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Topics - Tigurus

1
RMXP Script Database / [XP] Hearts of Iron 3 Quick Menu
January 12, 2012, 03:09:55 pm
Hearts of Iron 3 Quick Menu
Authors: Tigurus
Version: 1.01
Type: Custom Title
Key Term: Custom Menu System



Introduction

I am not addicted to Paradox games at all! But anyhow, I made a quick menu. Which allows you to make presets to quickly go to a certain difficulty, scenario, bonus etc.
These presets are still hand-made with conditional branches though!




Features

- 4 Presets which can be used as difficulty or scenario's
- 3 lines for scenario descriptions
- Easy to edit scenario names & description
- Go to Quick Menu when no save game is made. Else go to normal title screen

Screenshots
Spoiler: ShowHide




Demo

Download: Demo + Script



Instructions

To install this script:
Open the Script Editor (F11)
Put a empty line under the default scripts and above main.
Copy and paste the script from the text file into the editor.
Additionally, you can copy-paste the script from the Demo on the same place.
Close the editor and enjoy!

Additional instruction:

In the Quick Menu, Use "esc" to switch windows.

Instruction: Use the config below to call your scenario's name. Leaving them
empty and deleting the "s4,3,2, 1" (regarding the amount of scenario's you 
want) to add or delete scenario's. (Line 320) #
Use a intro map with an auto-event. Use conditional branches for:
- tutorial 
- scenario1 
- scenario2 
- scenario3
- scenario4 
As condition: Call Script: "$tutorial != nil and $tutorial == true" for the 
Conditions you want to send the player in when pressing the Tutorial Button 
For the others, change to $scenario1, 2, 3 or 4. 

In main we shall have to change 


"$scene = Scene_Title.new"

to

$scene = Scene_QuickMenu.new
  for i in 0..3
    if FileTest.exist?("Save#{i+1}.rxdata")
      $scene = Scene_Title.new
    end
  end




Compatibility

This script will most likely not work with any Title Screen script. Not tested on SDK



Credits and Thanks


  • Tigurus





If you have any comments or questions, I would be glad to hear them.
2
RMXP Script Database / [XP] Europa Universalis 3 HUD
December 18, 2011, 07:54:48 pm
Europa Universalis III HUD
Authors: Tigurus
Version: 1.5
Type: HUD
Key Term: Misc Add-on



Introduction

A script I made because I am addicted to this game and thought it might be nice to make for my game.



Features

- Minimap (Optional)
- Achievement Total Points (Optional)
- Adjustable Time and Date
- Location
- Logo

Screenshots
Spoiler: ShowHide




Demo

Download: Demo + Script


Script

Only downloadable through Demo for now (Will work on this)



Instructions

Post the script above main and below Scene_debug.


Compatibility

This script is likely to work with any other script with the exception of other HUD scripts or other that might use the map as overlay.
When you use the SDK scripts, you must use Version 1.4.5.1 as else the game will crash.



Credits and Thanks





The script contains 2 optional functions. A minimap and a window for G_G's total points.
These can be disabled by setting it to False. If they are set to true, you need to have their scripts installed. These can be found in either the demo or the links above in credits.

If you have any comments or questions, I would be glad to hear them.
3
Advertising / gMaker.org
August 17, 2011, 05:44:31 pm
Hello everyone,

I am Tigurus and I'd like to tell you about an all-new indie game development website named: "gMaker.org"

gMaker.org was made for the sole purpose of helping beginners and those familiar with game creation a like. That is why we tried to make the site and all its features easy for anyone to access and use. Because of this, you can easily put your own project, resource, etc on the site for everyone too see and enjoy.
Also, you can easily keep control of your resources by using the control panel. Which allows you to quickly edit information, add screenshots or download files.

As a new community, we are looking to become friends with multiple communities and affiliate with other sites to help build a stronger community for all sites involved. More about that can be read on the site and we hope we shall see your project soon!
We support every engine there is in our site too! However, some forums might be created until a certain amount of use is being made for that certain engine.

You can visit the website be clicking the following link or typing the link. Whatever pleases your hunger.
Link: http://www.gMaker.org

Greetings!

~Tigurus

Additionally, I will leave with a table of features our site has to offer!

Key Features: ShowHide

Feature list:

- Manage your projects and resources with the easy to use control panel.
- Easy-to-use Approval system allows you to see exactly what you need to fix to get your content enabled.
- Once content is approved all changes made to your content will be reflected in real time.
- Abuse can easily be handled through convenient Report buttons. Content will only be disabled if Staff feels it is necessary.
- Preview option to view your content before it is approved.
- Daily Hit counter to monitor how often your content is viewed each day.
- Customized short, user friendly URL's.
- Up to 24 screen shots (or videos) per record.
- Up to 10 downloads per record at (5 MB each) with the option to easily link to external upload sites.
- All for free!

4
Hello,

I am using RMXP and I try to make a script for a friend of mine.
However, I got a problem with it showing and changing text.

I got this code:


class Window_Desc < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(178, 74, 362, 302)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(120, 0, 300, 32, $j[1].to_s )
   self.contents.font.color = normal_color
   self.contents.draw_text(0, 64, 320, 32, "Description: " + $d1[1])
   self.contents.draw_text(0, 96, 320, 32, $d2[1].to_s())
   self.contents.draw_text(0, 128, 300, 32, "Condition:  "+$cc[1])
   self.contents.draw_text(0, 160, 300, 32, "Reward:  "$r[1])
   $stat = $game_variables[0001].to_s()

 case $game_variables[0001]
   when 0
      self.contents.font.color = normal_color
      $stat = "  Available"
   when 1
       self.contents.font.color = Color.new(255,255,0)
      $stat = "  In-Progress"
   else
       self.contents.font.color = Color.new(0,255,0)
      $stat = "  Complete"
   end  
   self.contents.draw_text(0, 192, 300, 32, "Status:"+$stat)
 end
end


and now all the "$" I can't change to the second variable on the list.
Now I have it show the second variable with the $j[1] and such.

I wonder if anyone know what to do to make sure it does works.

~Tigurus
5
RMXP Script Database / [XP] One-Player Battlesystem
June 29, 2011, 01:58:41 pm
One-Player Battlesystem
Authors: Tigurus
Version: 1.03
Type: Custom Battle script
Key Term: Custom Battle System



Introduction

A slight and shiny change of the default battle system. It's made for 1 character only and can best be used with an over-the-shoulder battler.
Additionally, I try to make it time-based though at the moment it still is like the default.



Features


  • A slick interface for 1 player.




Screenshots
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide



Demo

One-Player-Battlescript.rar


Script

Script can be found in the demo.



Instructions

Post the script above main and below Scene_debug.


Compatibility

This script shouldn't create a big problem except with other battlescripts.


Credits and Thanks


  • Tigurus





If you have any comments or questions, I would be glad to hear them.
PS: This is my first script ever  :^_^':
6
RMXP Script Database / [XP] One-Player Menu
June 29, 2011, 01:51:42 pm
One-Player Menu
Authors: Tigurus
Version: 1.2.2
Type: Custom Menu
Key Term: Custom Menu System



Introduction

An edit of the default menu script. Designed for 1-player only.


Features


  • A slick interface for 1 player.

  • Use of bars!




Screenshots
Spoiler: ShowHide




Demo

Download: Demo + Script


Script


Only downloadable through Demo



Instructions

Post the script above main and below Scene_debug.


Compatibility

This script shouldn't create a big problem except with other menu scripts.


Credits and Thanks


  • Tigurus

  • Contance (for the Bars)

  • NidoKnight (for updating/repairing V1.2)





If you have any comments or questions, I would be glad to hear them.
7
Script Requests / Random Damage Script
June 16, 2010, 09:19:00 am
Heyhey Everyone,

I'm in need of a script which deals random damage.
But that it is easily costumizable in the script.

Also, If you can say between which number the Damage must be.
This for Classes and skills alike.
For example, When Class 5 (Thief) uses Attack, Damage will be between 400 to 500
Or, When using Skill 11 (Impulse Grenade) damage will be between 100 to 1000

Is there someone who can help me with this or knows of such a random script?

~Tigurus
8
Hello,

First off, I really have no idea if this should be in Script Request or In troubleshooting. Though I guess request as something must be added but inside of an existing script so it could be Troubleshooting also...Please forgive me if I am in the wrong board D=
As for the question.

In my game project, I have this certain main menu but when I have to equip, for example, party member number 6, I can't see that party member.
I only see the first 4 party members.

Now, My question was if you press the following:
- Equipment
- Skills (Power)
- Status
That you can scroll down all the party members.

I hope that this small screenshot helps making it understand better.

Screenshot: ShowHide




This is Game_Guy's Costumizable Menu Script...I know it's from Game_Guy though, don't know the name really  :'(.
It's an RMXP script btw :)
Menu: ShowHide

$in_game
$choices_item = "Inventory"
$choices_skill = "Power"
$choices_equip = "Equipment"
$choices_status = "Status"
$choices_quest = "Quest Log"
$choices_achieve = "Medals"
$choices_save = "Save"
$choices_load = "Load"
$choices_option = "Options"
$choices_settings = "Settings"
$choices_end = "Exit"
$pic_as_back = "true" # If set to false, map is background
$pic_name = "gradation135" # Picture name for the picture you want to use
$playtime_gamename_window = "On" # Off will turn it off must be spelled Off not off same with On no on
$gold_window = "On" # Above applies here
$steps_window = "On" # Above Applies here
$scenario_window = "On"
$playtime_or_gamename = "_gamename" # Want playtime window or game name window
$gamename = "Version 0.1" # You can display anything besides a game name.
$scenario = "Scenario"
$playtime_gamename_window_opacity = 255 # Opacity for playtime/gamename window the line that goes around the window
$playtime_gamename_window_backopacity = 210 #background opacity for gamename window
$gold_window_opacity = 255 # Same above just gold_window
$gold_window_backopacity = 210 # Same above
$steps_window_opacity = 0 # Same above just steps window
$steps_window_backopacity = 0 # same above
$command_window_opacity = 255 # same above just command window
$command_window_backopacity = 210 # same above
$menustatus_window_opacity = 255 # same above just menustatus window
$menustatus_window_backopacity = 210 # same above
$scenario_window_opacity = 255
$scenario_window_backopacity = 210
$playtime_gamename_x = 480 # playtime/gamename x coordinate
$playtime_gamename_y = 224 # playtime/gamename y coordinate
$gold_window_x = 480  # Same above just gold_window
$gold_window_y = 416 # Same above
$steps_window_x = 480 # Same above just steps window
$steps_window_y = 224 # Same above
$command_window_x = 480 # same above just command window
$command_window_y = 0 # Same above
$menustatus_window_x = 0 # same above just menustatus window
$menustatus_window_y = 0 # Same above
$scenario_window_x = 480
$scenario_window_y = 320
$playtime_gamename_width = 160 # playtime/gamename widht
$playtime_gamename_height = 96 #playtime/gamename height
$gold_window_width = 160 # gold width
$gold_window_height = 64 # gold height
$steps_window_width = 160 # steps width
$steps_window_height = 96 # steps height
$scenario_window_width = 160
$scenario_window_height = 96

#------------------------------------------------------------------------------#
#                                  Windows                                     #
#------------------------------------------------------------------------------#

# For people out there who want to add more options go right ahead as the
# command menu has a scroll function thing.
# Window_Command2 which has scroll functions
class Window_Command2 < Window_Selectable
 def initialize(width, commands)
   super(0, 0, width, 224)
   @item_max = commands.size
   @commands = commands
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   refresh
   self.index = 0
 end
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   bitmap = RPG::Cache.icon("1-Inventory")
   self.contents.blt(105, 4, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("2-Power")
   self.contents.blt(105, 35, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("3-Equipment")
   self.contents.blt(105, 69, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("4-Status")
   self.contents.blt(105, 100, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("5-Questlog")
   self.contents.blt(105, 132, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("6-Achievements")    
   self.contents.blt(105, 165, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("7-Save")
   self.contents.blt(105, 196, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("8-Load")
   self.contents.blt(105, 227, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("9-Settings")
   self.contents.blt(105, 260, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("10-BattleOption")
   self.contents.blt(105, 290, bitmap, Rect.new(0, 0, 24, 24))
   bitmap = RPG::Cache.icon("11-Quit")
   self.contents.blt(105, 322, bitmap, Rect.new(0, 0, 24, 24))
   end
 end
 def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index])
 end
 def disable_item(index)
   draw_item(index, disabled_color)
 end
end

#window gamename # now displays game name without using an actor slot
class Window_GameName < Window_Base
 
 def initialize
   super(0, 0, $playtime_gamename_width, $playtime_gamename_height)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 
 def refresh
   self.contents.clear
   self.contents.draw_text(0, 0, 130, 64, $gamename.to_s)
 end
 
end

# Altered Window_MenuStatus so it changes height depending on party member count
class Window_MenuStatus < Window_Selectable
 
 def initialize
   super(0, 0, 480, $menu_status)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
   self.active = false
   self.index = -1
 end

 def refresh
   self.contents.clear
   bitmap = RPG::Cache.icon("Medal - Emblem")
   self.contents.blt(12, 0, bitmap, Rect.new(0, 0, 24, 24))    
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = 64
     y = i * 116
     actor = $game_party.actors[i]
     draw_actor_graphic(actor, x - 40, y + 80)
     draw_actor_name(actor, x, y)
     draw_actor_class(actor, x + 62, y + 32)
     draw_actor_level(actor, x, y + 32)
     draw_actor_exp(actor, x, y + 64)
     draw_actor_hp(actor, x + 236, y + 32)
     draw_actor_sp(actor, x + 236, y + 64)
   end
 end

 def update_cursor_rect
   if @index < 0
     self.cursor_rect.empty
   else
     self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
   end
 end
end

# Window's Steps/Gold/PLaytime Modded for height and width options
class Window_Gold < Window_Base
 def initialize
   super(0, 0, $gold_window_width, $gold_window_height)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.clear
   bitmap = RPG::Cache.icon("Gold")
   self.contents.blt(110, 7, bitmap, Rect.new(0, 0, 24, 24))
   cx = contents.text_size($data_system.words.gold).width
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 0, 110-cx-2, 32, $game_party.gold.to_s, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(112-cx, 0, cx, 32, $data_system.words.gold, 2)
 end
end

class Window_PlayTime < Window_Base
 def initialize
   super(0, 0, $playtime_gamename_width, $playtime_gamename_height)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 120, 32, "Play Time")
   @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.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, text, 2)
 end
 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end

class Window_Steps < Window_Base
 def initialize
   super(0, 0, $steps_window_width, $steps_window_height)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.clear
   bitmap = RPG::Cache.icon("Medal - Emblem")
   self.contents.blt(100, 22, bitmap, Rect.new(0, 0, 24, 24))    
 end
end

class Window_Scenario < Window_Base
 def initialize
   super(0, 0, $scenario_window_width, $scenario_window_height)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Monotype Corsiva"
   self.contents.font.size = 24
   self.contents.draw_text(20, 12, 120, 32, "Prologue")  
   self.contents.draw_text(4, 32, 120, 32, "Tutorial")    
   refresh
 end
 def refresh
   bitmap = RPG::Cache.icon("Medal - Emblem")
   self.contents.blt(100, 22, bitmap, Rect.new(0, 0, 24, 24))    
 end
end


#------------------------------------------------------------------------------#
# ** Scene_Menu Modded and Customizable                                        #
#------------------------------------------------------------------------------#
#  This class performs menu screen processing.                                 #
#------------------------------------------------------------------------------#

class Scene_Menu
 
 def initialize(menu_index = 0)
   @menu_index = menu_index
 end

 def main
   # Command Window Setup
   s1 = $choices_item.to_s
   s2 = $choices_skill.to_s
   s3 = $choices_equip.to_s
   s4 = $choices_status.to_s
   s5 = $choices_quest.to_s
   s6 = $choices_achieve.to_s
   s7 = $choices_save.to_s
   s8 = $choices_load.to_s
   s9 = $choices_option.to_s
   s10 = $choices_settings.to_s
   s11 = $choices_end.to_s
   
   
   @command_window = Window_Command2.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11])
   @command_window.index = @menu_index
   @command_window.x = $command_window_x
   @command_window.y = $command_window_y
   @command_window.opacity = $command_window_opacity
   @command_window.back_opacity = $command_window_backopacity
   # If number of party members is 0 disable first four commands
   if $game_party.actors.size == 0
     @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)
     @command_window.disable_item(5)
     @command_window.disable_item(6)
     @command_window.disable_item(9)
   end
   if $game_system.save_disabled
     @command_window.disable_item(6)
   end
   # Keeps track of party members and alters the MenuStatus height
   if $game_party.actors.size == 0
     $menu_status = 0
   elsif $game_party.actors.size == 1
     $menu_status = 130      
   elsif $game_party.actors.size == 2
     $menu_status = 230
   elsif $game_party.actors.size == 3
     $menu_status = 330
   elsif $game_party.actors.size == 4
     $menu_status = 430
   else
     $menu_status = 555
   end
   # Checks to see if Save is Disabled
   # End Command Setup
   # Checks to see if $pic_as_back is on
   if $pic_as_back == false
     @sprite = Sprite.new
     @sprite.bitmap = RPG::Cache.picture($pic_name)
   else
     @map = Spriteset_Map.new
   end
   
   # Checks the gold window options
   if $gold_window == "On"
     @gold_window = Window_Gold.new
     @gold_window.x = $gold_window_x
     @gold_window.y = $gold_window_y
     @gold_window.opacity = $gold_window_opacity
     @gold_window.back_opacity = $gold_window_backopacity
   end
   
   # Checks the playtime/gamename window options
   if $playtime_gamename_window == "On"
      if $playtime_or_gamename == "_gamename"
        @playtime_gamename_window = Window_GameName.new
      else
        @playtime_gamename_window = WIndow_PlayTime.new
      end
      @playtime_gamename_window.x = $playtime_gamename_x
      @playtime_gamename_window.y = $playtime_gamename_y
      @playtime_gamename_window.opacity = $playtime_gamename_window_opacity
      @playtime_gamename_window.back_opacity = $playtime_gamename_window_backopacity
    end
   
   # Checks the steps window options
   if $steps_window == "On"
     @steps_window = Window_Steps.new
     @steps_window.x = $steps_window_x
     @steps_window.y = $steps_window_y
     @steps_window.opacity = $steps_window_opacity
     @steps_window.back_opacity = $steps_window_backopacity
   end
   
   if $scenario_window == "On"
     @scenario_window = Window_Scenario.new
     @scenario_window.x = $scenario_window_x
     @scenario_window.y = $scenario_window_y
     @scenario_window.opacity = $scenario_window_opacity
     @scenario_window.back_opacity = $scenario_window_backopacity
   end
       
   # checks the menustatus window options
   @status_window = Window_MenuStatus.new
   @status_window.x = $menustatus_window_x
   @status_window.y = $menustatus_window_y
   @status_window.opacity = $menustatus_window_opacity
   @status_window.back_opacity = $menustatus_window_backopacity
   Graphics.transition
   # Main loop
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   Graphics.freeze
   # checks to see what windows need to be disposed
   if $pic_as_back == true
     @sprite.dispose
     @sprite.bitmap.dispose
   else
     @map.dispose
   end
   if $gold_window == "On"
     @gold_window.dispose
   end
   if $playtime_gamename_window == "On"
     @playtime_gamename_window.dispose
   end
   if $steps_window == "On"
     @steps_window.dispose
   end
   if $scenario_window == "On"
     @scenario_window.dispose
   end
   @command_window.dispose
   @status_window.dispose
 end

 def update
   # checks to see what windows need to be updated
   if $gold_window == "On"
     @gold_window.update
   end
   if $playtime_gamename_window == "On"
     @playtime_gamename_window.update
   end
   if $steps_window == "On"
     @steps_window.update
   end
   if $scenario_window =="On"
     @scenario_window.update
   end
   @command_window.update
   @status_window.update
   if @command_window.active
     update_command
     return
   end
   if @status_window.active
     update_status
     return
   end
 end

 def update_command
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
     return
   end
   
   if Input.trigger?(Input::C)
     if $game_party.actors.size == 0 and @command_window.index < 7
       $game_system.se_play($data_system.buzzer_se)
       return
     end

     case @command_window.index
     when 0  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when 1  #When Items
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 2  # When power
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 3 # When Status
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @status_window.active = true
       @status_window.index = 0
     when 4 # When Quest_log
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Quest.new
     when 5
       $game_system.se_play($data_system.decision_se)
       $scene = Achievements.new
     when 6 #When Save
       if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
       else  $game_system.se_play($data_system.decision_se)
             $scene = Scene_Save.new
       end
     when 7 # When Load
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Load.new(true)
       return
     when 8 # Battle settings
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Option.new
     when 9 # Battle settings
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Config.new
     when 10  # When End
      $game_system.se_play($data_system.decision_se)
      $scene = Scene_End.new
     return
   end
 end
end
 def update_status
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   if Input.trigger?(Input::C)
     case @command_window.index
     when 1  
       if $game_party.actors[@status_window.index].restriction >= 2
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Skill.new(@status_window.index)
     when 2  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Equip.new(@status_window.index)
     when 3  
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
 end
end



I hope someone can help me :/
Else I need to find a different way to enhance the party equipment in the game :/

If you have a question, please ask. ^^

~Tigurus
9
Welcome! / IEK! It's Tigsy-Kun D=
May 16, 2010, 09:50:47 am
I'm back after all this time.
I can't even see why I didn't came on so often here.
It must be college....let's blame college.... >:(

So, Uhm...I'm Tigurus. Busy with college and all those fancy stuff.
But now I got a great time with Rpg Maker and continue where I left with my game Project.

Me in a quicky time:
- I love Music (Mostly Metal/Rock) but I hate Hip-Hop and the likes.
- I love reading and writing =D
- I love Games
- I'm getting sick of college *Faints*
- And I love anime and manga's =D

So, I will now try to blent in this community and hope I get accepted as a Chaos Project Disciple Ninja Warrior.

Nice to meet you all =D
10
New Projects / Bloodsun
June 25, 2009, 03:46:25 pm






Spoiler: ShowHide


Main Story Arc


Campaigns


Scenario's


Characters


Maps


Items/Skills


Scripts





1: Story
2: Characters
3: Features
4: Factions
5: Screenshots
6: Download
7: Credits







The Story will have three parts. These can be seen in the Spoilers.


History: ShowHide


Europe was a continent of warfare since the medieval times. The kingdoms of Europe fought for power and might. This was seen as a disease; "The Sickness of Warfare". This Sickness has brought good and bad aspects. Technology was improved and eventually even used for machines and corporations. The bad aspect was that many lives have ended. On top of that, Kingdoms were furious when they lost a war.

This scenario of Anger and Hate has reached a point of "Nationalism"; Everyone loved its own country but loathed the others. This has led to the First World War. Eventually, the war ended and a majority of the world had established the "League of Nations". They had the purpose to evade wars and negotiate when tensions sparked. It looked like peace was finally at hand. Until revenge was the second aspect yet to come.

The League of Nations didn't have the power to stop the Rise of the Third Reich. Nazi-Germany attacked Europe as revenge of the First World War and war returned. This event had the Second World War as result. This war brought the World but mostly Europe to its knees. Thanks to the Soviet-Union, America and England, the war finally stopped. The world renewed the League of Nations. It changed into the "United Nations". They kept the peace from there on. It also looked like Europe slowly lost their "Sickness" and that the long awaited peace and unity was finally ascending.

The Americans, however, seemed to have gained the sickness and searched for reasons to attack other countries. The United Nations couldn't handle America as America neglected every rule ever made, including the rules proposed by them selves. The nations were powerless. Peace couldn't be preserved.

The many attacks of America were small in comparison. After the Cold War with the Soviet-Union, The war hungry nation had to attack to lessen his thirst. They started to attack the middle-east. They were, in their eyes, against the free world. This started al right and without any major problems. But after a while, the European nations, who were so eager of war in the past, lost their interest and wanted their long awaited peace.  The European nations slowly sent every soldier back to their homeland. By doing this, The Middle-Eastern forces established a gigantic alliance and stroked at the heart of the American HQ in the Middle East. Europe was directly called to aid the Americans in this counter-attack and Europe obeyed.

By the creation of the Mid-East Coalition, which also sparked tensions with China, The Third World War was about to start. This war had three Factions: The Allies, Mid-East Coalition and The Red Army of Freedom and Brotherhood. This war turned the world upside-down. Cities burned, Cultures vanished and continents destroyed. These were 8 years of sadness. The Allies won the war eventually. However, they won nothing of value. Whole Parts of Africa and Asia were vanished from the Earth. Several cultures faded in the wind. The Loss was great. The world was exhausted.

Was it time for peace.....No
Was the lust for war over....No
Was there tension for another World War....Yes
This war, however, didn't come...
Yet, the world would face many more trials...


The Age of Burgundy: ShowHide


The world had lost many of its glory. Technology was back to zero and money was worth nothing. Nations fell apart and it was everyone for himself. Everyone tried to unite their nation again but nobody fully succeeded. No one but one man. It was this great man simply who decided to rule the earth. He started in Past France where he founded his kingdom. The Kingdom of Burgundy. He speeded up technology to a point of welfare. Soon, he united Europe and Western Asia under his banner. His fame and strength grew with the day and the European nation was once again a superpower. However, as tensions sparked between the Kingdom and the newly build Red Nation of Russia and China, Burgundy's king was less famed for his supreme reign. The living conditions went from good to worst and rebellions started in the kingdom. It didn't take long before a rebel army attacked the Capital city. As the rebels lost that battle, their rage grew and grew. Several new rebel nations were founded and with the support of the red army, they would surely defeat the evil king. The kingdom started to crumble.

After a major victory at the battle of Magdeburg, the King crowned himself Emperor of Europa. He thought himself as supreme ruler of all. His madness caused more suffering for the citizens of Burgundy and more and more people joined the rebel nations.
The rebel nations were too puny to defeat the Emperor and the rebel nations started to fall.
But then, after "The Suppressions of the Baltic", One High-General couldn't believed what happened with the once beautiful kingdom.  He rallied his army and the other High-Generals to stop this madness.
Of all 7 High-Generals, 4 joined his cause.
Together with the rebel nations, he attacked the Capital. After 15 Days of Siege, he entered the Castle and dueled the Emperor. With powerful vengeance he killed the Emperor and ended the fighting. He wanted to rule over the old Kingdom as it started once. However, The Kingdom fell directly as the rebel nations wanted to create the world as before the third world war.


Interbellum: ShowHide


Europe was back as how it was in the Ancient Medieval times (500 - 1500 AC). The technology from the Burgundian empire supported the nations to quickly build up their nations and control them.
War was out of the question. However, the newly inquisition wanted the High General as ruler. He freed the nations of the Emperor's Reign! This inquisition burned and tortured everyone who wouldn't listen to their truth, to their Emperor!
The Inquisition weren't a nation. They were stationed in every country where there were true followers of the High General. They called him "The God-Emperor". The inquisition was almost untouchable as they weren't a real nation. This group started to grow in a rapid speed and several nations (Mostly the Germanic Nations and Italian Nations) had much trouble to repel attacks by these fanatics.
Though there was no real war anymore, the Inquisition would surely terrorize everyone, who wouldn't agree on their views and so the views of the God-Emperor.

The next hundred years, Technology and Welfare would increase and life would be pleasant.  The European Nations became how they once were in history. The largest and most powerful were the Royal British Isles, the weakened but united Burgundian forces and The Holy Roma-German Empire of the God-Emperor.

However, nobody thought about Mother Nature and Time anymore. The sun had reached its limit and started to grow. The sun became the "Red Giant". The environment started to burn and many lively forests were replaced by desserts. Chaos spreads and after many years of peace, war was starting again.

After 7 days of war, the nations thought that they could better stop and protect them self against the sun and nature.
Europe had other ideas.
The European nations waged an all-out war. This time, however, everyone like to wage war again!
The sickness was back, just as their love for their country and nothing could stop it now.
The war started to spread to Asia and soon. The Red Army would also found itself in disarray.
America, which stayed out of all wars and rebellions, was now a gigantic power of technology and commerce. The people from Europe and Asia fled to The Free States (America) to live there.
China and Japan started an alliance:"China-Nippon Pact". These two super forces tried to stop the rebellions in Asia and unite Asia under one banner!
The Red Army had a lot of trouble on its own. Many rebellions and also famine struck the lands. The Red Army started to Unite several Asian and European nations. This started tensions between the China-Nippon Pact and the Russian "USSR". The trials were over and the real thing was about to start.

And now? Well...Now I can't even eat my dinner in peace...
The Armies kill everyone in their path or else the Inquisition would burn you to the ground...
Well, I guess I can do only one thing; Stop this war or die trying!



Characters: ShowHide


CĂ©leste (CAELESTIS) Fay;
Age: 29
Faction: Leader of the Rebel States
Profession: High General of Burgundy
Biography: This young man quickly climbed up the ladders in the New Burgundian Empire. He earned his reputation and his command skills were perfect. He was loved by his allies, the people and even his enemies. After he saw what happened by the terrible reign caused by his Emperor, he tried to persuade him to stop this nonsense. This failed and he fought under several banners to end his reign. Eventually, he united the rebel states and with the support of Russia and China, invaded the Burgundian Empire. His willpower went in vain when the empire crumbled at the end of the war and Europe went in chaos yet again.

Adan;
Age: 21
Faction: None
Profession: Loner
Biography: Adan is rather a non-social guy and loves to live in silence. When the war started he ran away from home and tried to live alone and remain that way until his death. However, Rebels and the state are annoying and now he need to find a final solution. With no way to find out how to stop this madness, he will certainly try.






This game will have numbers features. This game is also to improve my Scripting, Mapping, Etc... It's not to show the world how good I am but it's kinda like training.
Here we will have a small list of features for you.

Spoiler: ShowHide

  • Questlog

  • Nice following Story-line

  • Realtime Battle System

  • Tactical Battle System (Not to be confused with the Above system)

  • Battlefields

  • Number of Campaigns for the Player to follow





A list with the things I want to Accomplish


Spoiler: ShowHide

  • Nice Maps (As Nice as Possible)

  • Stable Game

  • A Game which people Like

  • Increasing My Scripting Skills by atleast +5 Points so I can level up.

  • Having Fun









Here I will put 2 Spoilers. The Factions of World War Three and the Factions which you will encounter in-game.
World War 3

Allies: ShowHide

America
Canada
England
Oceania
Norway
Denmark
Sweden
Japan
India
South-Korea
Israel



Mid-East Coalition: ShowHide

Saoedi-Araby
Pakistan
Irak
Iran
Afganistan
Marrokko
Egypt
Syrie
Jordania
Cyprus
Libia
Libanon
Etc........



The Red Army of Freedom and Brotherhood: ShowHide

Russia
China
Cuba
Indonesia
Whole Shouth-East Asia
North-Korea
Venezuela






Here we will have some of the factions in the game
New Factions: ShowHide


Holland (The Netherlands)
The Frisian Empire (The Netherlands)
United Dutch Union (The Netherlands)
The Royal British Empire (England & Wales)
The Highlands (Scotland)
The Holy German Empire (Germany, Austria and North-Italy)
New Prussia (Germany & Poland)
German Republic (Germany & Polen)
North-Burgundy (Belgium & North France)
South-Burgundy (Mid & South-France)
Royal France Force (Paris and such)
Warschawpact (?????????)








Screenshots: ShowHide












There is no Download Available yet. Please check a new post in this Topic for when it is released.







Well, Here is will be:

Story/Development: ShowHide
-Tigurus



Scripts: ShowHide

- Tigurus
- Kio & Sonicia
- Rataime
- DubeAlex
- A3D
- Game_Guy
- Samo the Thief
- Cogwheel
- SDK Team



Resources: ShowHide

- Enterbrain
- Tigurus
- Dracona Shade
- Moonlight
- Alpachix
- Zanyzora
- Euphony
- Sithjester
- BenBen
- Ccoa
- Tana





Please leave a comment and tell me atleast what you think of the story.

If you have any critic, question or complain, Please leave a message.
11
Welcome! / Hey everyone
June 25, 2009, 10:15:47 am
Hello everyone,

First off, The Registration system was really annoying. Really:

Wut?: ShowHide
* Type the sum of the first and last number only.
    65 + 341 + 80 =

You would think 145.
Well, after a while I just typed things and it was 5.  >:(


Anyhow, let's get to the introduction part:

I'm Tigurus. I'm a 17 years old. I'm from the Netherworld and I hate it.
I love Rock and Most Metal music types and loathe Hip-Hop.
I write Stories in my spare time which can be used as a Plot or I even make a book of it.

Now, I'm busy with a Game which I shall post here. Won't tell much about it here.

Well, I hope this is a lovely Community and I wish you all a Nice day  :)

~Tigurus