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Topics - rgangsta

1
I am in dire need of a weapon modification system. I currently have one but it's causing some compatibility issues and it doesn't have the integral feature I need. If you play Warframe then you already get the jist of this system.
 
What I need is a system that lets me take items from the database, tagged as <mod>, and equip it to a weapon to boost up the weapon's stats. There currently is a VX script that does this called Dark Cloud 2 Weapons by xBrokenSin, but it doesn't let me designate which items in the inventory I want as mods. It also has some unnecessary features that I don't want. What I'm looking for is something like Grathnode Install by Kread-EX.


The system's features:

  • I choose which items are mods by tagging them as <mod> in the database
  • Mods also have mod points I can also assign like <mod points: x>; equipping mods will drain mod points until it is unequipped
  • The same mod cannot stack on a weapon
  • Every weapon has 4 mod slots
  • Mods affect the weapon's stats: Attack, Defense, Agility, Spirit, Elements, and States; possibly tagged as <add atk: x>, etc.
  • Mods can be equipped and unequipped (equipping a mod drains mod points and unequipping a mod returns the drained mod points)
  • Each weapon gains EXP and I can give them a max level like <max level: x>
  • Upon each level, a weapon will gain x amount of mod points
  • I can manually give weapons EXP through script calls (this is very important!)
  • Weapons that are unmodable with a tag <no mod> or something like that
  • Compatibility with Pacman's Item Cap 2.2 and SowS' Bag Pockets

I know this seems like a lot but I'm willing to pay for your time. If there's more info you need, I'll be glad to answer your questions. If you do take on this job, I'll provide you with my project so you can experiment and test out script compatibilities.


I'm guessing a custom system like this is between $10-20. I'm willing to pay that much. I'm a graphic designer, too, so if you should need some type of GUI or logo, I can arrange something for you. I'm also totally open to a script modification as long as it does what I need it to.
 
Thank you in advance whoever takes on this challenge!
2
Projects / Games / [VX] CyberDrive Ninja - Demo Available
February 17, 2013, 08:17:08 pm
-removed-
3
Welcome! / Hey, there. RGangsta's here!
May 15, 2011, 11:49:18 pm
Hello, all. I've been here a while but I'm not sure I made a formal introduction. Anyway, I'm back from my years away and I must say that this time I have new skills so I can give back to the community. :D Isn't that great? I'm thinking of starting a logo shop first.

Here's some Game Overs I've made for XP and VX. Enjoy!

http://forum.chaos-project.com/index.php/topic,9668.msg144629.html
4
Resource Database / RGangsta's Game Overs [XP+VX]
May 15, 2011, 11:40:24 pm
I've been gone a while and now I'm back. And I've come bearing gifts! Enjoy them all. No credit needed but it would be appreciated.


Here's some Game Overs I've made recently. Please, help yourself. :happytongue:
XP
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VX
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5
Projects / Games / Tsurugi's Hold Demo
August 14, 2009, 10:02:09 pm
Company: Black Project Entertainment
Studio: Black Project Entertainment and Shady Guy Productions
Type: Fantasy Action Adventure
Release: Aug 14, 2009 ยป






In this demo, you will play as Tsurugi. And ex-revolutionist who used to rebel against and
ruthless king. King Mont. Tsurugi is stranded on  an island and he must find his way off. Once he
reaches a small island south-east of where he was stranded, he stop to rest. Little did he
know that the island is inhabitted by revolutionists like him. He teams up with the revolutionists
although they don't trust him, yet. On a quest to prove himself, Tsurugi and a revolutionist; Tom
are sent on a mission to rob one of the towns' kings, King Bav. Unfortunately, they're not the
only ones invading the ship.



Name: Tsurugi (Yes. He's Black. I customized him myself. :P)
Age: 19
Occupation: Revolutionist
Role: Main Character
Traits: Thoughtful, will help people in need
Faction: The Retaliation Soldiers


Name: Tom
Age: 23
Occupation: Revolutionist
Traits: Laid back, let's sobordinates do the work
Faction: The Retaliation Soldiers


Name: Itha
Age: 25
Occupation: Revolutionist Leader
Traits: Loud, bossy
Faction: The Retaliation Soldiers




Screenshots: ShowHide










RGangsta: For making the game
Ubisoft (Prince of Persia series, Assassin's Creed): For inspiring the game
Ion Storm (Thief series): For inspiring the game
Shady Guy Poductions: For helping out with sprites and story
RMXP Unlimited members: For inspiration
Tomo2000: For making Hope Afloat and inspiring the intro.
Wyzrd: For testing the game
Raymond: For testing the game
Chris: For testing the game
Louis: For tesing the game
RPG Revolution: For scripts
Woratana
Moghunter
Vlad
cmpsr2000
OriginalWij
Syvkal
BulleXt
Omegas7
SojaBird
Andrew McKellar (Anaryu)
Kylock
Onidsouza
Max
reijubv

If I'm missing anyone, I'll add you later!



Version 2 demo will be out soon. Featuring the Mira Mountains mission!
.:HINT:. The Wraith's Helmet is in the game. If you can find it. It's around Ria Farm. :P

See any bugs, glitches? PM me about it.
6
Resources / [RMVX]Modern Tilesets (TileC)
July 11, 2009, 12:45:39 am
I  needed these so I combined a few tilesets to make this. Enjoy.

Spoiler: ShowHide


Want more added/less?
7
Advertising / Black Project Entertainment
July 11, 2009, 12:22:58 am
Join my site! It's closed right now, but if you want to join, PM me and I'll open it so you can sign up and be part of the team.
Here's what it looks like.

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And, here's one of the games I have on the site. It's provided by Sun-studios.net

>>> Red Moon <<<
8
Recruitment / [FIXED][Recruitment] Flying Sam
July 10, 2009, 11:43:07 pm
I need: Musicians, mappers, eventers, artists (not really since I'm one, but the more the merrier), and a good writer.  :^_^':
I want to make a game about a musician who works at a night club and he ends up at the wrong place at the wrong time. Then he has to help someone (a girl perhaps... :naughty:) find the murderer/s of her...cousin...brother....i dunno...that's why I need a writer. By the way, I'm using RPG Maker VX. But I can use what ever makes the staff happy. Help and you join Black Project Entertainment and get some siggies and avatars if you want.

.:EDIT:. I don't need more epeople but if you want to help, PM me.

http://media.imeem.com/m/3--xsQ0UKh
9
Yes I made these. With Photoshop CS4. I want to see if everyone ikes them so I can put them in my portfolio. As you can see, some come with avatars.

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10
Resources / [RMVX] Title screen + Supaman!
June 16, 2009, 10:37:36 am
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11
Tutorial Requests / Put in your own font.
May 03, 2009, 09:34:57 pm
Hey guys! I was just wondering how to put my own font into the game. I wanted to put a comic type font in my game but I don't know how.  :(
12
Troubleshooting / Help / Event Tileset Image
April 18, 2009, 07:39:35 pm
I'm having a problem. When ever I make an event have a Tileset image, it ends up...well....look.

Spoiler: ShowHide


That was supposed to be a secret sword. But everytime I do it, this happens. It's annoying me.  :wacko:
13
Script Requests / Custom Continue.
April 13, 2009, 01:56:33 pm
There's a script in RPG Maker VX that enables the actor to continue from a location when he dies.
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Can some one make a script like that? Here's the original.
module OZ002
#==============================================================================
#  Revive from Gameover + Gameover menu
#  by Julian Villaruz of UP diliman(omegazion)
#
#  MAHH FIRST SCRIPT EVAHHHH!!! AHMM AA NOOVVV!!
#
#  This script gives a menu at the gameover scene and gives you the option
#  to revive your character to your own defined revive places, which you can
#  enable/disable just by a switch.
#
#  You need to have a picture named Gameover_menuback at the Graphics\system folder
#  It is the picture shown when at the gameover menu
#
#  If you find any bugs, pm me (omegazion) at Rpgrevolution.com or post at the thread.
#  You can also e-mail me at julianvillaruz@gmail.com
#
#  Instructions and options are below.

#==============================================================================
#  **Options
#==============================================================================

#  Game Over Menu Vocab

  Revive = "Continue"
  Continue = "Load"
  ToTitle = "To title"
  Shutdown = "Shut down"
  BackToMenu = "Menu"
 
# Automatically fadeout screen after revive(so that you could process your
# events first before the screen appears then fade in manually through events)
# set value to true/false

  AutomaticFadeoutScreen = false
 
#=Ignore these three lines=====================================================
end
class Scene_Gameover < Scene_Base
def start
 
#===============================================================================
# **Instructions
#
# Put this script above main
#
# You need to have a Gameover_menuback picture in your graphics/systems
# folder, which will be the background for the menu
#
# To set up a revival point, enter:
# revive_point("name", map id no., map-x, map-y, "direction", switch id)
# "name" = name of the place(this will appear in the menu)(dont forget the "")
# map id no. = id number of the map you want to revive in
# map-x = the x-coordinate in that map
# map-y = the y-coordinate in that map
# "direction" = where character faces(dont forget the "")(lowercase only)
# switchid = the switch that needs to be on to make the revive place available
#            make it 0 for the revive point to be always available
# Example:
# revive_point("Heaven", 1, 10, 10, "left", 1)
#-------------------------------------------------------------------------------
# Enter it here exactly below this line (you can have as many as you want)
    revive_point("VR System", 2, 1, 7, "right", 1)
    revive_point("VR System", 3, 0, 2, "right", 2)
    revive_point("VR System", 5, 26, 28, "up", 3)
    revive_point("VR System", 13, 6, 10,"up", 6)

#-------------------------------------------------------------------------------
    super
    unless @from_load
      RPG::BGM.stop
      RPG::BGS.stop
      $data_system.gameover_me.play
      Graphics.transition(60)
      Graphics.freeze
      create_gameover_graphic
      Graphics.transition(120)
      Graphics.fadein(60)
      loop do
        Graphics.update
        Input.update
        if Input.trigger?(Input::C)
          Graphics.fadeout(120)
          break
        end
      end
    end
    @sprite.dispose unless @sprite == nil
    create_revive_graphic
    create_gameover_menu
    Graphics.fadein(60) unless @from_load
    @command_window.open
    @command_window_active = true
  end
  def initialize(from_load = false)
    @from_load = from_load
  end
  def perform_transition
    unless @from_load
      Graphics.transition(180)
    else
      Graphics.transition(10)
    end
  end
  def terminate
    super
    dispose_gameover_graphic
    @command_window.dispose
    @revive_window.dispose unless @revive_window == nil or @revive_window.disposed?
    $scene = nil if $BTEST
  end
  def update
    super
    update_menu_background
    if @command_window_active
      @command_window.update
      if Input.trigger?(Input::C)
        Sound.play_decision
        case @command_window.index
        when 0 
          create_revive_window
          @command_window.openness = 0
          @revive_window.open
          @command_window_active = false
        when 1 
          $scene = Scene_File.new(false, false, false, true)
          @command_window.openness = 0
        when 2 
          Graphics.fadeout(120)
          Graphics.freeze
          $scene = Scene_Title.new
        when 3 
          $scene = nil
        end
      end
    else
      @revive_window.update
      if Input.trigger?(Input::B)
        return_to_gameover_menu
      end
      if Input.trigger?(Input::C)
        Sound.play_decision
        if @revive_window.index == @available.size
          return_to_gameover_menu     
        else 
          process_revive
        end
      end
    end 
  end
  def create_revive_graphic
    @sprite = Sprite.new
    @sprite.bitmap = Cache.system("Gameover_menuback")
  end
  def create_gameover_menu
    s1 = OZ002::Revive
    s2 = OZ002::Continue
    s3 = OZ002::ToTitle
    s4 = OZ002::Shutdown
    @command_window = Window_Command.new(172, [s1, s2, s3, s4])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = (390 - @command_window.height)
    @command_window.openness = 0
  end
  def revive_point(name, mapid, x, y, direction, switchid = 0)
    if @declared == nil
    @revive_name = []
    @revive_id = []
    @revive_x = []
    @revive_y = []
    @revive_dir = []
    @revive_switch = []
    @declared = true
    end
    @revive_name.push(name)
    @revive_id.push(mapid)
    @revive_x.push(x)
    @revive_y.push(y)
    dir = 2
    case direction
    when "up"
      dir = 8
    when "down"
      dir = 2
    when "left"
      dir = 4
    when "right"
      dir = 6
    end
    @revive_dir.push(dir)
    @revive_switch.push(switchid)
  end
  def create_revive_window
    revive_place_names = []
    @available = []
    for i in (0..@revive_name.size - 1)
      if ($game_switches[@revive_switch[i]] == true) or @revive_switch[i] == 0
        revive_place_names.push(@revive_name[i])
        @available.push(i)
      else
        revive_place_names.push(nil)
      end
    end
    if ((@available.size+1)%16==0)
      columns = (@available.size+1)/16
    else
      columns = (@available.size+1)/16 + 1
    end
    menu_terms = revive_place_names.compact
    menu_terms.push(OZ002::BackToMenu)
    column_width = [172*columns, 544].min
    @revive_window = Window_Command.new(column_width, menu_terms, columns)
    @revive_window.x = (544 - @revive_window.width) / 2
    @revive_window.y = (416 - @revive_window.height) / 2
    @revive_window.openness = 0
  end
  def return_to_gameover_menu
    Sound.play_cancel
    @revive_window.openness = 0
    @revive_window.close
    @command_window.open
    @command_window_active = true
  end
  def process_revive
    i = @available[@revive_window.index]
    if $game_party.all_dead?
      for actor in $game_party.members
        actor.remove_state(1)
      end
    end
    $game_player.reserve_transfer(@revive_id[i], @revive_x[i], @revive_y[i], @revive_dir[i])
    Graphics.fadeout(30)
    @revive_window.dispose
    Graphics.freeze
    $scene = Scene_Map.new(true)
    $game_map.screen.start_fadeout(1) if OZ002::AutomaticFadeoutScreen
  end
end
#-------------------------------------------------------------------------------
class Scene_File < Scene_Base
  def initialize(saving, from_title, from_event, from_gameover = false)
    @saving = saving
    @from_title = from_title
    @from_event = from_event
    @from_gameover = from_gameover
  end
  def start
    super
    create_menu_background unless @from_gameover
    @help_window = Window_Help.new
    create_savefile_windows
    if @saving
      @index = $game_temp.last_file_index
      @help_window.set_text(Vocab::SaveMessage)
    else
      @index = self.latest_file_index
      @help_window.set_text(Vocab::LoadMessage)
    end
    @savefile_windows[@index].selected = true
  end
  def terminate
    super
    dispose_menu_background unless @from_gameover
    @help_window.dispose
    dispose_item_windows
  end
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    elsif @from_gameover
      $scene = Scene_Gameover.new(true)
    else
      $scene = Scene_Menu.new(4)
    end
  end
  def do_load
    file = File.open(@savefile_windows[@index].filename, "rb")
    read_save_data(file)
    file.close
    $game_temp =  Game_Temp.new
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    Graphics.fadeout(60)
    Graphics.wait(40)
    @last_bgm.play
    @last_bgs.play
  end
end
#-------------------------------------------------------------------------------
class Game_Interpreter
  def command_353
    $scene = Scene_Gameover.new
    @index += 1
    return false
  end
end
#-------------------------------------------------------------------------------
class Scene_Map < Scene_Base
  def initialize(from_gameover = false)
    @from_gameover = from_gameover
  end
  def start
    super
    if @from_gameover
      update_transfer_player_from_gameover
      Graphics.freeze
      @spriteset.dispose
    end
    $game_map.refresh
    @spriteset = Spriteset_Map.new
    @message_window = Window_Message.new
  end
  def update_transfer_player_from_gameover
    fade = (Graphics.brightness > 0)
    fadeout(30) if fade
    $game_player.perform_transfer   
    $game_map.autoplay             
    $game_map.update
    Graphics.wait(15)
    @spriteset = Spriteset_Map.new 
    fadein(30) if fade
    Graphics.transition(80)
    $game_temp.next_scene = nil
    Input.update
  end
  def call_gameover
    $game_temp.next_scene = nil
    unless @from_gameover
    $scene = Scene_Gameover.new
    else
    @from_gameover = false
    end
  end
end
14
Recently, I wanted to use both those scripts in my game. There was one poblem: the Multiple Starting Points script wouldn't load my saved games. So, I came up iwth a solution.

1) Comment lines 103-108 in the Multiple Starting Points script. Just put "#" in front of the lines without the quotes.
2) Use this code from the CPSL (Chaos Project Save Layout) script and place it in line 109 of the Multiple Starting Points script.
@continue_enabled = (0...CPSL::Save_number).any? {|i|
          FileTest.exist?(CPSL.make_savename(i))
      }

3) Now, when you play the game, the continue button will be highlighted even though there's no saved game.
So, simply put this code in line 112 in Multiple Starting Points script.
      if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end


Everything should be working fine now. And remember: Place the Multiple Starting Points script above the CPSL script.
;)
15
Welcome! / Yo!!!!!!
November 25, 2008, 10:19:08 pm
My name is Roody Johnson Innocent of Black Project Entertainment. I make games with RPG Maker XP and VX. And I'm currently on a game using Blizz-ABS. Thanks Blizzard for that awesome script. Best I've seen yet.   :evil: