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Messages - FenrisHalo

1
The script link is down, can you please (PLEASE!!) update it? This CMS has always been, and still is one my favs T_T
2
This is clearly the BEST collapsing CMS that excists. It looks really sweet and doesn't have all kinds of wierdly-placed windows that clutter the screen. So, clearly the best. I am without ANY type of ANY doubt using this!
3
Quote from: godsrighthand on July 21, 2009, 10:10:19 pm
Passability has been fixed. There is a small problem with that in the demo, but it will be fixed by the next demo release

Thank goodness...
Quote from: godsrighthand on July 21, 2009, 10:10:19 pm
The reason for the name would be a spoiler and so i will only be revealed ingame

Aaaah!
Quote from: godsrighthand on July 21, 2009, 10:10:19 pm
I cannot reveal the character information since
              1) info of certain characters will reveal parts of story

Cool
Quote from: godsrighthand on July 21, 2009, 10:10:19 pm
             2) info of all other characters will be revealed in side quests

Quote from: FenrisHalo
Cool

Quote from: godsrighthand on July 21, 2009, 10:10:19 pm
              3) every last bit of info about the pc is up to you

:naughty:
4
Projects / Games / Re: [XP] ShadowKey
July 21, 2009, 04:50:43 pm
Looks nice, though I think the story seems a bit... short.
I'm glad to see a game using inquisitor's tilesets, I never get around to do so myself xD. I'd also like to ask if you're going to reveal the reason the name is ShadowKey? Oh, and does the demo have proper passability for Inquisitor's maps? One major thing the people at "the palace" forgot to do :P
I like the leveling system, definitely nice to see some creativity there, and the thing about you being a mercenary is just cool.
I'm going to try the demo when I get on my laptop (not soon :P).

Oh, and you forgot to write about the characters. I'd love to hear more about \n[1]...
5
Sry for the late reply

I guess I am, that up there was just a quick google so I had something else than the pictures of the characters... And I was going to use dafont.com's Nightmare font but I was too impatient I guess.

I guess I might as well tell you the picture was from a blog entry written by a person named Merry Swankster from his/her own website (merryswankster.com).
6
RMXP Script Database / Re: [XP] Blizz-ABS
July 05, 2009, 11:30:44 am
So ur using an abs AND a turn-based battle system? Can some1 explain to me why thats not weird...?

I think it's compatible though. From what I know, Blizz is a decent (lol..) scripter, so he should be able to make an abs without interfering too much with the turn-based side of the game..
7
Lol for the #1, but what's with the #2? Boredom or does it suck? Okay, it does, and the demo's very limited, but I'm working on it... :roll:
8
RMXP Script Database / Re: [XP] Blizz-ABS
July 05, 2009, 11:00:10 am
The config keeps popping up an error message when started saying that Actors.rxdata doesn't exist, which it funny enough does...

Edit: after putting it into the data folder, starting it (with the error..), and then moving it back into the main game folder it's working fine...
9
RMXP Script Database / Re: [XP] Blood Mage 1.80
June 26, 2009, 01:53:38 pm
"cheaper than vista"? Who the h*ll ever liked Vista? Anyone mind if I call them stoopid? Well, from today onwards, Zepto's offering a free Windows 7 update, so I'll be the last to be :negative:.

I'm off to have no life now, cya ;)
10
RMXP Script Database / Re: [XP] Blood Mage 1.80
June 26, 2009, 01:48:29 pm
I'm heartbroken  :<_<:

Seriously though, I don't think I have it :(

And Imma getting the whole 7 for free, cuz thats what u GET with a new laptop!
Or will it be free anyway?
11
RMXP Script Database / Re: [XP] Blood Mage 1.80
June 26, 2009, 01:11:22 pm
sounds a bit like you're advertising for tons, but I guess you're right
12
RMXP Script Database / Re: [XP] Blood Mage 1.80
June 26, 2009, 10:17:21 am
*Ahem*It's a month since some1 last posted something... But anyway, I got version 1.7.1 right here:
I'm not putting it in a spoiler, it minimizes the box :P
=begin
Bloodmage Script v 1.7.1
by WcW

Introduction:
I made this script for Akkein (a.k.a. Akkrin) at
http://forum.chaos-project.com/ at his request. If you use
this script in your game, please make sure that you give him,
as well as myself, credits. For instructions on how to use this
script, refer to the "Instructiions" section further below.

Features:
- Allows for some actors/spells to consume HP rather than SP
- Can set bloodmages either by selecting specific actors
or by declaring "Bloodmage" classes
- Can define some spells to be used as blood spells regardless
of class/actor, and set others to be used as regular spells,
even by Bloodmages
- Can optionally set a minimum percent of HP an actor must
have left to use a Blood spell
- Small, light code with high chance of compatibility with
most scripts that are compatibility with the default
battle system, and _possibly_ BlizzABS

Version History:
1.0.0: Initial release; supported only basic HP consumption
1.0.2: Small Bug Fixes
1.1.2: Removed bug where skill checked for SP as well as HP
1.2.2: Add option for whether or not actors should be able
to kill themselves with Blood spells
1.3.2: Added Blizzard's optimized code.
1.3.3: Fixed a small bug left by Blizzard (:P)
1.4.3: Rewrote some of Blizzard's code for more Blood Mage
goodness :)
1.4.4: Fixed status window bug (wouldn't refresh)
1.4.5: Fixed bug where Blood Mages were unaffected
by things such as Half SP Cost.
1.4.6: Fixed another bug where it didn't consume
any HP at all if the blood mage had 0 SP
thanks to the last two bug fixes.
1.5.6: Added a new function that allows you to disable
the bloodmage effect for certain skills, and optimized
the code some more.
1.5.7: Fixed errors wtih RTAB
1.5.8: Fixed bugs
1.5.9: Fixed error with $game_system.bloodmage_not
1.7.0: Cleaned up code tremendously, added several new options,
improved compatibility, changed configuration. Testing
version; may not work. Please report all errors at
http://forum.chaos-project.com/.
1.7.1: Fixed error

Instructions:
This script should ideally be placed below all default RMXP
scripts and above all of Blizzard's scripts, as well as RMXP's
"Main" script.

To set up the default configuration:
---
To add actors that will be Bloodmages regardless of class:
- Add the actors ID between the brackets on line 153,
separating all ID's with commas.
---
To add classes that will be Bloodmages, regardless of actor:
- Add the class ID between the brackets on line 156,
similarly to setting up actors.
---
To add skills that will consume HP regardless of actor/class:
- Add the ID between the brackets on line 160,
same as the last two configuration options.
---
To add skills that will never sonsume HP:
- Add the ID between the brackets on line 163, same as
the last three.
---
To set actors to die/not die when they use too much HP:
- Replace 'false/true' with 'true/false' on line 170
to invert the current setting.
---
To set the minimum percent of HP a Bloodmage must have
to use a skill while the last option is set to 'false':
- Simply change the number on line 175
---

To edit configuration in an event/script:
( note: in each of these, <v> will represent the ID
  of the actor, class, or skill being spoken of, or
  value for the config option being spoken of )
  ---
To add an actor to the Bloodmages list:
- $game_system.wcw_bloodusers.push <v>
To remove an actor from the Bloodmages list:
- $game_system.wcw_bloodusers.delete <v>
---
To add a class to the Bloodmages list:
- $game_system.wcw_bloodmages.push <v>
To remove a class from the Bloodmages list:
- $game_system.wcw_bloodusers.delete <v>
---
To add an HP-consuming skill to the Bloodmages list:
- $game_system.wcw_bloodskills.push <v>
To remove an HP-consuming skill from the Bloodmages list:
- $game_system.wcw_bloodskills.delete <v>
---
To add a non-HP-consuming skill to the Bloodmages list:
- $game_system.wcw_dryskills.push <v>
To remove a non-HP-consuming skill from the Bloodmages list:
- $game_system.wcw_dryskills.delete <v>
---
To set Bloodmages to die when they use too much HP:
- $game_system.wcw_blood_die = true
To set Bloodmages to live when they use too much HP:
- $game_system.wcw_blood_die = false
---
To set the minimum percent of health a bloodmage must
have to use a skill when the last setting is 'false':
- $game_system.wcw_blood_limit = <v>
---

Compatibility:
If you find any issues, post them at http://forum.chaos-project.com/.

Credits:
Blizzard, for helping me learn to script, pointing out a bug, and optimizing
code
Fantasist, for getting me to come back to RMXP
Akkrin, for giving me the Blood Mage idea
Myself, for scripting it
Cid, for reporting an error ;)

Enjoy |:]
=end

#----------------------------------------------------------------------------
# * CONFIG (redefinition of Game_System class)
#     Configuration section :)
#----------------------------------------------------------------------------
class Game_System

# Defines getter's and setter's for configuration variables
attr_accessor :wcw_bloodusers, :wcw_bloodmages
attr_accessor :wcw_bloodskills, :wcw_dryskills
attr_accessor :wcw_blood_die, :wcw_blood_limit
# Backs up the old initialize method
alias init_wcw_bloodmage_later initialize

#------------------------------------------------------------------------
# - initialize
# First method called :P
#------------------------------------------------------------------------
def initialize

# This variable stores the ID's of all classes which should consume
# HP over MP.
@wcw_bloodusers = []
# This variable stores the ID's of all actors that act as
# bloodmages, even though their class is not a bloodmage.
@wcw_bloodmages = []

# This variable stores the ID's of all skills which will act as
# bloodmage skills, even if the actor using it isn't a bloodmage
@wcw_bloodskills = []
# This variable stores the ID's of all skills which will not cause
# a bloodmage to lose HP if they use them.
@wcw_dryskills = []

# If this variable is set to "true," bloodmages will be able to kill
# themselves if they use to much HP (it will use more HP than the
# actor has, even if it is not enough for the skill.) If it is
# set to false, they will only be able to use the skills until it
# would put them below $game_system.wcw_blood_limit.
@wcw_blood_die = false
# This number must be set from 1 to 100. It signifies the minimum
# percent of HP an actor must have to use a skill if
# $game_system.wcw_blood_die is set to "false. 0 is default,
# and means the actor can use skills until his HP is 1.
@wcw_blood_limit = 0

    return init_wcw_bloodmage_later

  end

end

#----------------------------------------------------------------------------
# * Bulk of the code (redefinition of some Game_Battler code)
#----------------------------------------------------------------------------
class Game_Battler

# Backs up skill_can_use?(skill_id)
alias skill_can_use_wcw_bloodmage_later skill_can_use? #lol, long name :P

#------------------------------------------------------------------------
# - wcw_is_bloodmage?()
# Checks to see if actor is a bloodmage.
#------------------------------------------------------------------------
def wcw_is_bloodmage?

return self.is_a?(Game_Actor) && (
$game_system.wcw_bloodusers.include?(self.class_id) ||
$game_system.wcw_bloodmages.include?(self.id) )

end

def wcw_bloodmage_applies?(skill_id)
return (wcw_is_bloodmage? && !
$game_system.wcw_dryskills.include?(skill_id)) ||
$game_system.wcw_bloodskills.include?(skill_id)
end

#------------------------------------------------------------------------
# - skill_can_use?(skill_id)
# Checks to see if a skill can be used
#------------------------------------------------------------------------
def skill_can_use?(skill_id)

# Go ahead and pass it on if the actor isn't a bloodmage or the
# skill isn't a bloodskill
unless wcw_bloodmage_applies? skill_id
return skill_can_use_wcw_bloodmage_later(skill_id)
end

# If the actor can die, let them;
if $game_system.wcw_blood_die
return skill_can_use_wcw_bloodmage_later skill_id
# Otherise, ensure that they have enough HP:
else
# Make sure that SP does not affect calculations;
# simplest way to do this an maintain compatibility
old_sp = self.sp
if self.sp < $data_skills[skill_id].sp_cost
self.sp = $data_skills[skill_id].sp_cost
end

# Test for skill the old way, always having enough SP
test = skill_can_use_wcw_bloodmage_later skill_id

# Restore SP
self.sp = old_sp

# Return the answer
return ((self.hp - $data_skills[skill_id].sp_cost) < (self.hp *
($game_system.wcw_blood_limit / 100)) && test)

end

  end
end

#----------------------------------------------------------------------------
# * Code to make sure bloodmages consume HP instead of MP
#----------------------------------------------------------------------------
class Scene_Battle

# Backs up make_skill_action_result
alias make_skill_action_result_wcw_bloodmage_later make_skill_action_result

#----------------------------------------------------------------------------
# - make_skill_action_result(battler=nil)
# Execute skill
#----------------------------------------------------------------------------
def make_skill_action_result(battler = @active_battler)
make_skill_action_result_wcw_bloodmage_later battler
# Reduce HP, and put the SP back where it should be :P
if battler.wcw_bloodmage_applies?
battler.hp -= @skill.sp_cost
battler.sp += @skill.sp_cost
end
@status_window.refresh
end

end
13
Holy horse! As soon as I finish my vx game, imma gonna use this!
14
RPG Maker Scripts / Re: My first ever script :o
June 26, 2009, 10:10:26 am
Sweet Arshes, this looks great!

Which maker is it for, btw?
15
Express your Creativity / Re: Ryex's Music thread
June 26, 2009, 10:01:36 am
There's really only one choice, but it takes soooo long for the gawdarn torrents to download, and only half of 'em ever start...

But anyway, is it the Producer edition i gotta get? It's the one which the first 4 google sites are for (though none of them actually allow u to download anything..)

EDIT: Yay, it's only gonna take 16 hours! W00t
16
Resource Requests / [VX] MOG YUI Menu Makeover
June 26, 2009, 07:35:49 am

All those graphics create a pretty original menu system.
However!
I want a game that's original, and this just doesn't meet the requirements.
I'd like a total graphical remake, so that the buttons get new pictures (and new names), and so that it could be made to fit my game just slightly more...

First of all: Flowers and curls and happyness = not good.
Second: The quit button, has to say "Options" instead.

And if possible, I'd also like to just show the first actor in the party in the main menu screen. This, I know would probably require a little scripting. However, since there'll only ever be one actor in the party at any one time, I don't think it's a lot of scripting.
17
RMXP Script Database / Re: [XP] RMX-OS
June 26, 2009, 07:12:15 am
Shat a small file. Looks really promising ;)

I'll look into it a bit more when I get the time (first summer holiday day isn't hard-work day), but I'll definetly try it- got a good game running with eclipse once, expect to get a far better one running with this.
18
Express your Creativity / Re: Ryex's Music thread
June 26, 2009, 06:59:49 am
Sounds great. Is this FL Studio free?

I know it's not very contructive what I have to say, but I think it's perfect as it is. I'm going to use this if it's alright with you ;)
You'd be creditet of course.
19
Projects / Games / Re: The Eternal Saga
June 26, 2009, 06:15:51 am
Looks great, i'll download as soon as my laptop gets delivered   ;)

One note: don't make terrain as events, it shows up on the minimap :P

Edit: Okay, so the stones might be needed as events, but id try to cut down on them elsewhere ;D
20
Projects / Games / Re: Apocalypse [Updated]
June 26, 2009, 06:13:27 am
Bump

I'd bet my house that noone's gonna reply to thís thread.