_command
     return
   end
   # ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE,ªƒAƒNƒeƒBƒu,̏ꍇ: update_party ,ðŒÄ,Ô
   if @party_window.active
     @party_window.update
     update_party
     return
   end
   if @status_window.active
     if $game_player.screen_y < 352
       if @status_window.y < 16
         @status_window.y += 16 # This animates the window
       end
     elsif $game_player.screen_y >= 352
       if @status_window.y > 144
         @status_window.y -= 16 # This animates the window
       end
     end
      update_playerstatus
      return
    end
  if @item_window.active
    if $game_player.screen_y < 352
      if @item_window.y <= 270
        @item_window.y += 10 # This animates the windw
      end
    elsif $game_player.screen_y >= 352
      if @item_window.y > 0
        @item_window.y -= 10 # This animates the window
      end
    end
    @party_window.visible = false
    update_tele
    return
  end
  if @end_window.active
    if $game_player.screen_y < 352
      if @end_window.y <= 347
        @end_window.y += 10
      end
    elsif $game_player.screen_y >= 352
      if @end_window.y > 0
        @end_window.y -= 10
      end
    end
    @party_window.visible = false
    @end_window.visible = true
    update_end
    return
  end
end
 
  def update_playerstatus
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      if $game_player.screen_y < 352
        @status_window.y = -320
      else
        @status_window.y = 800
      end
      @status_window.active = false
      @party_window.active = true
    end
  end
#--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
   # B ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
   if Input.trigger?(Input::B)
     # ƒLƒƒƒ"ƒZƒ‹ SE ,ð‰‰'t
     $game_system.se_play($data_system.cancel_se)
     # ƒ}ƒbƒv‰æ-Ê,ɐØ,è'Ö,¦
     $scene = Scene_Map.new
     return
   end
   # C ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
   if Input.trigger?(Input::C)
     # ƒp[ƒeƒBl",ª 0 l,ŁAƒZ[ƒuAƒQ[ƒ€I--¹ˆÈŠO,̃Rƒ}ƒ"ƒh,̏ꍇ
     if $game_party.actors.size == 0 and @command_window.index < 4
       # ƒuƒU[ SE ,ð‰‰'t
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,̃J[ƒ\ƒ‹ˆÊ'u,Å•ªŠò
     case @command_window.index
    when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
    when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @party_window.active = true
        @party_window.visible = true
        @party_window.index = 0
    when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @party_window.active = true
        @party_window.visible = true
        @party_window.index = 0
    when 3 # Status selected
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @party_window.active = true
        @party_window.visible = true
        @party_window.index = 0
    when 4 # Teleport selected
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @item_window.active = true
        @item_window.visible = true
        @item_window.index = 0
    when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        @command_window.active = false
        @end_window.active = true
    end
    return
  end
   # ƒAƒjƒ[ƒVƒ‡ƒ"'†,È,çƒJ[ƒ\ƒ‹,̏ˆ--,ðs,í,È,¢
   return if @command_window.animation?
   # ªor© ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
   if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
     $game_system.se_play($data_system.cursor_se)
     @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
     return
   end
   # «or¨ ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
   if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
     $game_system.se_play($data_system.cursor_se)
     @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
     return
   end
end
def update_tele
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @item_window.active = false
      if $game_player.screen_y < 352
        if @item_window.y <= 480
          @item_window.y += 10 # This animates the windw
        end
      @item_window.visible = false
      @party_window.visible = true
      @command_window.active = true
      elsif $game_player.screen_y >= 352
        if @item_window.y > -200
          @item_window.y -= 10 # This animates the window
        end
      @item_window.visible = false
      @party_window.visible = true
      @command_window.active = true
      end
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      $game_temp.player_transferring = true
      # Set player move destination
      $game_temp.player_new_map_id = @item[1]
      $game_temp.player_new_x = @item[2]
      $game_temp.player_new_y = @item[3]
      $game_temp.player_new_direction = @item[4]
      $scene = Scene_Map.new
      return
    end
  end
  def update_end
    # Update command window
    @end_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      @end_window.active = false
      @end_window.visible = false
      @command_window.active = true
      @party_window.visible = true
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @end_window.index
      when 0  # to title
         # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Fade out BGM, BGS, and ME
        Audio.bgm_fade(800)
        Audio.bgs_fade(800)
        Audio.me_fade(800)
        # Switch to title screen
        $scene = Scene_Title.new
      when 1  # shutdown
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Fade out BGM, BGS, and ME
        Audio.bgm_fade(800)
        Audio.bgs_fade(800)
        Audio.me_fade(800)
        # Shutdown
        $scene = nil
      when 2  # quit
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to menu screen
        @end_window.active = false
        @end_window.visible = false
        @command_window.active = true
        @party_window.visible = true
      end
      return
    end
  end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE,ªƒAƒNƒeƒBƒu,̏ꍇ)
#--------------------------------------------------------------------------
def update_party
   # B ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
   if Input.trigger?(Input::B)
     # ƒLƒƒƒ"ƒZƒ‹ SE ,ð‰‰'t
     $game_system.se_play($data_system.cancel_se)
     # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,ðƒAƒNƒeƒBƒu,É,·,é
     @command_window.active = true
     @party_window.active = false
     @party_window.index = -1
     return
   end
   # C ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
  if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@party_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@party_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@party_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        @actor = $game_party.actors[@party_window.index]
        @status_window.update_actor(@actor)
        @status_window.active = true
        @party_window.active = false
      end
      return
    end
end
end
#===============================================================================
# ▲ CLASS Scene_Menu Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Window_RingMenu Begins
# This is mostly the original ring menu script and was not created by me.
# Therefore I have left the (unreadble) comments untouched.
# Some minor modifcations have been made to accomodate extra menu entries.
#===============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX'è"
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5   
RING_R = 64     
ICON_ITEM    = RPG::Cache.icon(RM_CFG::Item_Icon)
ICON_SKILL   = RPG::Cache.icon(RM_CFG::Skill_Icon)
ICON_EQUIP   = RPG::Cache.icon(RM_CFG::Equip_Icon)
ICON_STATUS  = RPG::Cache.icon(RM_CFG::Status_Icon)
ICON_SAVE    = RPG::Cache.icon(RM_CFG::Save_Icon)
ICON_EXIT    = RPG::Cache.icon(RM_CFG::Exit_Icon)
ICON_DISABLE = RPG::Cache.icon(RM_CFG::Disabled_Icon)
SE_STARTUP = RM_CFG::Openmenu_Se
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVEL = 3
MODE_MOVER = 4
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# The stuff in the section below can be accomodated for new menu entries
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
   super(0, 0, 640, 480)
   self.contents = Bitmap.new(width-32, height-32)
   self.contents.font.name = $ring_menu_text[0]
   self.contents.font.color = text_color($ring_menu_text[7])
   self.contents.font.size = $ring_menu_text[8]
   self.opacity = 0
   self.back_opacity = 0
   s1 = $ring_menu_text[1]
   s2 = $ring_menu_text[2]
   s3 = $ring_menu_text[3]
   s4 = $ring_menu_text[4]
   s5 = $ring_menu_text[5]
   s6 = $ring_menu_text[6]
   @commands = [s1, s2, s3, s4, s5, s6]
   # I changed this to prevent glitches when modifying the number of menu items
   @item_max = @commands.size
   @index = 0
   @items = [ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT]
   @disabled = [false, false, false, false, false, false]
   @cx = center_x - 16
   @cy = center_y - 16
   setup_move_start
   refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
   super
   refresh
end
#--------------------------------------------------------------------------
# œ ‰æ-ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   # ƒAƒCƒRƒ",ð•`‰æ
   case @mode
   when MODE_START
     refresh_start
   when MODE_WAIT
     refresh_wait
   when MODE_MOVER
     refresh_move(1)
   when MODE_MOVEL
     refresh_move(0)
   end
   # ƒAƒNƒeƒBƒu,ȃRƒ}ƒ"ƒh-¼•\Ž¦
   rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
   self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ-ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
   d1 = 2.0 * Math::PI / @item_max
   d2 = 1.0 * Math::PI / STARTUP_FRAMES
   r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
   for i in 0...@item_max
     j = i - @index
     d = d1 * j + d2 * @steps
     x = @cx + ( r * Math.sin( d ) ).to_i
     y = @cy - ( r * Math.cos( d ) ).to_i
     draw_menu_item(x, y, i)
   end
   @steps -= 1
   if @steps < 1
     @mode = MODE_WAIT
   end
end
#--------------------------------------------------------------------------
# › ‰æ-ʍĕ`‰æ('Ò‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
   d = 2.0 * Math::PI / @item_max
   for i in 0...@item_max
     j = i - @index
     x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
     y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
     draw_menu_item(x, y, i)
   end
end
#--------------------------------------------------------------------------
# › ‰æ-ʍĕ`‰æ(‰ñ"]Žž)
#  mode : 0="½ŽžŒv‰ñ,è 1=ŽžŒv‰ñ,è
#--------------------------------------------------------------------------
def refresh_move( mode )
   d1 = 2.0 * Math::PI / @item_max
   d2 = d1 / MOVING_FRAMES
   d2 *= -1 if mode != 0
   for i in 0...@item_max
     j = i - @index
     d = d1 * j + d2 * @steps
     x = @cx + ( RING_R * Math.sin( d ) ).to_i
     y = @cy - ( RING_R * Math.cos( d ) ).to_i
     draw_menu_item(x, y, i)
   end
   @steps -= 1
   if @steps < 1
     @mode = MODE_WAIT
   end
end
#--------------------------------------------------------------------------
# œ €-Ú,Ì•`‰æ
#     x :
#     y :
#     i : €-Ú"ԍ†
#--------------------------------------------------------------------------
def draw_menu_item(x, y, i)
   #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
   rect = Rect.new(0, 0, @items[i].width, @items[i].height)
   if @index == i
     self.contents.blt( x, y, @items[i], rect )
     if @disabled[@index]
       self.contents.blt( x, y, ICON_DISABLE, rect )
     end
   else
     self.contents.blt( x, y, @items[i], rect, 128 )
     if @disabled[@index]
       self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
     end
   end
end
#--------------------------------------------------------------------------
# œ €-Ú,ð-³Œø,É,·,é
#     index : €-Ú"ԍ†
#--------------------------------------------------------------------------
def disable_item(index)
   @disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ",̏€"õ
#--------------------------------------------------------------------------
def setup_move_start
   @mode = MODE_START
   @steps = STARTUP_FRAMES
   if  SE_STARTUP != nil and SE_STARTUP != ""
     Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
   end
end
#--------------------------------------------------------------------------
# › ‰ñ"]ƒAƒjƒ[ƒVƒ‡ƒ",̏€"õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
   if mode == MODE_MOVER
     @index -= 1
     @index = @items.size - 1 if @index < 0
   elsif mode == MODE_MOVEL
     @index += 1
     @index = 0 if @index >= @items.size
   else
     return
   end
   @mode = mode
   @steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ"'†,©,Ç,¤,©
#--------------------------------------------------------------------------
def animation?
   return @mode != MODE_WAIT
end
end
#===============================================================================
# ▲ CLASS Window_RingMenu Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Window_RingMenuParty Begins
#===============================================================================

class Window_RingMenuParty < Window_Selectable
#--------------------------------------------------------------------------
# Sets up the new actor selection window
#--------------------------------------------------------------------------
def initialize
   super(0, 0, 344, 128)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.size = 20
   refresh
   self.active = false
   self.index = -1
end
#--------------------------------------------------------------------------
# Draws the party's actors and their info into the window
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   self.windowskin = RPG::Cache.windowskin($chara_select[4])
   self.contents.font.name = $chara_select[0]
   self.contents.font.color = text_color($chara_select[1])
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = 86 * i
     y = 0
     actor = $game_party.actors[i]
     draw_actor_graphic(actor, x+24, y+48)
     draw_actor_name(actor, x-8, y+32+14)
     draw_actor_level(actor, x, y + 48+14)
   end
end
#--------------------------------------------------------------------------
# Defines the drawing processes
#--------------------------------------------------------------------------
  def draw_actor_name(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 64, 32, actor.name, 1)
  end
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Lvl")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 24, y, 24, 32, actor.level.to_s, 2)
  end
#--------------------------------------------------------------------------
# Updates the selection rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
   if @index < 0 or @index > $game_party.actors.size - 1
     self.cursor_rect.empty
     return
   elsif @index >= 0 and @index <= $game_party.actors.size - 1
     self.cursor_rect.set((@index * 86)-7, 0, 64, 96)
   end
end
#--------------------------------------------------------------------------
# Moves the cursor rectangle and prevents it from going off the screen
#--------------------------------------------------------------------------
def update
   if @index >= 0 and @index <= $game_party.actors.size - 1
     if Input.repeat?(Input::RIGHT)
          $game_system.se_play($data_system.cursor_se)
          @index += 1
     end
     if Input.repeat?(Input::LEFT)
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
     end
     update_cursor_rect
   elsif @index < 0
     @index = $game_party.actors.size - 1
   elsif @index > $game_party.actors.size - 1
     @index = 0
   else
     self.cursor_rect.empty
     return
   end
end
end
#===============================================================================
# ▲ CLASS Window_RingMenuParty Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Game_Map Additional Code Begins
#===============================================================================
class Game_Map
#Dubealex Addition (from XRXS) to show Map Name on screen
# This is also necessary for the new Window_Steps
def name
   $map_infos[@map_id]
end
end
#===============================================================================
# ▲ CLASS Game_Map Additional Code Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===============================================================================
class Scene_Title
# Dubealex Addition (from XRXS) to show Map Name on screen
# This is also necessary for the new Window_Steps
   $map_infos = load_data("Data/MapInfos.rxdata")
   for key in $map_infos.keys
     $map_infos[key] = $map_infos[key].name
   end
end
#===============================================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===============================================================================

#===============================================================================
# ▲ Ring Menu Script Ends
#===============================================================================


Please do not extract the teleport menu from the menu... It was made by shdwlink1993 and if you want it go to his thread.

Edit:
Just realized that you can't test it out if I have some of the stuff I have in there so I took some of it out so you can test it.
27
Script Requests / BABS Plug-Ins Needed
February 02, 2009, 10:21:16 pm
Okay, I need about three plugins...

  • I need a plugin where you can circle the enemy slashing him 4 times

  • I need a plugin where you can shoot out ammo on all 4 sides of you

  • I need a plugin where you can hold down a button and that decides the range you shoot a bow but just for bows and Bows and arrows



I don't really need the first one but the other two would be really great features to have :)
If you need more information or need an example of what I mean I'll post up more info or mock up screens.
28
Spoiler: ShowHide

  <--- Major Work in Progress, First custom sprite <3


New Sprite ^^
Well Right Base

So far it's in stage 5 out of 20... (It's how I sprite)
29
Background Story
"In the kingdom of Çelsia, Sages stored balance in the land.
That is untill the Sages were killed by their very own apprentice.
This pupil is known...as the Sorcerer"


Story

The last remaining sage went to the mages guild for help and they sent off three mages to go into the towns of Lichtor, Teirm, and Torchlake...
They were to hold a competition to see who would be the right apprentice. They each set off and brought back three pupils.
They trained long and hard for one day, they might face the Sorcerer.

Screenshots

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide


Features


  • Uses Blizz-ABS 2.2

  • Tons of Add-Ons

  • Stormtronics CMS

  • Custom Title System

  • Different Difficulties

  • Realistic Day/Night System

  • And many more...


Completion

Demo - 85%       -  Next Week Maybe
Full game - 55%  -  No idea  :<_<:

I know... I should have it almost done but I'm adding a lot of stuff I hadn't originally planned for.

Characters


Kavin: ShowHide

Kavin
Artwork:
None at the moment.

Bio
He wakes up after having a strange dream and only remembers his name.
He doesn't remember ever going to sleep or how he got where he was.
He goes out in search for his identity. (So Clinched...  :<_<: )


Strider: ShowHide

Strider
Artwork:


Bio
Basically one hardcore bad ass. He doesn't take crap from anyone and kills people for a living.
He meets Kavin at an Inn and helps him find his identity, also helping him achieve must more at the
same time.


Jade: ShowHide

Jade
Artwork:


Bio
Jade is searching for fame when she meets two strange travelers in the arena.
She finds out that you and Strider have been asking around about some old
sheet of parchment paper. She goes out and searches for you to answer your
questions and joins you in your quest.


Credits

Scripts

  • Blizzard (Obviously...)

  • Zeriab

  • Ccoa

  • Dubleax

  • Shdwlink1993

  • Leon

  • Fantasist



Graphics

  • Grafikal006

  • Enterbrain

  • Ccoa

  • Blizzard

  • LandofShadows

  • Deathlok

  • Satoh

  • Nortos

  • Naramura (Correct me if I spelled it wrong...)

  • If I forgot you or you know someone who made something please tell me so I can add his/her name.


Author Notes

In case any of you are wondering, yes this is my ABS Competition game.
It is not finished yet but will be in the next month or so.
Demo might be finished in a week or two, depending on how my finals go.  :<_<:

Comments and Constructive Criticism is appreciated :)
30
I'm trieing to merge Blizz CMS with Guillaume777's Multi-Equip script and I get this error and I have no idea what I'm doing lol...

Error: ShowHide



I would post the script but there is kinda a limit on character so I'm going to post the lines of the problem...

#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================
class Window_CMSEquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # * Item Fix On
  #--------------------------------------------------------------------------
  def item_fix_on
    # Fix window
    @fixed_item = @data[self.index]
    @fixed = true
  end
  #--------------------------------------------------------------------------
  # * Item Fix Off
  #--------------------------------------------------------------------------
  def item_fix_off
    #stop fixing window
    @fixed_item = nil
    @fixed = false
  end
  #--------------------------------------------------------------------------
  # * Don't scroll right window if you press L or R
  #--------------------------------------------------------------------------
  def update
    if Input.repeat?(Input::R) or  Input.repeat?(Input::L) then
      return
    else
      super
    end
  end
  #--------------------------------------------------------------------------
  # Draws equipped items with support of translucent and cursed items
  #     item        : item
  #     x           : draw spot x-coordinate
  #     y           : draw spot y-coordinate
  #     translucent : draw translucent
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y, translucent = false)
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    if item.cursed
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
      self.contents.font.color = G7_MS_MOD::CURSED_COLOR
    elsif translucent
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 128)
      self.contents.font.color = disabled_color
    else
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
      self.contents.font.color = normal_color
    end
    self.contents.draw_text(x + 28, y, 212, 32, item.name)
  end
  #--------------------------------------------------------------------------
  # * Prevent needless update of item quantities in item window
  #--------------------------------------------------------------------------
  alias g7_ms_window_equipright_item item  #===============================>>> Error
  def item
    # This ensures that the number of items doesn't get updated if you move
    # cursor in item window
    return @fixed_item if @fixed
    return g7_ms_window_equipright_item
  end
  #--------------------------------------------------------------------------
  # * Change the height of right windows to fit the slots
  #     actor : actor
  #--------------------------------------------------------------------------
  alias g7_ms_window_equipright_initialize initialize
  def initialize(actor)
    # Initialize with a different height
    g7_ms_window_equipright_initialize(actor)
    # Total height of right window
    h = (actor.weapon_slots.size + actor.armor_slots.size) * 32
    # Change the height                                                       
    self.contents = Bitmap.new(width - 32, h)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Shows the slot names and the name of the items you have equipped
  #--------------------------------------------------------------------------
  def refresh
    # Replaced method to show caption of all items and slot
    self.contents.clear
    @data = []
    # Begin Multi-slot equipment script Edit
    self.contents.font.name = G7_MS_MOD::FONT_NAME
    for i in 0...@actor.weapon_slots.size
      # Push the name(s) of the weapon(s)
      @data.push($data_weapons[@actor.weapon_ids[i]])
    end
    for i in 0...@actor.armor_slots.size
      # Push the names of the armors
      @data.push($data_armors[@actor.armor_ids[i]])
    end
    @caption = []
    for i in 0...@actor.weapon_slots.size
      # Push the name(s) of the weapon slots
      @caption.push(@actor.weapon_slot_names[i])
    end
    for i in 0...@actor.armor_slots.size
      # Push the names of the armor slots
      @caption.push(@actor.armor_slot_names[@actor.armor_slots[i]-1])
    end
    @item_max = @data.size
    if @actor.translucent_texts == nil then @actor.translucent_texts = Array.new end
    for i in 0...@data.size
      if @caption[i] != nil
        self.contents.font.color = system_color
        # Draw the name of the slots
        self.contents.draw_text(4, 32 * i, 92, 32, @caption[i])
      end
      # Draw the name of the equipment
      draw_item_name(@data[i], 92, 32 * i, @actor.translucent_texts[i])
    end
    # Support for other script
    if defined? xrxs_additional_refresh
      xrxs_additional_refresh
    end
  # End Multi-slot equipment script Edit
  end
  #--------------------------------------------------------------------------
  # * End of CLASS:  Window EquipRight
  #--------------------------------------------------------------------------
end