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Topics - Nortos

1
Welcome! / Hey guys, I'm back
July 11, 2008, 01:37:55 am
I've been away for few months forgot to say so sorry but had family troubles, exams and other real life issues a lot.
But luckily for all of you I'm back now  ;D so have I missed much?
By way, I'll be working heavily on my game again and won't be doing much graphics or script work.
2
RMXP Script Database / [XP] 3 Man CBS
February 20, 2008, 01:23:22 am
3 Man CBS
Authors: Nortos
Version: 1
Type: CBS
Key Term: Custom Battle System



Introduction

Side view animated battle system


Features


  • Face sets
  • 3 Man
  • Party and enemy health bars
  • Animated Battlers
  • Compact Layout



Screenshots





Demo
http://www.mediafire.com/download.php?jojmw10u1tj
http://www.megaupload.com/?d=89U4YD3E


Instructions
Instructions are in the script


Compatibility

May not work with complex battle systems or limit breaks


Credits and Thanks


  • Seph for enemy and player bars
    Credits for Animation system: ShowHide

    #==============================================================================
    # ** Animated Battlers - Enhanced   ver. 10.3                      (10-30-2007)
    #
    #------------------------------------------------------------------------------
    #  * (0) Credits:  Includes features included & additional system notes
    #------------------------------------------------------------------------------
    #  Animated Battlers by Minkoff
    #  Enhancements by DerVVulfman       
    #  Low percentage and Status Poses
    #     Concept & Base coding by Twin Matrix
    #  Hero & Enemy z.depth concept by Min-Chan and Caldaron ( totally redone :) )
    #  Collapse stack-error found by JirbyTaylor(fixed) / Code by SephirothSpawn
    #  Default 'Battle Animation' glitch found by Mimi Chan (Note, can't fully fix)
    #  Compatability Fix for 'Gradient Bars v3.4+' by Trickster.
    #  AT Battle Pause code supplied by Fomar0153
    #  'None/All' Target error found by daigotsu. Solution found & fixed... mostly.
    #  Configurables now saved in save file.  Feature requested by MasterMind5823.
    #  Viewport error (related to Gradient Bar fix) detected by Alistor.  Fixed.
    #  Long-running Full-Screen 'Battle Animation' glitch found by Mimi-Chan. Fixed.
    #  Dead battlers found still on battlefield at combat start (found by Angel_FX).
    #  Variable frames per poses glitch found by Mimi-Chan... found source n fixed.

    #==============================================================================
    #
    #  INTRODUCTION:
    #
    #  This script is not a battlesystem but a graphic overlay system that can con-
    #  vert a frontview 'Strategy'  battlesystem into a Sideview battlesystem.   It
    #  has gone through a number of changes over the months that I have put my spin
    #  on the system, originally coded by Minkoff himself.
    #
    #  As of now, this system works  with the default battlesystem, the RTAB system
    #  by Cogwheel, ParaDog's ATB, XRXS's system,  and a number of systems designed
    #  by Trickster.
    #
    #  Again,  this system  changes the  'graphic'  overlay system  and is meant to
    #  change the battlers  and battler's startup positions  for a sideview system.
    #  It is not meant  to alter  anything else,  including combat values,  defense
    #  levels, or any other graphics other than those related to the battlers them-
    #  selves.
    #
    #==============================================================================
    #
    #  REGARDING:
    #  Skill and Item Scopes:
    #  Until recently,  the revised system did not allow  for target scopes beyond
    #  a single target.  This was unintentional and unforseen.   However, with the
    #  revision made in version 7.3, this was corrected. But, skills or items that
    #  have a target scope of  'None'  would still create an error if this form of
    #  attack is set in either $moving_item_atk or $moving_skill_atk hashe arrays.
    #  Don't supply the id #'s of any 'None' scope skills/items into these hashes.
    #
    #==============================================================================
    #
    #  COMPATABILITY ISSUES:
    #
    #  RTAB:  Connected Attacking
    #  A powerful add-on to the RTAB system by Cogwheel, this script allows an ac-
    #  tor to apply multiple hits on a target.  At first, there was no auto-detect
    #  feature which gave ME MIGRANES... having to use insert switch in the config
    #  section.  Now there is one.  The only caveat is that you must STILL comment
    #  out or remove the entire 'action_phase' routine in Con. Attacking (which is
    #  roughly lines 30 to 80).
    #
    #  LARGE PARTY (Fomar0153's)
    #  In order  to take advantage of the 'Large Party' system,  and still keep the
    #  actors and enemies in the proper viewport,  the second half of Fomar's Large
    #  Party script (the Battlestatus Page) must be placed under Animated Battlers.
    #  The first page  must still  be pasted  above the  battlesystem script(s)  as
    #  before.  Please follow all of Fomar0153's instructions as always.
    #
    #==============================================================================
    #
    #   ADDITIONAL CALLS AVAILABLE PRIOR TO COMBAT:
    #
    #------------------------------------------------------------------------------
    #  SIDEVIEW MIRROR:     This value switches  the positions  of both enemies and
    #                       heroes to opposite ends of the screen.
    #
    #   Script : $sideview_mirror = [number]
    #   number : a value indicating whether the hero & enemy positions are switched
    #            0 = Default:  Enemies on the left, Heroes on the right
    #            1 = Switched: Heroes on the left, Enemies on the right
    #
    #------------------------------------------------------------------------------
    #  BATTLER FORMATIONS:  This value changes the way your heroes line up when the
    #                       battle starts.
    #
    #   Script : $formation_style = [number]
    #   number : a value indicating the type of formation your heroes will use
    #            0 = Diagonal (Default)    4 = Column Pattern 1
    #            1 = Diagonal Pattern 2    5 = Column Pattern 2
    #            2 = Slanted Pattern 1     6 = Wave Formation 1
    #            3 = Slanted Pattern 2     7 = Wave Formation 2
    #
    #            8 = Randomized (system will choose from 0 to 7)
    #
    #------------------------------------------------------------------------------
    #  FORMATION OPTIONS:   These values  may expand your system  to go beyond the
    #                       default four player system.
    #
    #   Script : $formation_max_member = [number]
    #   number : A value indicating the maximum number of members in your party.
    #             (default = 4)
    #             
    #   Script : $formation_max_height = [number]
    #   number : A value indicating (in pixels) the top height of your party shown
    #            in the Battle Screen.  The higher the number, the lower the party
    #            on the screen. (default = 220)
    #
    #   Script : $formation_max_width  = [number]
    #   number : The left/right width of the party's formation.  (default = 128)
    #
    #   Script : $battlestatus_height = [number]
    #   number : The actual height of your battlestatus window. (default = 160)
    #
    #  NOTE: The combined $formation_max_height and $battlestatus_height determines
    #        the vertical distance between battlers in their formation.
    #
    #==============================================================================
    #
    #   Things added since original version by Minkoff:
    #
    #   Can reverse the battler positions
    #   Editable spritesheet layout in script
    #   Able to define total/max frames per pose
    #   Can define individual # of frames per each pose
    #   Can use 'red-out' RTP death or 'battler death' pose
    #   Can show battler falling before death.
    #   'Casting' pose now available for RTAB/Skill Timing users
    #   Can show battler celebrating before victory pose
    #   Can tag battlers who's victory pose loops indefinitely
    #   Can show actor battlers get ready before battle starts.
    #   Separate poses for 'skills', 'items' or 'weapons' based on their id
    #   Can allow the battlers to step forward before using items & skills (FFVII+)
    #   Attacking battlers rush towards their targets while item & skill users don't
    #   Certain weapons can force the battler NOT to move
    #   Certain items & skills can force battlers to 'rush' the enemy
    #   Certain skills or items can force movement to the center of the screen
    #   Stationary enemies. In case enemies do NOT move when they attack.
    #   Adjustable 'low health' checker. Set your low health to 25%... 30%... 10%...
    #   Poses now available for status ailments
    #   Dead revert to 'victory' pose bug fixed.
    #   Default battlers now available for actors and/or enemies
    #   Default battlers now usable by ID number (had to rewrite red-out for that)
    #   Escaping Enemies bug found by SteveE22.  Fixed just as fast.
    #   Hero Formations (total of 8 hardwired -& 1 random- ... add at your own risk)
    #   Z-Depth for attack overlapping purposes
    #   Corrected attack overlap offset routine.  Overlap now based on battler size
    #   Certain skills and items can now prevent movement
    #   Can allow battlers to take step forward before performing 'attack' pose.(FF)
    #   Certain weapons can move battlers to center screen instead of a full move.
    #   Escaping Enemies can now have a pose before disappearing (was a rush pose)
    #   Redesigned Scene_Battle's movement routine
    #   Added pose for Critical Hits
    #   Added the enemy's hash for frame number based on poses
    #   Added the actor's hash for frame number based on poses
    #   Re-Tooled the formations to go beyond the default four party system
    #   Minor value added for compatability with Delissa's Battle Cry script
    #   Default Collapse Stack-Error fixed(code by SephirothSpawn) found JirbyTaylor
    #   Removed dependancy on $game_system for the Sideview Mirror system
    #   Fixed the 'Blocking during Victory State' bug discovered by Kaze950
    #   Battler tones now adapt to the background tones, requested by doom900
    #   Fixed changing battler/battler system.  Include fade-in switch req by Neonyo
    #   Set individual Actors/Enemies that phase on an attack
    #   Translucent battlers... a personal desire for ghosts you can see through!
    #   Adjustable opacity for translucent battlers... can't forget that.
    #   FREAKIN'!!!  Fixed the Battler tones.  I forgot to 'untone' the 1st viewport.
    #   Adjustable 'attack/skill/item' movement speeds requested by KAIRE.
    #   Removed annoying translucency 'flicker' (excess code totally unneeded).
    #   Individual 'Woozy' Rates per battlers added (JirbyTaylor gave me the idea).
    #   Woozy and Status poses now override any blocking pose.  Makes sense, eh?
    #   Can now use individually sized spritesheets for enemies and actors.
    #   'Casting' pose now available for ParaDog's Spell Residence/Delay users.
    #   Another escaping enemies (do-nothing switch) bug found by Boomy. Lengthy fix
    #   Redefined the casting pose values.  Now set up for 'each' battler.  Better.
    #   ---Noted: 'FullScreen' Battle Animation bug found by Mimi Chan.
    #   A combination 'Nil'-Pose/Nil-State bug was fixed.  Found by Gaxx
    #   'Templates per Spritesheet' system for Actors and Enemies now available.
    #   ---Noted: Removed Battle Animation attempted fix. (Can't fix.  Removed.)
    #   Created 'Obtain Pose' for multiple spritesheet types to shorten code.
    #   Added additional 'Custom Spritesheet' poses for the Casting pose & the like.
    #   Added individual 'Casting' poses hash for each skill used.
    #   Added addt. Advanced 'Custom Spritesheet' pose system for Casting & the like
    #   Removed the unnecessary 'viewport.z' statement, compatible with Grad. Bars!
    #   System 'can' pause the AT bar growth when performing attack, skill & item!
    #   A 'None / All'-Target bug was found by daigotsu.  Taken care of... mostly.
    #   Configurables (like $sideview_mirror) not saved. Bug found by MasterMind5823
    #   Now a 'casting' pose available when used with the Skill Casting Delay system
    #   Bug squashed related to Casting Pose addition
    #   Random Formation/Custom Battlesystem bug found by Alistor.  Very small fix.
    #   The Actor Command Window was 'under' the battlers.  Found by Alistor. Fixed.
    #   Moves actor battlers into viewport 1.  Fixes hero/window menu glitches.
    #   Fixes the battle animation glitch found by Mimi Chan by relocating enemies!
    #   Additional compatability with Fomar0153's Large Party (v2) system added.
    #   Fixed a minor bug with battle poses if called from a Custom Sheet template.
    #   Can tag battlers who's defeat poses loops indefinitely (Hakuya suggestion).
    #   Dead guys now hidden at battle start (visible if 'raised) Thanks Angel_FX.
    #   Converted the CONFIG section to use 'constants' to reduce resources used.
    #   Converted the $global RTAB/ParaDog/Fomar detection values to $game_system.
    #   Includes an Adaptation Switch for use with RTAB's Connected Attacking script
    #   -Finally- Connected Attacking is auto-detected.  Adaption switch not needed.
    #   Got tired of referring to IDX nos for template.  Poses start at 1, not 0!!!
    #   Replaced all but '7' $global values with $game_system values.  Resources!!!
    #   Revised the AT bar growth system for Trickster's newer battlesystems.
    #   Repaired the Victory Pose looop/no-loop glitch found by joooda
    #   Now you can config where the targetting arrow is (long overdue).
    #   Repaired some CTBs 'non-existant' moved values - found by bojox3m.
    #   System cleanup.  Condensed a number of existing routines.  Made new ones.
    #   Added Flatrate HP feature to the 'low health' checker. A Boo Mansion request.
    #   Battlers can seem to be attacked from behind with the 'Advantages!' system.
    #   Added 'STRUCK by...' poses. Indiv. poses based how you're attacked Kaze950)!
    #   Fixed the DEFAULT_ACTOR_ID collapse bug. RTP battlers die collapse style!
    #   Repaired a bug in the 'Casting Pose' routine for ParaDog's Spell Delay.
    #   Reduced the number of instance variables & set up as 'locals'.
    #   Repaired a 'Variable Frames per Pose' glitch found by Mimi-Chan.
    #   Better handling of 'same pose' attack pausing.
    #   
    #   93 counted
    #==============================================================================

3
RMXP Script Database / [XP] 3 Man CMS
February 20, 2008, 12:19:42 am
3 man CMS
Authors: Nortos, Silentwalker, Spoofus
Version: 1
Type: CMS
Key Term: Custom Menu System



Introduction

Animated 3 man Custom Menu script, it was specially designed for 'Reaching for the Sky Beyond' and Spoofus allowed me to release it to the public


Features


  • Face Sets
  • Location Window
  • Compact
  • Animated CMS



Screenshots




Demo
http://www.megaupload.com/?d=9BFNSDSK
http://www.sendspace.com/file/712yqe


Script
You'll need to download the demo though if you want the correct icons.
Spoiler: ShowHide

#==============================================================================
# ** Nortos
# Nortos Beyond CMS Version
# Version 1.0b
#==============================================================================
BG_item = 'item'
BG_skill = 'skill'
BG_equip = 'equip'
BG_status = 'status'
BG_save = 'save'
BG_load = 'load'
BG_exit = 'exit'
BG_location = 'location'
BG_playtime = 'time'
BG_gold = 'gold'

#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable1 < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :index                    # cursor position
  attr_reader   :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
  #--------------------------------------------------------------------------
  # * Set Cursor Position
  #     index : new cursor position
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    # Update Help Text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Get Row Count
  #--------------------------------------------------------------------------
  def row_max
    # Compute rows from number of items and columns
    return (@item_max + @column_max - 1) / @column_max
  end
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #     row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_item_max
    # Multiply row count (page_row_max) times column count (@column_max)
    return page_row_max * @column_max
  end
  #--------------------------------------------------------------------------
  # * Set Help Window
  #     help_window : new help window
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      # If the right directional button was pressed
      if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
           @index >= @column_max
          # Move cursor up
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is more back than 0
        if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
           @index < @item_max - @column_max
          # Move cursor down
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end

class Window_Base < Window
  def fc
    face = RPG::Cache.picture("")
  end   
 
  def draw_fc(actor,x,y)
    face = RPG::Cache.picture(actor.name + "_fc") rescue fc
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x , y - fh, face, src_rect)   
  end 
end

class Window_PlayTime < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.name = "Tahoma"
   self.contents.font.size = 12
    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, 0, 122, 32, text, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#--------------------------------------------------------------------------
# * Window Location
#--------------------------------------------------------------------------

class Window_Location < Window_Base
 
def initialize
  super(0, 0, 300, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = "Tahoma"
   self.contents.font.size = 14
   refresh
end

def refresh
   self.contents.clear
   data = load_data("Data/MapInfos.rxdata")
   self.contents.font.color = system_color
   self.contents.draw_text(0, 0, 248, 32, "Location:")
   self.contents.font.color = normal_color
   self.contents.draw_text(50, 0, 100, 32, data[$game_map.map_id].name, 2)
  end
end

#--------------------------------------------------------------------------
# * Window Gold
#--------------------------------------------------------------------------

class Window_Gold < Window_Base
 
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.name = "Tahoma"
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
end

#--------------------------------------------------------------------------
# * Menu_Status
#--------------------------------------------------------------------------

class Window_MenuStatus < Window_Selectable1
 
  def initialize
    super(0, 0, 700, 100)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end

  def refresh
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 12
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = i * 220
      y = 0
      actor = $game_party.actors[i]
      draw_fc(actor,x + 14,y + 53)
      draw_actor_name(actor, x+15, y)
      draw_actor_level(actor, x, y + 16)
      draw_actor_state(actor, x+15, y + 40)
      draw_actor_exp(actor, x + 50, y + 30)
      draw_actor_hp(actor, x + 65, y-10)
      draw_actor_sp(actor, x + 65, y+10)
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 220, 0, self.width - 480, 64)
    end
  end
end

#--------------------------------------------------------------------------
# * Menu Scene
#--------------------------------------------------------------------------
class Scene_Menu

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

  def main
    @sprite = Spriteset_Map.new
    viewport = Viewport.new(0, 0, 640, 480)
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "Load"
    s7 = "Exit"
    @command_window = Window_Command1.new(110, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.x = 495 + 160
    @command_window.y = 40
    @command_window.height = 257
    @command_window.back_opacity = 170
    @command_window.index = @menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    @window_PlayTime = Window_PlayTime.new
    @window_PlayTime.x = -160
    @window_PlayTime.y = 300
    @window_PlayTime.back_opacity = 170
    @window_Gold = Window_Gold.new
    @window_Gold.x = -160
    @window_Gold.y = 230
    @window_Gold.back_opacity = 170
    @window_Location = Window_Location.new
    @window_Location.y = 300
    @window_Location.x = 344 + 290   
    @window_Location.back_opacity = 170
    @status_window = Window_MenuStatus.new
    @status_window.x = -30
    @status_window.y = 370 + 110
    @status_window.back_opacity = 170
    @item = Sprite.new
    @item.bitmap = RPG::Cache.icon(BG_item)
    @item.x = 600 + 160
    @item.y = 60
    @item.z = @item.z + 255
    @skill = Sprite.new
    @skill.bitmap = RPG::Cache.icon(BG_skill)
    @skill.x = 600 + 160
    @skill.y = 92
    @skill.z = @skill.z + 255
    @equip = Sprite.new
    @equip.bitmap = RPG::Cache.icon(BG_equip)
    @equip.x = 600 + 160
    @equip.y = 124
    @equip.z = @equip.z + 255
    @status = Sprite.new
    @status.bitmap = RPG::Cache.icon(BG_status)
    @status.x = 600 + 160
    @status.y = 156
    @status.z = @status.z + 255
    @save = Sprite.new
    @save.bitmap = RPG::Cache.icon(BG_save)
    @save.x = 600 + 160
    @save.y = 188
    @save.z = @save.z + 255
    @load = Sprite.new
    @load.bitmap = RPG::Cache.icon(BG_load)
    @load.x = 600 + 160
    @load.y = 220
    @load.z = @load.z + 255
    @quit = Sprite.new
    @quit.bitmap = RPG::Cache.icon(BG_exit)
    @quit.x = 600 + 160
    @quit.y = 252
    @quit.z = @quit.z + 255
    @location = Sprite.new
    @location.bitmap = RPG::Cache.icon(BG_location)
    @location.x = 600 + 160
    @location.y = 320
    @location.z = @location.z + 255
    @playtime = Sprite.new
    @playtime.bitmap = RPG::Cache.icon(BG_playtime)
    @playtime.x = -160
    @playtime.y = 320
    @playtime.z = @playtime.z + 255
    @gold = Sprite.new
    @gold.bitmap = RPG::Cache.icon(BG_gold)
    @gold.x = -120
    @gold.y = 250
    @gold.z = @gold.z + 255
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
      # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    viewport.dispose
    @command_window.dispose
    @window_PlayTime.dispose
    @window_Gold.dispose
    @window_Location.dispose
    @status_window.dispose
    @item.dispose
    @skill.dispose
    @equip.dispose
    @status.dispose
    @save.dispose
    @load.dispose
    @quit.dispose
    @gold.dispose
    @playtime.dispose
    @location.dispose
    @sprite.dispose
  end
 
  def entrance
   
  @command_window.x -= 10 if @command_window.x > 530 
  @window_PlayTime.x += 10 if @window_PlayTime.x < 0   
  @window_Location.x -= 15 if @window_Location.x > 344
  @window_Gold.x += 10 if @window_Gold.x < 0   
  @status_window.y -= 10 if @status_window.y > 370
  @item.x -= 10 if @item.x > 547
  @skill.x -= 10 if @skill.x > 547
  @equip.x -= 10 if @equip.x > 547
  @status.x -= 10 if @status.x > 547
  @save.x -= 10 if @save.x > 547
  @load.x -= 10 if @load.x > 547
  @quit.x -= 10 if @quit.x > 547
  @playtime.x += 10 if @playtime.x < 70
  @gold.x += 10 if @gold.x < 80
  @location.x -= 10 if @location.x > 600
 
  end

  def exit

  @command_window.x += 10 if @command_window.x < 655   
  @window_PlayTime.x -= 10 if @window_PlayTime.x > -160   
  @window_Location.x += 15 if @window_Location.x < 640
  @window_Gold.x -= 10 if @window_Gold.x > -160   
  @status_window.y += 10 if @status_window.y < 480
  @item.x += 10 if @item.x < 760
  @skill.x += 10 if @skill.x < 760
  @quit.x += 10 if @quit.x < 760
  @equip.x += 10 if @equip.x < 760
  @status.x += 10 if @status.x < 760
  @save.x += 10 if @save.x < 760
  @load.x += 10 if @load.x < 760
  @playtime.x -= 10 if @playtime.x > -160
  @gold.x -= 10 if @gold.x > -160
  @location.x += 10 if @location.x < 760
 
  if @status_window.y >= 480
    $scene = Scene_Map.new
    $game_map.autoplay   
    return
  end
 
 
  end

  def update
 
    if @intro == nil
     entrance
   end
   
  if @exit == true     
    exit
    @intro = false
  end
   
    @status_window.update
    @window_Gold.update
    @window_PlayTime.update
    @window_Location.update
    @command_window.update

    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
   
  def update_command
  # If B button was pressed
    if Input.trigger?(Input::B)
  # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @exit = true
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
      when 1
          $game_system.se_play($data_system.decision_se)
          @command_window.active = false
          @status_window.active = true
          @status_window.index = 0
      when 2
          $game_system.se_play($data_system.decision_se)
          @command_window.active = false
          @status_window.active = true
          @status_window.index = 0
      when 3
          $game_system.se_play($data_system.decision_se)
          @command_window.active = false
          @status_window.active = true
          @status_window.index = 0
      when 4
          if $game_system.save_disabled
              $game_system.se_play($data_system.buzzer_se)
            return
          end
          $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5 
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_Load_New.new
      when 6 
          $game_system.se_play($data_system.decision_se)
          $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

#==============================================================================
# ** Scene_Load_New
#------------------------------------------------------------------------------
#  New Load Screen
#==============================================================================

class Scene_Load_New < Scene_File
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    # Remake temporary object
    $game_temp = Game_Temp.new
    # Timestamp selects new file
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("Which file would you like to load?")
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #--------------------------------------------------------------------------
  def on_decision(filename)
    # If file doesn't exist
    unless FileTest.exist?(filename)
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play load SE
    $game_system.se_play($data_system.load_se)
    # Read save data
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    # Restore BGM and BGS
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #--------------------------------------------------------------------------
  def on_cancel
    # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(0)
  end
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  def read_save_data(file)
    # Read character data for drawing save file
    characters = Marshal.load(file)
    # Read frame count for measuring play time
    Graphics.frame_count = Marshal.load(file)
    # Read each type of game object
    $game_system        = Marshal.load(file)
    $game_switches      = Marshal.load(file)
    $game_variables     = Marshal.load(file)
    $game_self_switches = Marshal.load(file)
    $game_screen        = Marshal.load(file)
    $game_actors        = Marshal.load(file)
    $game_party         = Marshal.load(file)
    $game_troop         = Marshal.load(file)
    $game_map           = Marshal.load(file)
    $game_player        = Marshal.load(file)
    # If magic number is different from when saving
    # (if editing was added with editor)
    if $game_system.magic_number != $data_system.magic_number
      # Load map
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    # Refresh party members
    $game_party.refresh
  end
end

#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
#  This window deals with general command choices.
#==============================================================================

class Window_Command1 < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # Compute window height from command quantity
    super(0, 0, width, commands.size * 40 + 32)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(26, 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
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end




Instructions
To change one of the icons save over them with the same names as the ones at the top of the script.
For facesets you must insert the face or sprite into the pictures folder with _Fc at the end say Basil is you're charecter
you must name it as Basil_Fc



Compatibility
Does not work for more than 3 man parties


Credits and Thanks


  • Spoofus for the layout
  • Silentwalker as this is a major edit of my other CMS's
4
General Discussion / Music Legalties
February 16, 2008, 11:59:24 pm
Hey guys I've been researching it and I can't find anything really but I was wondering the legal issues of this.
If my game was NOT commercial and I decided to rip some of my game soundtracks like Guild Wars and Valkerie Profile would this be illegal? The parts I've read about says that it's illegal to distribute copies of your music and someone I know thinks that they would just have a free copy of the music when they play your game, I would of course encrypt it with DREAM but would this be illegal or legal?
5
Entertainment / Heavenly Sword Funny Vids
January 21, 2008, 09:46:39 pm
rofl these make me lmao watch them they're worth it and it's an awesome game all the ranged attacks you use u guide with ps3 six axis
Also all boss voices except for Whiptails r done by the person who did Gollum in Lord of the Rings

Kai password part 1

Roach I always laugh at him...

Kai Meets Flying Fox

Nariko meets flying fox

Nariko uses catapult

Fire Rocket

Bohan's Court

Nariko cutscene

Nariko Dances
6
General Discussion / Video Recoring on RMXP
January 20, 2008, 05:30:29 am
Hey guys, what's a good video recorder for RMXP I wanted to make some for my game for pple to watch, does FRAPS work with RMXP and whichever is best can you give me a link?
7
RMXP Script Database / [XP] Title Skip if no Saves
January 20, 2008, 03:27:29 am
Title Skip if no Saves
Authors: Nortos
Version: 1
Type: Scene_Title
Key Term: Title / Save / Load / GameOver Add-on



Introduction
Ever wanted to be able to have the player skip the title scene like certain games if it's the first time they've played it or there is no saves? Well now you can!


Features


  • Title scene skip if no data



Screenshots
Screenshots not needed as there wouldn't be anything to show


Demo
Not needed as only a small script


Script
Script: ShowHide
#==============================================================================
# ** Scene_Title
# Nortos's skipable scene_title when no data
# Credits go to Nortos
# Special thanks to Fantasist, Blizzard and Zeriab for being the main teachers in my scripting
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    @sprite.visible = false
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    @command_window.visible = false
    # Continue enabled determinant
    # Check if at least one save file exists
    # If enabled, make @continue_enabled true; if disabled, make it false
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
      $game_system.bgm_play($data_system.title_bgm)
      @command_window.visible = true
      @sprite.visible = true
    else
      command_new_game
    end
    # Play title BGM
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of command window
    @command_window.dispose
    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update command window
    @command_window.update
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # New game
        $game_system.se_play($data_system.decision_se)
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Play decision SE
    # Stop BGM
    Audio.bgm_stop
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for battle test)
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end



Instructions

Just place above main and other custom scripts and below Scene_Debug


Compatibility Issues

None that I can think of


Credits and Thanks


  • Credit goes to Nortos
  • Special thanks to Fantasist, Blizzard and Zeriab being my main inspiration and teachers



Author's Notes

8
News / Suggestions / Feedback / Bug???
January 16, 2008, 05:42:34 pm
Umm Blizz the mod and recycle boards are visible to members...you might want to fix that
9
Hey guys I was told today about someones opinion on something some pple say it's an urban myth but others say it's not.
If you have a large folder of stuff on your desktop (say a folder devoted to all RMXP stuff :P) does it run slower than if it's placed in ur c or e drive? I think it's an urban myth I just wanted to check...
10
Nortos CMS Pic/Map Edition
Authors: Nortos, Silentwalker, Blizzard
Version: 1.1.1
Type: CMS's
Key Term: Custom Menu System



Introduction

The two CMS's is one is an animated windows with map as background and other is non animited CMS with a customizable background. It also has load implemented into the menu where as the default menu system doesn't.


Features


  • Animated Windows (for Map Edition)
  • Changable Background (for Pic Edition)
  • Map as background (for map Edition)
  • Load command
  • Help Window
  • Location Window
  • Icons




Updates
Pic Edition
v1.0.1 made health bars more central and changed it to BG_Pic to make it easier
v1.1.1 Added Icons to menu

Map Edition
v1.0.1 made health bars more central
v1.1.1 Placed icons on menu and made them animated with windows

To Do List

  • Combine the two CMS's into one
  • Make new item, skill, load, save, exit, and equipment scenes



Screenshots

Spoiler: ShowHide

::D is the Pic edition

Spoiler: ShowHide

::D is the Map edition


Demo

Pic Edition

Map Edition


Script

Get them from the demoes.


Instructions

Place below scene debug and above main, to keep bars remember to also place Blizzard's Addons and CRLS and scene_Soul Rage.
To change the picture background or icons in pic edition just save your picture into the pictures folder or for menu icons into ur icons folder and than go to line 13 to change BG_Pic "(Your pic goes here)" or for any icons they're just below this with their names being like BG_gold, BG_Location, BG_item to change the icon you want for that.


Compatibility

No issues known at the present time.


Credits and Thanks


  • Nortos and Silentwalker for CMS
  • Blizzard for the bars (Also if you use default Image as Blizzard made it in the Pic Edition)
  • Nortos and Blizzard if use default icons
  • Thanks to Fantasist for helping me with lots of scripting info
  • Thanks to Blizzard and Zeriab for being such great scripters to try and aspire to
  • Thanks to Blizzard for his scripting e-book
  • Thanks to Zeriab for his regular expression tute



Author's Notes

Today I completed my first script(s), I hope you guys like them, ones just an easy edit of the other.
11
Resources / Bioshock Soundtrack
January 10, 2008, 09:55:12 pm
Hey guys the produces of Bioshock released it's soundtrack to the public you can download the official MP3's  ;D here's a link http://elliottback.com/wp/archives/2007/08/24/bioshock-soundtrack-mp3s-for-download/
12
News / Suggestions / Feedback / Energy
January 08, 2008, 02:54:09 am
What's the energy thing on this forum just like Rep?
13
General Discussion / Screenshot Thread
January 08, 2008, 02:24:04 am
Hey guys, I just thought might be nice to have a screenshot thread, as we can all help each other with any maps and admire each others
I'll start off here's some my CBS and a cave map
CBS
Cave
Oh and ty for comment on old forum Blizz  :) first cave I've ever made
Also with that pic where Lilith is inverted, is't because she's dead?
14
General Discussion / Class for my Game
January 08, 2008, 02:20:23 am
Hey guys atm I'm working on what would be a cool class for a charecter in my game


that's her
Now I originally thought of her as a white mage but that is really cliche considering she's a princess and ect here are some options I had thought and please post anything you think to make her (I would prefer to have some supporter because I'll only have 4 playable charecters in the game and one of them is a scout assassin type and the other is a hunter)
Summoner
Zealot's Warrior (Uses Light magic as a weapon and smites her enemys)
Necromancer??? and I do a recolour of her making her darker
Evoker (Hybrid Mage)
Valkerie (Uses sword and holy magic)
15
Event System Database / Nortos's Stealth Event System
January 08, 2008, 02:10:26 am
Nortos's Stealth Event System
Version: 1.0
Type: System



Introduction

Here's a revolutionary stealth event based stealth system, the mapping in the demo's bad but eh...
Note there could be some lag on slow computers or if too many events running


Features

  • Stealth System

  • Is good (Nortos go and replace this when you're here)




Screenshots






Demo
http://www.megaupload.com/?d=5U8EVZZS


Instructions

(Refer to second and third screenshot)


Credits and Thanks


  • Fantasist for giving code
  • Calintz for helping



Author's Notes
16
Script Troubleshooting / CBS Help
January 08, 2008, 02:03:16 am
I need help again sorry...I made it so when click on skill go to another command window in it's place with choices, technique, defensive magic, offensive magic, soul rage, chaos rage and everything to do with window works fine you can move the rectangle cursor and select things but it's not reading the scene battle code I wrote for it
here's the code for the commands, I made the scene battle for the skillcommand use update_phase6 and I added the update_phase6 in scene battle 1 and I added the correct code in places for @skillcommand.active = true and visible ect but I can't seem to get it to read the scene_battle please help
#==============================================================================
#  CrossCommand

#   Blazingamer
#  -----------------------------------------
#   Makes a pretty command window in a shape of a cross like in Wild Arms
#==============================================================================

class CrossCommand < Window_Selectable2

  def initialize
super(320 - 128, 160 - 128, 256, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@commands = ["attack", "magic","defend","items","run away"]
@item_max = 5
draw_item(0, 32,32,"Attack")
draw_item(1, 32,0, "Magic")
draw_item(2, 64,32,"Defend")
draw_item(3, 0,32, "Items")
draw_item(4, 32,64, $game_temp.battle_can_escape ? "Run" : "Run cancel")
self.active = false
self.visible = false
self.index = 0
  end

  def draw_item(index, x, y, icon)   
bitmap = RPG::Cache.icon(icon)
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 32, 32))
  end

  def update_cursor_rect
if index == 3
  self.cursor_rect.set(0, 32, 32, 32)
elsif index == 2
  self.cursor_rect.set(64, 32, 32, 32)
elsif index == 1
   self.cursor_rect.set(32,0,32,32)
elsif index == 4
   self.cursor_rect.set(32,64,32,32)
else
   self.cursor_rect.set(32,32,32,32)
end
if Input.press?(Input::LEFT)
  @index = 3
elsif Input.press?(Input::RIGHT)
  @index = 2
elsif Input.press?(Input::UP)
  @index = 1
elsif Input.press?(Input::DOWN)
  @index = 4
else
  @index = 0
end
  end
end

#-------------------------------------------------------------------------#
        # Start Scene_Battle
#-------------------------------------------------------------------------#
class Scene_Battle

def update_phase3_basic_command
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     phase3_prior_actor
     return
end
if Input.trigger?(Input::C)
  case @actor_command_window.index
  when 0
  $game_system.se_play($data_system.decision_se)
  @active_battler.current_action.kind = 0
  @active_battler.current_action.basic = 0
  start_enemy_select
  when 1
  $game_system.se_play($data_system.decision_se)
    @skillcommand.active = true
    @skillcommand.visible = true
    @actor_command_window.active = false
    @actor_command_window.visible = false
    update_phase6
  when 2
  $game_system.se_play($data_system.decision_se)
  @active_battler.current_action.kind = 0
  @active_battler.current_action.basic = 1
  phase3_next_actor
  when 3
  $game_system.se_play($data_system.decision_se)
  @active_battler.current_action.kind = 2
  start_item_select
  when 4
        sg_update2_escape_check
      end
      return
    end
  end
 
   def sg_update2_escape_check
    if $game_temp.battle_can_escape == false
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    $game_system.se_play($data_system.decision_se)
    update_phase2_escape
  end
end

#-------------------------------------------------------------------------#
      # Start SkillCommand
       # Nortos
#-------------------------------------------------------------------------#

class Window_SkillCommand < Window_Selectable2
 
  def initialize
super(320 - 128, 160 - 128, 256, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@commands = ["attack", "offensive magic","defensive magic","soul drive","chaos drive"]
@item_max = 5
draw_item(0, 32,32,"Attack")
draw_item(1, 32,0, "offensive magic")
draw_item(2, 64,32,"defensive magic")
draw_item(3, 0,32, "soul drive")
draw_item(4, 32,64, "chaos drive")
self.index = 0
  end

  def draw_item(index, x, y, icon)   
bitmap = RPG::Cache.icon(icon)
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 32, 32))
  end

  def update_cursor_rect
if index == 3
  self.cursor_rect.set(0, 32, 32, 32)
elsif index == 2
  self.cursor_rect.set(64, 32, 32, 32)
elsif index == 1
   self.cursor_rect.set(32,0,32,32)
elsif index == 4
   self.cursor_rect.set(32,64,32,32)
else
   self.cursor_rect.set(32,32,32,32)
end
if Input.press?(Input::LEFT)
  @index = 3
elsif Input.press?(Input::RIGHT)
  @index = 2
elsif Input.press?(Input::UP)
  @index = 1
elsif Input.press?(Input::DOWN)
  @index = 4
else
  @index = 0
end
  end
end

class Scene_Battle

  def update_phase6
    if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
      start_phase3
    end
if Input.trigger?(Input::C)
  case @skillcommand.index
  when 0
  $game_system.se_play($data_system.decision_se)
  @active_battler.current_action.kind = 0
  @active_battler.current_action.basic = 0
  start_enemy_select
  when 1
  $game_system.se_play($data_system.decision_se)
  when 2
  $game_system.se_play($data_system.decision_se)
  @active_battler.current_action.kind = 0
  @active_battler.current_action.basic = 1
  phase3_next_actor
  when 3
  $game_system.se_play($data_system.decision_se)
    @active_battler.current_action.kind = 8
    start_chaos_select
  when 4
  $game_system.se_play($data_system.decision_se)
    @active_battler.current_action.kind = 3
    start_rage_select
    end
  end
  end
end
17
Resource Database / My First Resources
January 08, 2008, 01:59:21 am
All credit for these go to me unless stated otherwise

Icons: ShowHide


I like staffs :P I'll update this later with more the different staffs r just recolours and the staff took 5 mins the sword 3 mins, the sword looks crappy I think :( still better then RTP though :P

Here's some new ones I did these after 5 beers and some spirits so bare with me...


Here's some more I wanted to have a go at axes how do you guys think they went?
I also had a massive hangover when did these...


Some swords now I did later...(had to put on blue background otherwise looked crappy...


[/URL]

Some bows I did today...


Some shields...


Gauntlets



Windowskins: ShowHide

These are some of my favourite's they are edits of Blizz's "Original"





Remember also to credit him if use them :)


Sprites: ShowHide

A Fairy still making her what do you guys think? It's first charecter I've ever made making her just using a template


A soldier I'm making based around the armor Mymirrdon's wore around 1000 b.c still working on it what do you think?


These two are edits of Dollmages gladiator sprite, if you are to use them remember to credit both of us.




Credit goes to inquisitor, I just put this on a template and for some of events wiped out the light you can credit me as well if want


You put this two spaces undearneath the lamp pole when it has orange and it gives a nice glowing animation credit goes to Kaft I just resized and made less blurry you can credit me if want :)

click it to get the proper image it's just a thumbnail as it's big :)



Autotiles: ShowHide

When I got to mapping a nice flower area for my game I realised that there weren't any flowers I liked, I mean the flower autotile is pretty crappy, and the other flowers/herb stuff on tilesets don't blend in to each other like a good autotile so I got to making my own flower autotiles the results turned out very good :)









Tilesets: ShowHide

This tileset credit goes to LOS and Zanyzora I just merged them and made a project download so you can have the right prioreties and passages (I've turned the flowers to passable though)

http://www.sendspace.com/file/h2e4cv


Battlebacks: ShowHide

These ones are from Wizard 8 I had to resize and edit them though






























Battlers: ShowHide

These ones are recolours






18
New Projects / The Hourglass of Ages: The Awakening
January 08, 2008, 01:51:40 am
Here's my first project I've made using RMXP it's a solo project and I'm looking at around a 10hr game nothing big cos I also want to keep moding games and various other things

DEMO

http://www.filefactory.com/file/d935fc/

TRAILER VIDEO

No audio and it's a bit laggy but here you go it's a video of one of the first cut scenes in game

http://www.youtube.com/watch?v=umI3C9sPKPI



Background Story: ShowHide
Background Story:

   In an aged passed, an age of great turmoil and grief, civil wars across the nations and the death of countless thousands caused an evil of great power to break her seal. This evil was named Breesha by her followers by all others she was despised as Ashling the Dark Mistress of Dreams.

   She and her followers claimed lands quickly, pitting their human emotions against them; one by one she tortured, bribed or compelled them to fulfill her wishes.

In four Months from her escape she had control of the greatest nation in the world, and was moving onto Thorn's rival Nations. The only deifiers left with their sanity and lives were the Clans and a small group of Heroes.

   These heroes were Bearach the Captain General, Cara of the Eagle Clan, Luan the mysterious mage of Sheere, and the Chosen Prophesied one Nyla.

   This small group waited until Ashling had sent her forces against her opposing Nations, and then they ventured into the dark twisted realms of Ashling which was once their beloved Kingdom, there they were fighting for their very sanity.
   
   Once they reached Ashling they fought a battle that shook the very founding's of the land itself. Ashling overpowered them and all hope looked lost, until Nyla fulfilled her prophecy and sacrificed herself to seal Ashling's Prison.

   The age passed and entered a new age of peace and prosperity, and little of this conflict is remembered except by the clans.

   If ever again the lands are in such turmoil Ashling will feed on that power and break her seal, the only one then able to stop her would be the Prophesied one.      
                                                               Prophecy of the Dark Mistress
                                                               098 The 7th Age Maolcholm Stra.


   The clans have questioned whether or not they can rely on humans and so they have drawn out the very grains themselves from the Hourglass of Ages to make a weapon that can questionably not just seal Ashling but destroy her. This weapon is guarded by the fierce Wolf Clan

   On the Continent of South Adeall Thorn and Lean questionably the two most powerful nations in the world have had border conflicts and countless wars started and ended and once again the attacks have started, but not just on this Continent.
   Reports have been flowing that the Continent of Radona is getting ready for war, and everywhere the clans are despised, called half breeds and in human scum for centuries now humans have been doing inhuman racial acts against the clans.

   The clans are growing few in numbers and some have gone all but extinct. The only animal clans left are clans that either have the gift of wings or shadows.





Storyline: ShowHide
Storyline:


Maeva is the Princess of Thorn, a descendent to the throne, when she was young she was married to Alabhaois to help strengthen their two houses. Alabhaois wasn't going to wait until the king dropped dead and he knew the King would choose Breandán over Maeva for the throne because of Maeva's husband. He waited and planted seeds of doubt and then on a day he was sure the kingdom would back him up, he brutally murdered Breandán, the King and any followers. The Kingdom is his. Maeava travels to a place she is sure will protect her...

There she meets up with Andell the son of one of the Generals of Thorn and a friend of her fathers, he takes her back to their village and it's just before the joyous occasion of Ole Tine the celebration of Spring and life, which was being run by Andell's Aunt.

On this celebration something occured on which neither Andell nor Maeva would ever of wished for, this shaped their destiny...this shaped the world...



Charecters: ShowHide
Charecters:


ANDELL:
Race: Cat Clan Member
Class: Undetermined
Gender: Male
Age: 22
Andell is a young warrior of the cat clan; he is polite and a good judge of charecter. Andell's father is a General for the royal guard of the Empire, and so he taught Andell self defense and weapon training at a young age. But on his 16th birthday Andell's Father decided it was time for Andell to learn some of his Clans ways so he sent him back to the Cat Clan in the northern Mountains. Andell meets Maeva early on in the plot and takes her back to the village (Note Clan people don't look like their animals but they can "transform"-I'll change the term later- into their Clan animal)
Andell fights with dual daggers and has an evolutionary system of chain attacks that require the first attack to be used to than be able to use the 2nd and the 2nd needs to strike to used the 3rd.




MAEVA:
Race: Human
Class: (Yet do be determined, some type of support magic user)
Gender: Female
Age: 19
Maeva is a kind hearted princess; although she has a great mind for politicts and she wishes people to see their actions rewarded though if these were misguided action her rewards are deadly. She has a determination for revenge on her ex lover Alabhaois who quickly in the game becomes the new King of Thorn. She loves her brother Breandán and as a young girl was always found following in his shadow.




Name to be determined
Race: Human (Unless I change in the future
Class: Hunter
Gender: Male
Age: To be determined
Traits are to be determined
As a hunter he has some condition skills poisoning ect the enemy but his main power are his skills which require the enemy to have conditions on these can hit for quite a punch but miss completly unless they have the required state on them


Battler yet to be made

More info and more Charecters to come soon

NPCs: ShowHide
NPC's:
ALABHAIOS:
Race: Human
Gender: Male
Age: 26
Alabhaios is Maeva's husband, and so a Prince of Thorn, he comes from an old royal house full of greedy conniving Nobles. He was married to Maeva at 21 by his Mother seeing the connections it would make to the royal line. Since then he has been planning how to gain the throne, he knew the king would never lawfully give it to him.


Ruark
Race: Cat Clan member
Gender: Male
Age: 43
Andell's Father is one of the Generals of Thorn, when he was young he seeked adventure and left the Clan, he was find on the road by a kindhearted young leiutanant at the time getting harrased by some bandits who were showing racist acts towards him. The leiutanant quickly chased them off and took the young boy in (he was only 17 than) The leiutanant (who is now the Chief War General of Thorn) taught him the ways of the sword, the deadly arts of the body, war tactics and politicts. Rian quickly gained ranks despite being despised by his fellow peers as "inhuman scum" and at the young age of 21 he was first Leiutanant of the Blue Brigade, he took a years absence and visited his Clan, there he met Andell's mother and stayed with her for 3 years, he than went back to the capital, Andell was sent up to meet his father at the age of 6 and didn't travel back home till after 10 years.


Rian:
Race: Cat Clan
Gender: Male
Age: 46
Rian is Andell's Uncle, and Fiona's brother he has taken care of Andell during his time in the village, Rian lives with Andell, Andell's mother Fiona, and his wife Shannah. He is the local blacksmith and is a brave man, Andell has a great amount of respect for him.


Fiona:
Race: Cat Clan
Gender: Female
Age: 41
Fiona is Andell's Mother, she loves her son very much and treasures him, she is a compulsive control freak and only wishes the best for her, her family and the village, in doing so she has often undermined the Vilage Wise One, Senan's authority on numerous occasions. She works as the Chief Cook at the local inn, though it doesn't get any buisness anymore.


Shannah:
Race: Cat Clan
Gender: Male
Age: 44
Shannah is Andell's Aunt, and sister in law to Fiona, she is a lively women and is often known to be running fun events for the local children, she is like a second mum to Andell.


Senan:
Race: Cat Clan
Gender: Male
Age: 72
Senan is the local Wise One, and is the chief of the Cat Clan, the village has such a peaceful lifestyle though in the northern mountains that it's on rare occasions he has to stamp down his authority everyone gets on well with him except sometimes when Fiona is calling him an "old fool".


Breandán:
Race: Human
Gender: Male
Age: 24
Breandán al Sahvin, Defender of the Straha Harbour, High Lord of House Sahvin, heir to the throne. Breandán is Maeva's sister and is a pickle for rightousness, Thorn would prospell well under his rule. As a young boy Breandán was always suceeding extremly well in all of his classes academicaly and physical, Maeva was always in his shadow following him around, they have a great love for each other.

Bartes:
Race: Human
Gender: Male
Age: 52
Bartes al Sahvin, Welder of the Iron Fist, High Lord of House Sahvin, King of Thorn. King Bartes is Maeava's father and he is a peaceful man, always believing words do better than the sword. He has a friendship with many of the Clans and has made peace with them despite the protests of many nobles. He was distraught for two years in solitude when his wife died giving birth to Maeava but since than he has dedicated his time to the well being of his nation, sparing little time for his children


Screenshots: ShowHide






























Features/Scripts: ShowHide
Features:
Stealth event system
Realistic Lighting System
Lockpicking Minigame
Dynamic Night and day with event changes depending on night or day
Soul Rage Battle Addon
UMS
Mog's menu and titles
Crafting System
Frontview Animated Battle System
Cross Command Battle Menu

Scripts:
Blizzard' s Tons of Addons 4.98
Blizzard' s CRSL
Moghunter Menu and titles
Near Fantastica's Particle Engine
Prexus's Prexcratf
Eilei's Lockpicking Script
Ccoa's UMS
Some of Sand Golem's Addons
Sand Golem's Autobattle edited into a cross command system by Nortos
Cross battle Command (Still in development won't be in demo)
Minoffs Animated Battlers - Enhanced by DerVWulfman (heavily edited by me)
Moghunter's Menu's
Script Editor: Nortos


Credits: ShowHide

Graphics:
Enterbrain (Just mainly charsets and tilesets)
LandofShadows
The Inquisitor (World Map)
Blizzard
Nortos
Various Other's
Audio:
Arena Net's Guild Wars Soundtrack
Bioshock Soundtrack

All other credit's, e.g Mapping, Storyline go to me.


Updates: ShowHide

Updates: 30th December 07 Thread Update
1st January 08 Thread Update
2nd January 08 Frontview Animated battle system complete
10th January Thread Update and Storyline Update


Stick these in your Signature to help Promote this game

[URL=http://forum.chaos-project.com/index.php?board=14.0][IMG]http://img141.imageshack.us/img141/7884/hourglassofagesjs2.th.png[/IMG][/URL]
19
Welcome! / Hi pples
January 08, 2008, 01:43:23 am
Hey guys welcome me to new forum  ;D