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Messages - C.C. rOyAl

61
Haha ok;) cant wait to see the demo, it looks pretty fun
62
Recruitment / Re: Arch Entertainment Wants You!
February 24, 2010, 10:57:26 pm
*BUMP*  :evil:
63
Recruitment / Re: Arch Entertainment Wants You!
February 22, 2010, 09:13:35 pm
Ok cool, eventing was one of the main things i needed:P

But anyway just PM whenever you need me to do a concept and ill do it the day i see it  ;)
64
Video Games / Re: Which Game should I buy?
February 22, 2010, 09:09:43 pm
Haha i already have MW2:)

But  ive decided to buy Borderlands;) unless my mom already hurries up and gets gamefly, then ill just hold it till i get bored like Jalm said  :P

Anyway thanks everyone for input;)
65
RMXP Script Database / Re: [XP] Chaos Rage Limit System
February 22, 2010, 09:06:04 pm
I think im goin to use CRLS because the guys special is he transforms into this demonic, i guess u could say, form. i know its cliche, i didnt think of it:P 
66
Recruitment / Arch Entertainment Wants You!
February 14, 2010, 10:44:47 pm
Hello, I'm currently in need of a determined team of RM'ers. The current positions that need to be filled are....
-Scripter (Hopefully if we can get one)
-Spriter (Needed badly)
-Storyline Aids
-Animator
-Assisting Eventers
-Music Director

Just PM me for details on the game or wait for me to post the topic, if you would like to join the team just post a response or again, PM me ;)
All credit will be given.


67
Recruitment / Re: The Memories Demise series needs help
February 14, 2010, 10:42:51 pm
Ok. I can do some concept art for you then  ;)
68
Script Troubleshooting / Re: DMSE Edit
February 14, 2010, 09:33:27 pm
Yeah I was thinking about it later and realized it wasnt your script, anyway thanks  :^_^':
69
Recruitment / Re: Darkness Rebirth needs artists
February 14, 2010, 09:22:18 pm
Sorry im not good with Anime :/
70
Recruitment / Re: The Memories Demise series needs help
February 14, 2010, 09:07:09 pm
I may be able to offer some concept art ;)

It depends though, what is the genre?
71
Script Troubleshooting / DMSE Edit
February 14, 2010, 09:04:51 pm
I'm using G_G's DMSE (Default Menu System Enhancer) and I need help doing two edits, I provided screenie's to help :P
First, in the 'Status' menu it says "equipment" when I need it "Equipment".
Spoiler: ShowHide


Next in the 'Equip' menu it says "Body Armor" when I just need it to say "Armor".
Spoiler: ShowHide


And lastly here is the script ;)
Spoiler: ShowHide
class Scene_Menu
  def create_background

  end
  def main
    create_background
    s1 = 'Items'
    s2 = 'Skills'
    s3 = 'Equip'
    s4 = 'Status'
    s5 = 'Save'
    s6 = 'End Game'

    $game_system.bar_style = 4
    @command_window = Window_Command_WcW.new(0, 0, 160, [['032-Item01', s1], ['044-Skill01', s2], ['001-Weapon01', s3], ['050-Skill07', s4], ['047-Skill04', s5], ['037-Item06', s6]])
    @command_window.back_opacity = 125
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @steps_window = Window_Steps.new
    @steps_window.y = 320
    @steps_window.x = 0
    @playtime_window = Window_PlayTime.new
    @playtime_window.y = 224
    @playtime_window.x = 0
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @command_window.x = 640
    @status_window.y = 480
    @status_window.x = 160
    @gold_window.x = 640
    @steps_window.x = 640
    @playtime_window.x = 640
    @command_window.back_opacity, @playtime_window.back_opacity, @gold_window.back_opacity, @steps_window.back_opacity, @status_window.back_opacity = 125, 125, 125, 125, 125
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    @command_window.dispose
    @steps_window.dispose if @steps_window != nil
    @gold_window.dispose
    @playtime_window.dispose
    @back.dispose if @back != nil
    @status_window.dispose
  end
  alias animate update
  def update
    if @command_window.x != 0
      @command_window.x -= 20
    end
    if @status_window.y != 0
      @status_window.y -= 15
    end
    if @playtime_window.x != 0 && @command_window.x == 0
      @playtime_window.x -= 20
    end
    if @steps_window.x != 0 && @playtime_window.x <= 320
      @steps_window.x -= 20
    end
    if @gold_window.x != 0 && @steps_window.x <= 320
      @gold_window.x -= 20
    end
    animate
  end
end
class Game_Party
  def add_actor(actor_id)
    actor = $game_actors[actor_id]
    if @actors.size < 1 and not @actors.include?(actor)
      @actors.push(actor)
      $game_player.refresh
    end
  end
end
#----------------------------------------------------------------------------
# * Window Command (WcW)
#     Displays options w/ icons. Feel free to use this in your own script.
#----------------------------------------------------------------------------
class Window_Command_WcW < Window_Selectable
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y, width, commands)
    # Calls original initialize method
    super(x, y, width, commands.size * 32 + 32)
    # Sets maximum items and commands variables
    @item_max = commands.size
    @commands = commands
    # Initializes the @disabled array, which is used for drawing disabled items
    @disabled = []; @commands.size.times { @disabled.push false }
    # Creates a new bitmap for the contents
    self.contents = Bitmap.new(width-32, commands.size * 32)
    # Sets the index to 0
    self.index = 0
    # Draws contents
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refreshes Contents
  #--------------------------------------------------------------------------
  def refresh
    # Clears bitmap
    self.contents.clear
    # For each command in the @commands array....
    @commands.size.times {|i|
      # Get the icon from RPG::Cache
      self.contents.blt(4, 32 * i + 4, RPG::Cache.icon(@commands[i][0]),
          Rect.new(0, 0, 24, 24))
      # If the disabled array has this down for this disabled, draw it as
      # disabled, if not, draw it normal
      self.contents.font.color = @disabled[i] ? disabled_color : normal_color
      # Draw the command
      self.contents.draw_text(34, 32 * i, self.contents.width - 34, 32,
          @commands[i][1], 0)
    }
  end
  #--------------------------------------------------------------------------
  # * Disable Items
  #--------------------------------------------------------------------------
  def disable_items(*indexes)
    # For each index in the given argument array,
    indexes.each {|index|
      # Set that index to disabled in the @disabled array
      @disabled[index] = true
    }
    # Re-draw contents
    refresh 
  end
  #--------------------------------------------------------------------------
  # * Enable Items
  #--------------------------------------------------------------------------
  def enable_items(*indexes)
    # For each index in the given argument array,
    indexes.each {|index|
      # Set that index to enabled in the @disabled array
      @disable[index] = false
    }
    # Red-draw contents
    refresh
  end
end
class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 480, 150)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-Art Gradient Styler with HP/SP/EXP bars by Blizzard
# Version: 4.51b
# Type: Game Playability Improvement
# Date v4.0: 13.11.2006
# Date v4.11: 12.1.2007
# Date v4.2b: 12.3.2007
# Date v4.4b: 14.7.2007
# Date v4.41b: 23.10.2007
# Date v4.5b: 25.10.2007
# Date v4.51b: 28.1.2008
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# new in v2.x:
#   - 2 styles, better code
#
# new in v3.x:
#   - 6 styles, far better code
#
# new in v4.0:
#   - 6 styles, overworked and extremely delagged, enjoy the most lagless
#     gradient/slant bar code ever
#
# new in v4.11:
#   - added instructions and a recognition constant for plugins
#
# new in v4.2b:
#   - improved code
#
# new in v4.4b:
#   - improved code, now 7 styles
#
# new in v4.41b:
#   - resolved issue
#
# new in v4.5b:
#   - improved coding
#   - removed drawing glitch that was caused by using a variable name shorter
#     than 4 letters
#
# new in v4.51b:
#   - fixed glitch with StormTronics CMS
#
#
# Instructions:
#
#   You can change style and opacity by using the "Call script" event command.
#   Use one of of these syntaxes:
#
#     $game_system.bar_style = X
#     $game_system.bar_opacity = Y
#
#   X - number from 0 to 6 and is the ID number of the style
#   Y - number from 0 to 255 and indicates the opacity
#   
#   Values out of range will be corrected.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

$Blizz_Art = true

#==============================================================================
# Game_System
#==============================================================================

class Game_System
 
  attr_accessor :bar_style
  attr_reader   :bar_opacity
  #----------------------------------------------------------------------------
  # initialize
  #  Added bar style variables.
  #----------------------------------------------------------------------------
  alias init_blizzart_later initialize
  def initialize
    init_blizzart_later
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#
#   Configure this part manually if you have no "Options" controller for the
#   styles and the opacity. (style: 0~6, opacity: 0~255)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    @bar_style = 5
    self.bar_opacity = 255
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  end
  #----------------------------------------------------------------------------
  # bar_opacity=
  #  alpha - opacity
  #  Encapsulation and range limitation of opacity.
  #----------------------------------------------------------------------------
  def bar_opacity=(alpha)
    @bar_opacity = [[alpha, 0].max, 255].min
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor
 
  #----------------------------------------------------------------------------
  # now_exp
  #  Returns the EXP collected in this level.
  #----------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #----------------------------------------------------------------------------
  # next_exp
  #  Returns the EXP needed to level up as number.
  #----------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
 
end

#==============================================================================
# Bitmap
#==============================================================================

class Bitmap

  #----------------------------------------------------------------------------
  # gradient_bar
  #  x      - x coordinate
  #  y      - y coordinate
  #  w      - width of the bar to be drawn
  #  color1 - primary color
  #  color2 - secondary color
  #  color3 - back color
  #  rate   - fill rate
  #  This special method is able to draw one out of 7 styles.
  #----------------------------------------------------------------------------
  def gradient_bar(x, y, w, color1, color2, color3, rate, flag = false)
    # stop if not active or out of range
    #return unless $game_system.BARS || flag
    return if $game_system.bar_style < 0 || $game_system.bar_style > 6
    # styles with "vertical" black borders
    styles = [1, 3, 4, 5, 6]
    # setup of coordinates and offsets depending on style
    offs = 5
    x += offs
    y += 26
    if styles.include?($game_system.bar_style)
      offs += 2
      y -= 1
      [5, 6].include?($game_system.bar_style) ? y -= 2 :  x += 1
      # quantizes the width so it looks better (remove it and see what happens)
      w = w / 8 * 8
    end
    # temporary variable
    a = $game_system.bar_opacity
    if $game_system.bar_style < 5
      # draw black slanted back
      (0...(offs+3)).each {|i| fill_rect(x-i, y+i-2, w+3, 1, Color.new(0, 0, 0))}
      # draw white slanted back onto black, but let black borders stay
      (0...(offs+1)).each {|i| fill_rect(x-i, y+i-1, w+1, 1, Color.new(255, 255, 255))}
      if $game_system.bar_style < 2
        # iterate through each vertical bar
        (0...w+offs).each {|i|
            # calculate color
            r = color3.red * i / (w+offs)
            g = color3.green * i / (w+offs)
            b = color3.blue * i / (w+offs)
            # special offset calculation
            oy = i < offs ? offs-i : 0
            off = i < offs ? i : i > w ? w+offs-i : offs
            # draw this part of the bar
            fill_rect(x+i-offs+1, y+oy-1, 1, off, Color.new(r, g, b, a))}
        # if slanted bar is out of critical area
        if (w*rate).to_i >= offs
          # draw the little triangular part on the left
          (0...((w*rate).to_i+offs)).each {|i|
              r = color1.red + (color2.red-color1.red)*i / ((w+offs)*rate)
              g = color1.green + (color2.green-color1.green)*i / ((w+offs)*rate)
              b = color1.blue + (color2.blue-color1.blue)*i / ((w+offs)*rate)
              oy = i < offs ? offs-i : 0
              off = i < offs ? i : i > w*rate ? (w*rate).to_i+offs-i : offs
              fill_rect(x+i-offs+1, y+oy-1, 1, off, Color.new(r, g, b, a))}
        else
          # draw the little triangular part on the left using special method
          (0...(w * rate).to_i).each {|i| (0...offs).each {|j|
              r = color1.red + (color2.red-color1.red)*i / (w*rate)
              g = color1.green + (color2.green-color1.green)*i / (w*rate)
              b = color1.blue + (color2.blue-color1.blue)*i / (w*rate)
              set_pixel(x+i-j+1, y+j-1, Color.new(r, g, b, a))}}
        end
      else
        # iterate through all horizontal lines
        (0...offs).each {|i|
            # calculate colors
            r = color3.red * i / offs
            g = color3.green * i / offs
            b = color3.blue * i / offs
            # draw background line
            fill_rect(x-i+1, y+i-1, w, 1, Color.new(r, g, b, a))}
        if $game_system.bar_style == 4
          # iterate through half of all horizontal lines
          (0...offs/2+1).each {|i|
              # calculate colors
              r = color2.red * (i+1) / (offs/2)
              g = color2.green * (i+1) / (offs/2)
              b = color2.blue * (i+1) / (offs/2)
              # draw bar line
              fill_rect(x-i+1, y+i-1, w*rate, 1, Color.new(r, g, b, a))
              # draw bar line mirrored vertically
              fill_rect(x-offs+i+2, y+offs-i-2, w*rate, 1, Color.new(r, g, b, a))}
        else
          # iterate through all horizontal lines
          (0...offs).each {|i|
              # calculate colors
              r = color1.red + (color2.red-color1.red)*i / offs
              g = color1.green + (color2.green-color1.green)*i / offs
              b = color1.blue + (color2.blue-color1.blue)*i / offs
              # draw bar line
              fill_rect(x-i+1, y+i-1, w*rate, 1, Color.new(r, g, b, a))}
        end
      end
      # if style with black vertical slanted intersections
      if styles.include?($game_system.bar_style)
        # add black bars on 1st and 8th column every 8 pixels
        (0...w).each {|i| (0...offs).each {|j|
            if styles.include?($game_system.bar_style) && i % 8 < 2
              set_pixel(x+i-j+1, y+j-1, Color.new(0, 0, 0, a))
            end}}
      end
    else
      # fill white background
      fill_rect(x+1, y-3, w+2, 12, Color.new(255, 255, 255, a))
      # iterate through each of 6 lines
      (1...6).each {|i|
          # calculate background color
          color = Color.new(color3.red*i/5, color3.green*i/5, color3.blue*i/5, a)
          # draw background
          fill_rect(x+2, y+i-3, w, 12-i*2, color)
          # calculate bar color
          color = Color.new(color2.red*i/5, color2.green*i/5, color2.blue*i/5, a)
          # draw bar
          fill_rect(x+2, y+i-3, w*rate, 12-i*2, color)}
      # if style 5 (with vertical borders)
      if $game_system.bar_style == 5
        # add black bars on 1st and 8th column every 8 pixels
        (0...w/8).each {|i|
            fill_rect(x+2+i*8, y-2, 1, 10, Color.new(0, 0, 0, a))
            fill_rect(x+2+(i+1)*8-1, y-2, 1, 10, Color.new(0, 0, 0, a))}
      end
    end
  end
 
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base

  #----------------------------------------------------------------------------
  # draw_actor_hp
  #  actor - the actor
  #  x      - x coordinate
  #  y      - y coordinate
  #  w      - reserved max width
  #  Added fill rate calculation and bar drawing.
  #----------------------------------------------------------------------------
  alias draw_actor_hp_blizzart_later draw_actor_hp
  def draw_actor_hp(actor, x, y, w = 148)
    #if $game_system.BARS
      # RTAB compatibility fix
      if !(defined? Window_DetailsStatus) || !self.is_a?(Window_DetailsStatus)
        w -= 12
      end
      # calculate bar fill rate
      rate = (actor.maxhp > 0 ? actor.hp.to_f / actor.maxhp : 0)
      # create colors depending on rate
      if rate > 0.6
        color1 = Color.new(80 - 150 * (rate-0.6), 80, 50 * (rate-0.6), 192)
        color2 = Color.new(240 - 450 * (rate-0.6), 240, 150 * (rate-0.6), 192)
      elsif rate > 0.2 && rate <= 0.6
        color1 = Color.new(80, 200 * (rate-0.2), 0, 192)
        color2 = Color.new(240, 600 * (rate-0.2), 0, 192)
      elsif rate <= 0.2
        color1 = Color.new(400 * rate, 0, 0, 192)
        color2 = Color.new(240, 0, 0, 192)
      end
      # background color
      color3 = Color.new(0, 80, 0, 192)
      # draw bar with coordinates and colors
      self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
      if $scene.is_a?(Scene_Battle)
        draw_actor_hp_blizzart_later(actor, x, y, w)
      else
        draw_actor_hp_blizzart_later(actor, x, y)
      end
    #else
      #draw_actor_hp_blizzart_later(actor, x, y, w)
    #end
  end
  #----------------------------------------------------------------------------
  # draw_actor_sp
  #  actor - the actor
  #  x      - x coordinate
  #  y      - y coordinate
  #  w      - reserved max width
  #  Added fill rate calculation and bar drawing.
  #----------------------------------------------------------------------------
  alias draw_actor_sp_blizzart_later draw_actor_sp
  def draw_actor_sp(actor, x, y, w = 148)
    #if $game_system.BARS
      # RTAB compatibility fix
      if !(defined? Window_DetailsStatus) || !self.is_a?(Window_DetailsStatus)
        w -= 12
      end
      # calculate bar fill rate
      rate = (actor.maxsp > 0 ? actor.sp.to_f / actor.maxsp : 0)
      # create colors depending on rate
      if rate > 0.4
        color1 = Color.new(60 - 66 * (rate-0.4), 20, 80, 192)
        color2 = Color.new(180 - 200 * (rate-0.4), 60, 240, 192)
      elsif rate <= 0.4
        color1 = Color.new(20 + 100 * rate, 50 * rate, 26 + 166 * rate, 192)
        color2 = Color.new(60 + 300 * rate, 150 * rate, 80 + 400 * rate, 192)
      end
      # background color
      color3 = Color.new(0, 0, 80, 192)
      # draw bar with coordinates and colors
      self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
      if $scene.is_a?(Scene_Battle)
        draw_actor_sp_blizzart_later(actor, x, y, w)
      else
        draw_actor_sp_blizzart_later(actor, x, y)
      end
    #else
    #  draw_actor_sp_blizzart_later(actor, x, y, w)
    #end
  end
  #----------------------------------------------------------------------------
  # draw_actor_exp
  #  actor - the actor
  #  x      - x coordinate
  #  y      - y coordinate
  #  w      - reserved max width
  #  Added fill rate calculation and bar drawing.
  #----------------------------------------------------------------------------
  alias draw_actor_exp_blizzart_later draw_actor_exp
  def draw_actor_exp(actor, x, y, w = 148)
    #if $game_system.BARS
      w += 12
      # calculate bar fill rate
      rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp : 1)
      # create colors depending on rate
      if rate < 0.5
        color1 = Color.new(20 * rate, 60, 80, 192)
        color2 = Color.new(60 * rate, 180, 240, 192)
      elsif rate >= 0.5
        color1 = Color.new(20 + 120 * (rate-0.5), 60 + 40 * (rate-0.5), 80, 192)
        color2 = Color.new(60 + 360 * (rate-0.5), 180 + 120 * (rate-0.5), 240, 192)
      end
      # background color
      color3 = Color.new(80, 80, 80, 192)
      # draw bar with coordinates and colors
      self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
    #end
    draw_actor_exp_blizzart_later(actor, x, y)
  end
 
end


All help is appreciated ;)
72
Resource Database / Re: [Animation] Some Animation(s)
February 14, 2010, 07:55:26 pm
Does anyone have the fire one? it wont load for me :'(
73
RMXP Script Database / Re: [XP] Chaos Rage Limit System
February 14, 2010, 05:58:32 pm
Should I use this or the Easy Overdrive System for BABS? Because i like CRLS, but idk if it would be good in an abs :P
74
Would this look good with just one player? If not does anyone have any good suggestions for a One-Man CMS?
75
RPG Maker Scripts / Re: Script Suggestions
February 14, 2010, 05:15:11 pm
what i really meant is should I use SDK and Tons, my bad for not making it too clear  :shy:
76
RPG Maker Scripts / Re: Script Suggestions
February 14, 2010, 04:54:15 pm
Im going to use BABS and its a darkish kind of RPG, need more?
77
RPG Maker Scripts / Script Suggestions
February 14, 2010, 03:59:02 pm
Title says most of it  :^_^':

My question is: What major scripts should I use? (Besides BABS)

Should I use SDK, Tons, gimme some ideas ;)
78
Resources / Re: Request Graphics
February 14, 2010, 02:49:29 pm
Is this still open? if so I have a request
79
Your welcome  ;)
Do you have a date the demo will be released?
80
Video Games / Re: Which Game should I buy?
February 14, 2010, 02:13:37 am
aawww FAIL! lol srry i forgot its also out for Xbox :P