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Topics - Calintz

61
CARJES(Calintz's Advanced Running/Jumping Event System)
Version: 1.0
Type: Movement Ability Enhancement(Additional Controls)



Introduction
I was compelled to create this event system, because I don't use BABS or any script with a built in running and jumping system. I have created this system to be EXTREMELY customizable. Please don't get discouraged upon looking at the event code itself. It really isn't as bad as it seems...


Features


  • FULLY CUSTOMIZABLE

  • Run AND Jump using one equipped item

  • Run AND Jump upon possession of an item in your party's inventory

  • Run AND Jump at free will upon the activation of one switch

  • Run OR Jump using SEPARATE equipped items

  • Run OR Jump upon possession of SEPARATE items in your party's inventory

  • Run OR Jump at free will upon the activation of SEPARATE switches




Screenshots
You can't tell whether or not the player is running or jumping in a screenshot, so please download the DEMO if you have the extra time on your hands.


Demo
Megaupload:
http://www.megaupload.com/?d=5B66JHNS
Sendspace:
http://www.sendspace.com/file/59007l


Instructions
Event Code - Spoiler
Spoiler: ShowHide







Credits and Thanks


  • Calintz16438




Author's Notes
This system uses 12switches, but don't worry...YOU only need to configure a max of 4of those switches XD.
62
CAIIES(Calintz's Advanced Inn/Infirmary Event System)
Version: 1.2.4
Type: Restorative Establishment/Aesthetics Enhancements



Introduction
Well...as you may or may not know, my game is to be as realistic as possible, and so I decided to create not only an advanced Inn System, but to add some ddvanced Infirmaries into the mix as well...XD!!


Features


  • Separate Facilities

  • Inn will heal all characters with >= 1HP. (Uses the knockout state)

  • Infirmary will revive all fallen allies. (HP = 0[Uses the knockout state])

  • Both transport your main character to the resting scene for enhancing aesthetics.

  • Each character has his own place on the resting scene.

  • The resting scene has a sleeping animation.

  • Uses variables for creating unique scenes for each Inn or Infirmary if desired.



What's new in version 1.2.4!?

  • Improved Code - Merged Inn's and Infirmary's CEs (Common Events).

  • Improved Code - Optimized the CAIIES Inn/Infirmary CE.

  • Improved Code - Optimized the CAIIES Critical Check CE.

  • Improved Code - Optimized the CAIIES Resting CE.

  • Additional Feature - Added all characters to the resting scene.

  • Additional Feature - Added a sleeping animation to the characters while they rest.





Screenshots
Interactive Characters in CAIIES DEMO:
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide


Resting Scene
Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide



Demo

Version 1.0.0
Megaupload:

Mirror - Sendspace:


Version 1.2.4
Megaupoad:

Mirror - Sendspace:


LegacyBlades's Optimized Version: - version 1.0.0
Sendspace:



Instructions
INSTALLATION:
Download the DEMO. Copy all of the common events and paste them into your main project. You will need to set up the variable yourself. Customization of the variable and what not is solely up to you, and if you simply look at the code, you will understand what direction to head in.

DEMO:
Talk to one of the three interactive NPCs for your options. Talk to the NPCs behind the counter for the system's actions. You are given all you need in the DEMO. The party is ordered as such: Aluxes, Basil, Cyrus, and Dorothy.

**When adding or removing party members, please follow this order, or the event's scene will glitch. Not
    game stopping glitch, but an aesthetics glitch.
**This system is designed to add an extra party member to the resting scene as they are added to your
    party DURING THE ACTUAL game. Try to simulate this order during the DEMO.


Credits and Thanks


  • Calintz16438




Author's Notes
Enjoy...XD
63
So what I need is just a little help from someone with some general scripting knowledge. I simply need to make these scripts compatible with one another. I have been told that it is possible, and that it can be done quite easily, however I just can't do it... :^_^':

**From what I know, the edits should take place in the HBACW script.

The scripts are:
Reno--s-Joker's VBACW
Spoiler: ShowHide

#==============================================================================
# ** Vertical Battle Actor Command Window with Icons v 1.0
#------------------------------------------------------------------------------
#  Based off of Reno-s--Joker's HBACW(I require that you give him full credit)
#  Brought to you by Calintz16438(I don't require any credit)
#------------------------------------------------------------------------------
# ** Window_BattleCommands
#------------------------------------------------------------------------------
# This window will replace your actor command window.
#==============================================================================

class Window_BattleCommands < Window_Selectable

  #-----------------------------------------------------------------------------
  # CONFIG INFORMATION
  #-----------------------------------------------------------------------------
 
  # CHOOSE YOUR SIZE!! XD
  # You have the ability to choose what size you would like the help window's
  # text, and the help window's shade to be. Simply change the value of either
  # 'HELP_WINDOW_SHADE_SIZE,' or 'HELP_WINDOW_FONT_SIZE' to your desired size.
  # I personally recommend that you do not make one size larger than the other.
  # It doesn't look professional...
  # **This feature was already implemented in the default script. I did not add
  #   it, I simply made the access to it much easier.
 
  # TOGGLE TEXT FEATURES!! XD
  # You have the option to add the 'bold' or 'italic' feature now. This feature
  # mimics that of any bold or italic you have seen in many of today's word
  # editing programs and some photo editors(Microsoft Word, Wordpad, Adobe, etc)
  # Toggle these features using the key terms (true, false). Be sure that when
  # entering your value, that all letters are lower case...
  # **The bold feature was already implemented in the default script. I did not
  # add it, I simply made the access to it much easier.
 
  # CHOOSE YOUR COLOR!! XD
  # When selecting your font and shade colors, you currently have 9options (0-8)
  # as defined below. Enjoy XD...
  # == 0 = White  ==
  # == 1 = Blue   ==
  # == 2 = Red    ==
  # == 3 = Green  ==
  # == 4 = Cyan   ==
  # == 5 = Purple ==
  # == 6 = Yellow ==
  # == 7 = Gray   ==
 
  # MOVE YOUR SHADOW!! XD
  # 'HELP_WINDOW_DROPSHADOW_X' contains the x-coordinates for the shade of the
  # help window's text. Increasing or decreasing this value will move the
  # location of the text's shade by your specified amount. *Measured in pixels*
  # 'HELP_WINDOW_DROPSHADOW_Y' contains the y-coordinates for the shade of the
  # help window's text. Increasing or decreasing this value will move the
  # location of the text's shade by your specified amount. *Measured in pixels*
 
  # CHOOSE YOUR ICON!! XD
  # Don't care too much for the default icons!? Well today is your lucky day XD.
  # You have the ability to change your icons as you see fit. simply remove the
  # string value from the quotations, and enter the exact name of the file you
  # would like to use as your icons. 
  # **This feature was already implemented in the default script. I did not add
  #   it, I simply made the access to it much easier.
 
  # SET TIP TEXT BY INDEX NUMBER
  # Type a string describing each of your commands. This has been newly reworked
  # to make customisation easier.
 
  # WINDOWSKIN
  # It's recommended to use a windowskin which does not use a rectangular
  # graphic for selections (like the poor example in the demo). Choose the
  # windowskin for the command window.
 
  HELP_WINDOW_FONT_SIZE   = 24    # Default is 18
  HELP_WINDOW_FONT_BOLD   = true  # Default is 'true'
  HELP_WINDOW_FONT_ITALIC = false # Default is 'false'
  HELP_WINDOW_FONT_COLOR  = 0     # Default is 0(White)
 
  ATTACK_ICON = 'C-attack02'      # Default is 'C-attack'
  SKILL_ICON  = 'C-skill02'       # Default is 'C-skill'
  DEFEND_ICON = 'C-defend02'      # Default is 'C-defend'
  ITEM_ICON   = 'C-item01'        # Default is 'C-item'
 
  TIP_TEXT_0 = 'Attack the enemy with your weapon'          # Self-explanatory
  TIP_TEXT_1 = 'Use spells or skills that you have learned' # Self-explanatory
  TIP_TEXT_2 = 'Defend against enemy attacks'               # Self-explanatory
  TIP_TEXT_3 = 'Use an item from your bag'                  # Self-explanatory
 
  WINDOWSKIN = '001-Blue01'       # Change the Battle Scene's Windowskin here.
 
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
   
    # These are the names of your command options in battle.
    # You have the ability to change these at will, as they will not actually
    # be shown at any time. We are using icons!! XD
    @battle_commands = ['Attack', 'Skill', 'Defend', 'Item']
   
    #Don't change this:
    @item_max = @battle_commands.size
   
    # This section will keep the window centered, no matter how many objects are
    # included into the battle command window.
    super (0, 0, 80, (56*@item_max)+32)
    self.contents = Bitmap.new(self.width-32, self.height-32)
    self.y = (256-self.height)/2 + 64
    self.x = (640-self.width)/2
   
    # You can customize these options to change opacity of the window.
    self.opacity = 0
    self.back_opacity = 0
   
    # Change the icons in this section if you're re-ordering the commands
    for i in 0..@battle_commands.size
      case i
      when 0
        icon = ATTACK_ICON # See top for customization information.
      when 1
        icon = SKILL_ICON  # See top for customization information.
      when 2
        icon = DEFEND_ICON # See top for customization information.
      when 3
        icon = ITEM_ICON   # See top for customization information.
    end
    # Drawing the icon. 
    draw_item(i, 0, 8+(56*i),icon, 235)
    end
 
    self.windowskin = RPG::Cache.windowskin(WINDOWSKIN)
    self.active = false
    self.visible = false
    self.index = 0
   
  #--------------------------------------------------------------------------
  # * Set up the icon tip window
  #--------------------------------------------------------------------------
    helpw = (@battle_commands.size * 64) + 384
    helph = 64
 
    @help_window = Window_Help.new
    @help_window.contents = Bitmap.new(helpw - 32, helph - 32)
    @help_window.contents.font.size = HELP_WINDOW_FONT_SIZE
    @help_window.contents.font.color = text_color(HELP_WINDOW_FONT_COLOR)
    @help_window.contents.font.bold = HELP_WINDOW_FONT_BOLD
    @help_window.contents.font.italic = HELP_WINDOW_FONT_ITALIC
    @help_window.width  = 640 # The help window's width.
    @help_window.height = 64  # The help window's height.
    @help_window.x = 0 # The x-coordinate of the help window.
    @help_window.y = 0 # The y-coordinate of the help window.
    @help_window.opacity      = 164 # The 'actual' opacity for the help window.
    @help_window.back_opacity = 164 # The back opacity for the help window.
    @help_window.active  = false
    @help_window.visible = false
  end
 
  #--------------------------------------------------------------------------
  # * Define method draw_item (used for making the icons appear)
  #--------------------------------------------------------------------------
  def draw_item(index, x, y, picture, opacity) 
    bitmap = RPG::Cache.icon(picture)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 48, 48), opacity)
  end
 
  #--------------------------------------------------------------------------
  # * Define the swap commands feature for compatibility with Blizzard's EOS
  #--------------------------------------------------------------------------
  def swap_commands
    @battle_commands[1], @battle_commands2 = @battle_commands2, @battle_commands[1]
    refresh
  end
 
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index >= 0 and @index <=(@battle_commands.size-1)
      self.cursor_rect.set(0, 8 + index * 56, 48, 48)
    end
  end
 
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if self.active and @index >= 0 and @index <=(@battle_commands.size-1)
      # If the down directional button was pressed
      if Input.repeat?(Input::DOWN)
          $game_system.se_play($data_system.cursor_se)
          @index += 1
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
      end
      # Update help text (update_help is defined by the subclasses)
      if self.active and @help_window != nil
        update_help
          if Input.repeat?(Input::C)
              help_window.visible = false
          end
          if Input.repeat?(Input::B)
              @help_window.visible = false
          end
        end
      # Update cursor rectangle
      update_cursor_rect
      elsif self.active
      # Creating a "loop" feature when the cursor positions exceeds the max
        if @index=0
          if Input.press?(Input::UP)
              @index=(@battle_commands.size-1)
              update_help
          end
        end
        if @index>=@battle_commands.size
          @index=0
        end
        update_cursor_rect
    end
  end
 
  #--------------------------------------------------------------------------
  # * Update the tip window text when you 'hover' over commands
  #--------------------------------------------------------------------------
  def update_help
    case index
    when 0
      @help_window.visible = true
      @help_window.set_text(TIP_TEXT_0, 1)
      # Change the above to the description for your first command
    when 1
      @help_window.visible = true
      @help_window.set_text(TIP_TEXT_1, 1)
      # Change the above to the description for your second command
    when 2
      @help_window.visible = true
      @help_window.set_text(TIP_TEXT_2, 1)
      # ... etc.
    when 3
      @help_window.visible = true
      @help_window.set_text(TIP_TEXT_3, 1)
      # ... etc.
    else
      # Remove the help window.
      @help_window.visible = false
    end
  end
end

#==============================================================================
# ** End of Main Script
#==============================================================================

class Scene_Battle
 
  # MOVE YOUR WINDOW!! XD
  # By default, the vertical battle actor command window has been aligned to
  # the right edge of the screen. by decreasing this value, you can further
  # distance the command window from it's original alignment
 
  VERTICAL_X = 560 # Default is '560'
 
  alias start_phase1_mod start_phase1
  def start_phase1
    start_phase1_mod
    if @actor_command_window.is_a?(Window_Command)
      @actor_command_window.dispose
      @actor_command_window = Window_BattleCommands.new
    end
  end
 
  alias phase3_setup_command_window_mod phase3_setup_command_window
  def phase3_setup_command_window
    phase3_setup_command_window_mod
    @actor_command_window.x = VERTICAL_X
  end
end


Blizzard's EOS(Easy Overdrive System)
Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Easy Overdrive System by Blizzard
# Version: 2.01b
# Type: Limit Break / Overdrive System
# Date 2.0b: 7.3.2009
# Date 2.01b: 8.3.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# #  Noncommercial. You may not use this work for commercial purposes.
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   99% compatible with SDK 1.x. 90% compatible with SDK 2.x. WILL corrupt your
#   old savegames. Can cause incompatibilty issues with following scripts
#   and/or systems:
#   - exotic CBS-es
#   - other Limit Break / Overdrive systems
#   
#   Not compatible with:
#   - Chaos Rage Limit System
#   
#   
# Features:
#
#   - extremely simple Overdrive System
#   - using Blizzard gradient styler 4.x with 7 different styles
#   - compatible with Tons of Add-ons
#   - compatible with Blizz-ABS
#   - compatible with RTAB
#   - maximum compatibility with other scripts
#   - moving Overdrive command in defineable color and a faster animated cursor
#   - actors learn Overdrive skills seperately
#
# new in v2.01b:
#   - fixed an issue with RTAB
#
#
# Explanation:
#
#   This script allows actors to use an alternative set of skills which
#   consumes the OD attribute. OD is gained when losing HP.
#   
#   
# Configuration:
#
#   OVERDRIVE_RATE         - set the filling rate of the SR, 1000 is standard,
#                            500 is 2 times slower and 2000 would be 2 times
#                            faster
#   DRAW_OVERDRIVE         - set this value to false if you don't want OD%
#                            display at all
#   DRAW_OVERDRIVE_BAR     - set this value to false if you don't want an OD
#                            bar at all (does not work if you don't have a
#                            script for HP/SP/EXP bars)
#   OVERDRIVE_ENABLED      - add any actor ID of actors who actually have the
#                            OD attribute drawn in battle
#   OVERDRIVE_NAME         - this is the name of the OD %
#   OVERDRIVE_COMMAND_NAME - this is the name of the Overdrive Command
#   OVERDRIVE_COLOR        - set the values in the () to numbers between 0-255,
#                            also note that they determine the color ammount in
#                            the color like this example:
#                            (RED, GREEN, BLUE, ALPHA) - note: alpha = opacity
#   RTAB_ACTIVE            - set to true if using RTAB
#   
# Additional info:
#
#   If you want to change the value of the OD % ingame use the "Call script"
#   event command and use this syntax:
#
#     $game_actors[X].overdrive = Y
#
#   X - ID of the hero in the database
#   Y - new value of the OD
#
#   You can also use another syntax:
#
#     $game_party.actors[X].overdrive = Y
#
#   X - position of the hero in the party
#   Y - new value of the OD
#
#   Note that X starts from 0 and NOT 1. The ammount is shown as 100,0%, this
#   is 1000 OD. i.e. 59,1% would be 591 OD.
#
#   To add a new Overdrive to a characer use the "Call Script" event command
#   and use following syntax:
#
#     $game_actors[ID].learn_overdrive(CD)
#
#   To remove a Overdrive from a character use this syntax:
#
#     $game_actors[ID].forget_overdrive(CD)
#
#   ID - ID of the actor in the database
#   CD - ID of the Overdrive skill in the database
#
# Note:
#
#   Using Overdrive skills as normal skills will work without problems. Though,
#   it is better you create a different skill if you want to use it as
#   Overdrive. BUT IF YOU ARE USING BLIZZ-ABS, YOU SHOULD NOT DO THIS!!!
#   Create new skills for Overdrive Skills!
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

$easy_overdrive = 2.01

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG
 
  OVERDRIVE_KIND = 11
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
  OVERDRIVE_RATE = 1000
  DRAW_OVERDRIVE = true
  DRAW_OVERDRIVE_BAR = true
  OVERDRIVE_ENABLED = [1, 2, 3, 4]
  OVERDRIVE_USERS = [1, 2, 3, 4]
  OVERDRIVE_NAME = 'OD'
  OVERDRIVE_COMMAND_NAME = 'Spirit Break'
  OVERDRIVE_COLOR = Color.new(0, 128, 255)
  RTAB_ACTIVE = false
 
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
end

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias hp_is_equal_to_eos_later hp=
  def hp=(val)
    last_hp = self.hp
    hp_is_equal_to_eos_later(val)
    if self.is_a?(Game_Actor)
      if self.dead?
        self.overdrive = 0
      elsif self.hp < last_hp
        self.overdrive += (last_hp - self.hp) * BlizzCFG::OVERDRIVE_RATE /
            [last_hp, self.hp].min
      end
    end
  end
 
end

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

class Game_Actor
 
  attr_reader :overdrive
  attr_reader :overdrive_skills
 
  alias setup_eos_later setup
  def setup(actor_id)
    @overdrive = 0
    @overdrive_skills = []
    setup_eos_later(actor_id)
  end
 
  def overdrive=(val)
    @overdrive = val
    @overdrive = 0 if @overdrive < 0
    @overdrive = 1000 if @overdrive > 1000
  end
 
  def learn_overdrive(skill_id)
    if skill_id > 0 && !@overdrive_skills.include?(skill_id)
      @overdrive_skills.push(skill_id)
      @overdrive_skills.sort!
    end
  end
 
  def forget_overdrive(skill_id)
    @overdrive_skills.delete(skill_id)
  end
 
  def overdrive_can_use?(id)
    return (item_req_test(id) && overdrive_left(id) != 0)
  end
 
  def overdrive_left(id)
    return -1 if $data_skills[id].sp_cost == 0
    return (self.overdrive / 10 / $data_skills[id].sp_cost)
  end
 
  def item_req_test(id)
    if $tons_version != nil && $tons_version >= 6.0 &&
        $game_system.ITEM_REQUIREMENT
      data = BlizzCFG.item_reqs(id)
      return ($game_party.item_number(data[0]) >= data[1])
    end
    return true
  end
 
  def overdrive_text
    return "#{@overdrive/10}.#{@overdrive%10}%"
  end
 
end

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

class Window_Base
 
  def draw_actor_overdrive(actor, x, y, w = 144)
    w = 120 if !$scene.is_a?(Scene_Menu) && !BlizzCFG::RTAB_ACTIVE
    self.contents.font.color = system_color
    self.contents.draw_text(x, y-16, width, 64, BlizzCFG::OVERDRIVE_NAME)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, w, 32, actor.overdrive_text, 2)
  end
 
  def draw_actor_overdrive_with_bar(actor, x, y, w = 148)
    w -= 12
    rate = actor.overdrive.to_f / 1000
    color1 = Color.new(80, 0, 0, 192)
    color2 = Color.new(240, 0, 0, 192)
    color3 = Color.new(80, 0, 0, 192)
    if BlizzCFG::RTAB_ACTIVE
      color1.alpha = color2.alpha = 255
      draw_slant_bar(x, y + 12, actor.overdrive, 1000, w, 6, color1, color2)
    else
      self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
    end
    if $scene.is_a?(Scene_Battle)
      draw_actor_overdrive(actor, x, y, w)
    else
      draw_actor_overdrive(actor, x, y)
    end
  end
 
end

#==============================================================================
# Window_BattleStatus
#==============================================================================

class Window_BattleStatus
 
  alias refresh_eos_later refresh
  def refresh(number = 0)
    if BlizzCFG::RTAB_ACTIVE
      refresh_eos_later(number)
      return
    elsif !BlizzCFG::DRAW_OVERDRIVE
      refresh_eos_later
      return
    end
    self.contents.clear
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    $game_party.actors.each_index {|i|
        if $tons_version != nil && $tons_version >= 4.82 &&
            $game_system.CENTER_BATTLER
          actor_x = case $game_party.actors.size
          when 1 then 4 + 240
          when 2 then 4 + 80 + i * 320
          when 3 then 4 + 80 + i * 160
          when 4 then 4 + i * 160
          end
        else
          actor_x = i * 160 + 4
        end
        draw_actor_name($game_party.actors[i], actor_x, -8)
        draw_actor_hp($game_party.actors[i], actor_x, 14, 120)
        draw_actor_sp($game_party.actors[i], actor_x, 44, 120)
        if BlizzCFG::OVERDRIVE_ENABLED.include?($game_party.actors[i].id)
          if BlizzCFG::DRAW_OVERDRIVE_BAR && $tons_version != nil &&
              $tons_version >= 4.82
            draw_actor_overdrive_with_bar($game_party.actors[i], actor_x, 74, 120)
          else
            draw_actor_overdrive($game_party.actors[i], actor_x, 74, 120)
          end
        end
        if @level_up_flags[i]
          self.contents.font.color = normal_color
          self.contents.draw_text(actor_x, 100, 120, 32, 'LEVEL UP!')
        else
          draw_actor_state($game_party.actors[i], actor_x, 100)
        end}
  end
 
end

# if using RTAB
if BlizzCFG::RTAB_ACTIVE
#==============================================================================
# Window_DetailsStatus
#==============================================================================

class Window_ActorStatus < Window_Base
 
  alias refresh_eos_later refresh
  def refresh(level_up_flags)
    refresh_eos_later(level_up_flags)
    @status_window[1].refresh($game_party.actors[@actor_num])
  end
 
end

#==============================================================================
# Window_DetailsStatus
#==============================================================================

class Window_DetailsStatus
 
  def refresh(actor, level_up_flags = false)
    self.contents.clear
    if $bstat_align == 0
      case @status_id
      when 0 then draw_actor_name(actor, 4, -8)
      when 1
        draw_actor_hp(actor, 84, -8, 80)
        draw_actor_overdrive_with_bar(actor, 266, -8, 112)
      when 2 then draw_actor_sp(actor, 180, -8, 80)
      when 3
        if level_up_flags
          self.contents.font.color = normal_color
          self.contents.draw_text(324, -8, 120, 32, 'LEVEL UP!')
        else
          draw_actor_state(actor, 324, -8)
        end
      when 4 then draw_actor_atg(actor, 488, -8, 120)
      end
    else 
      case @status_id
      when 0 then draw_actor_name(actor, 488, -8)
      when 1
        draw_actor_hp(actor, 228, -8, 80)
        draw_actor_overdrive_with_bar(actor, 420, -8, 112)
      when 2 then draw_actor_sp(actor, 324, -8, 80)
      when 3
        if level_up_flags
          self.contents.font.color = normal_color
          self.contents.draw_text(140, -8, 120, 32, 'LEVEL UP!')
        else
          draw_actor_state(actor, 140, -8)
        end
      when 4 then draw_actor_atg(actor, 0, -8, 120)
      end
    end
  end
 
end

end

#==============================================================================
# Window_Command
#==============================================================================

class Window_Command
 
  attr_accessor :commands
  attr_accessor :actor
 
  alias initialize_eos_later initialize
  def initialize(width, commands)
    initialize_eos_later(width, commands)
    @command2 = BlizzCFG::OVERDRIVE_COMMAND_NAME
  end
 
  def swap_commands
    @commands[1], @command2 = @command2, @commands[1]
    refresh
  end
 
  alias refresh_eos_later refresh
  def refresh
    refresh_eos_later
    if $fontface != nil
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
      self.contents.font.size = $defaultfontsize
    end
    if @actor != nil
      if BlizzCFG::OVERDRIVE_USERS.include?(@actor.id)
        if self.index != 1 || @commands[1] != BlizzCFG::OVERDRIVE_COMMAND_NAME
          draw_item(1, normal_color)
          self.contents.draw_text(4, 31, width-40, 32, '››', 2)
        elsif @commands[1] == BlizzCFG::OVERDRIVE_COMMAND_NAME
          self.contents.font.color = BlizzCFG::OVERDRIVE_COLOR
          (0...6).each {|j|
              self.contents.fill_rect(0, 32, width-32, 32, Color.new(0, 0, 0, 0))
              rect = Rect.new(164-j * 32, 32, width-40, 32)
              self.contents.draw_text(rect, @commands[1])
              Graphics.update}
        end
      else
        draw_item(1, normal_color)
      end
    end
  end
 
end

#==============================================================================
# Window_Overdrive
#==============================================================================

class Window_Overdrive < Window_Skill
 
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    @actor.overdrive_skills.each {|i| @data.push($data_skills[i]) if $data_skills[i] != nil}
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      if $fontface != nil
        self.contents.font.name = $fontface
        self.contents.font.size = $fontsize
      elsif $defaultfonttype != nil
        self.contents.font.name = $defaultfonttype
        self.contents.font.size = $defaultfontsize
      end
      (0...@item_max).each {|i| draw_item(i)}
    end
  end
 
  def draw_item(i)
    skill = @data[i]
    if @actor.overdrive_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + i % 2 * (288 + 32)
    y = i / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    self.contents.draw_text(x + 232, y, 48, 32, "#{skill.sp_cost}%", 2)
  end
 
end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle
 
  alias main_eos_later main
  def main
    main_eos_later
    @overdrive_window.dispose if @overdrive_window != nil
  end
 
  alias phase3_setup_command_window_crls_later phase3_setup_command_window
  def phase3_setup_command_window
    phase3_setup_command_window_crls_later
    if BlizzCFG::RTAB_ACTIVE
      @actor_command_window.actor = @active_actor
    else
      @actor_command_window.actor = @active_battler
    end
    @actor_command_window.refresh
  end
 
  alias update_phase3_eos_later update_phase3
  def update_phase3
    if @overdrive_window != nil && @overdrive_window.visible
      @overdrive_window.update unless defined?(SDK)
      update_phase3_overdrive_select
    else
      update_phase3_eos_later
    end
  end
 
  alias update_phase3_enemy_select_eos_later update_phase3_enemy_select
  def update_phase3_enemy_select
    end_overdrive_select_plus if Input.trigger?(Input::B)
    if BlizzCFG::RTAB_ACTIVE && Input.trigger?(Input::C)
      kind = @active_actor.current_action.kind
      update_phase3_enemy_select_eos_later
      if kind == BlizzCFG::OVERDRIVE_KIND
        @active_actor.current_action.kind = kind
      end
    else
      update_phase3_enemy_select_eos_later
    end
  end
 
  alias update_phase3_actor_select_eos_later update_phase3_actor_select
  def update_phase3_actor_select
    end_overdrive_select_plus if Input.trigger?(Input::B)
    if BlizzCFG::RTAB_ACTIVE && Input.trigger?(Input::C)
      kind = @active_actor.current_action.kind
      update_phase3_actor_select_eos_later
      if kind == BlizzCFG::OVERDRIVE_KIND
        @active_actor.current_action.kind = kind
      end
    else
      update_phase3_actor_select_eos_later
    end
  end
 
  alias phase3_next_actor_eos_later phase3_next_actor
  def phase3_next_actor
    end_overdrive_select if @overdrive_window != nil
    phase3_next_actor_eos_later
  end
 
  def update_phase3_overdrive_select
    battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      end_overdrive_select if @overdrive_window.visible
    elsif Input.trigger?(Input::C)
      @skill = @overdrive_window.skill
      if @skill == nil || !battler.overdrive_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      battler.current_action.skill_id = @skill.id
      @overdrive_window.visible = false
      if @skill.scope == 1
        start_enemy_select
      elsif [3, 5].include?(@skill.scope)
        start_actor_select
      else
        phase3_next_actor
      end
    end
  end
 
  def start_overdrive_select
    battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
    @overdrive_window = Window_Overdrive.new(battler)
    @overdrive_window.help_window = @help_window
    @actor_command_window.active = @actor_command_window.visible = false
  end
 
  def end_overdrive_select
    end_overdrive_select_plus
    @actor_command_window.swap_commands
    @overdrive_window.dispose
    @overdrive_window, @help_window.visible = nil, false
  end
 
  def end_overdrive_select_plus
    if @overdrive_window != nil
      if @overdrive_window.visible
        @actor_command_window.active = @actor_command_window.visible = true
        @help_window.visible = false
      else
        @overdrive_window.active = @overdrive_window.visible = true
      end
    end
  end
 
  def make_overdrive_action_result(battler)
    @skill = $data_skills[battler.current_action.skill_id]
    unless battler.current_action.forcing || battler.overdrive_can_use?(@skill.id)
      $game_temp.forcing_battler = nil
      @phase4_step = 1
      return
    end
    if !BlizzCFG::RTAB_ACTIVE && $tons_version != nil && $tons_version >= 5.0
      battler.overdrive -= @skill.sp_cost * 10 if @repeat[0] <= 1
    else
      battler.overdrive -= @skill.sp_cost * 10
    end
    @status_window.refresh
    @help_window.set_text(@skill.name, 1)
    @animation1_id, @animation2_id = @skill.animation1_id, @skill.animation2_id
    @common_event_id = @skill.common_event_id
    if BlizzCFG::RTAB_ACTIVE
      set_target_battlers(@skill.scope, battler)
      battler.target.each {|target| target.skill_effect(battler, @skill)}
    else
      set_target_battlers(@skill.scope)
      @target_battlers.each {|target| target.skill_effect(battler, @skill)}
    end
  end
 
  alias update_phase4_step2_eos_later update_phase4_step2
  def update_phase4_step2(battler = nil)
    if BlizzCFG::RTAB_ACTIVE
      update_phase4_step2_eos_later(battler)
    else
      update_phase4_step2_eos_later
      battler = @active_battler
    end
    if battler.current_action.kind == BlizzCFG::OVERDRIVE_KIND
      make_overdrive_action_result(battler)
    end
  end
 
  alias update_phase3_basic_command_eos_later update_phase3_basic_command
  def update_phase3_basic_command
    battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
    restore_commands(battler)
    return if update_overdrive_input(battler)
    if !BlizzCFG::RTAB_ACTIVE || !Input.press?(Input::LEFT) &&
        !Input.press?(Input::RIGHT)
      update_phase3_basic_command_eos_later
    end
  end
 
  def restore_commands(battler)
    if @actor_command_window.index != 1 &&
        @actor_command_window.commands[1] == BlizzCFG::OVERDRIVE_COMMAND_NAME
      @actor_command_window.swap_commands
    end
  end
 
  def update_overdrive_input(battler)
    if BlizzCFG::OVERDRIVE_USERS.include?(battler.id)
      if @actor_command_window.index == 1 && Input.press?(Input::RIGHT)
        if @actor_command_window.commands[1] != BlizzCFG::OVERDRIVE_COMMAND_NAME
          $game_system.se_play($data_system.decision_se)
          @actor_command_window.swap_commands
        end
        if !Input.press?(Input::UP) && !Input.press?(Input::DOWN)
          @actor_command_window.update
        end
      elsif @actor_command_window.commands[1] == BlizzCFG::OVERDRIVE_COMMAND_NAME
        $game_system.se_play($data_system.cancel_se)
        @actor_command_window.swap_commands
      end
      if @actor_command_window.commands[1] == BlizzCFG::OVERDRIVE_COMMAND_NAME &&
          Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        battler.current_action.kind = BlizzCFG::OVERDRIVE_KIND
        start_overdrive_select
        return true
      end
    end
    return false
  end
 
end

if $BlizzABS && BlizzABS::VERSION >= 2.2

#==============================================================================
# BlizzABS::Utility
#==============================================================================

class BlizzABS::Utility
 
  alias get_actor_skills_eos_later get_actor_skills
  def get_actor_skills(actor)
    return actor.overdrive_skills.clone
  end
 
end

#==============================================================================
# Map_Battler
#------------------------------------------------------------------------------
#  This class serves as superclass for characters that fight on the map and
#  can use pixel movement.
#==============================================================================

class Map_Battler
 
  alias skill_can_use_eos_later? skill_can_use?
  def skill_can_use?(id)
    if self.is_a?(Map_Actor)
      return @battler.overdrive_can_use?(id) if @battler.overdrive_skills.include?(id)
    end
    return skill_can_use_eos_later?(id)
  end
 
  alias skill_consumption_eos_later skill_consumption
  def skill_consumption(skill)
    unless self.is_a?(Map_Actor)
      skill_consumption_eos_later(skill)
      return
    end
    if @battler.overdrive_skills.include?(skill.id)
      @battler.overdrive -= skill.sp_cost * 10
    else
      skill_consumption_eos_later(skill)
    end
  end
 
end

#==============================================================================
# Hud
#==============================================================================

class Hud < Sprite
 
  if BlizzCFG::DRAW_OVERDRIVE
  alias create_positions_eos_later create_positions
  def create_positions
    create_positions_eos_later
    @od_x, @od_y = 4, 49 + @hud_height - @original_height
    @hud_height += 16
    @hot_y += 16
    @left_y += 16
  end
 
  alias draw_basic_eos_later draw_basic
  def draw_basic
    draw_basic_eos_later
    color = case BlizzABS::Config::HUD_TYPE
    when 0 then Color.new(255, 255, 255, 192)
    when 1 then Color.new(0, 0, 0, 0)
    end
    self.bitmap.fill_rect(@od_x+32, @od_y+3, 116, 14, color) if color.is_a?(Color)
    self.bitmap.fill_rect(@od_x, @od_y, 32, 20, Color.new(0, 0, 0, 128))
    self.bitmap.font.color = system_color
    self.bitmap.draw_text_full(@od_x, @od_y, 80, 20, BlizzCFG::OVERDRIVE_NAME)
    self.bitmap.font.color = normal_color
  end
 
  alias draw_empty_eos_later draw_empty
  def draw_empty
    draw_empty_eos_later
    self.bitmap.gradient_bar_hud(@od_x+32, @od_y+3, 114, 0, 'hud_red_bar')
    self.bitmap.font.color = disabled_color
    self.bitmap.draw_text_full(@od_x+54, @od_y, 84, 20, '0,0%', 2)
    @overdrive = nil
  end
 
  def draw_overdrive
    @overdrive = actor.overdrive
    rate = actor.overdrive / 1000.0
    self.bitmap.gradient_bar_hud(@od_x+32, @od_y+3, 114, rate, 'hud_red_bar')
    self.bitmap.font.color = normal_color
    self.bitmap.draw_text_full(@od_x+54, @od_y, 84, 20, actor.overdrive_text, 2)
  end
 
  alias upd_eos_later update
  def update
    $game_temp.hud_refresh ? draw_overdrive : test_overdrive if actor != nil
    upd_eos_later
  end
 
  def test_overdrive
    draw_overdrive if actor.overdrive != @overdrive
  end
  end

  alias get_skills_left_crls_later get_skills_left
  def get_skills_left
    if @skill != nil && @skill > 0
      if actor.overdrive_skills.include?(@skill)
        return actor.overdrive_left(@skill)
      end
    end
    return get_skills_left_crls_later
  end
 
end

#==============================================================================
# Window_Skill_Hotkey
#==============================================================================

class Window_Skill_Hotkey < Window_Skill
 
  alias setup_skills_eos_later setup_skills
  def setup_skills
    setup_skills_eos_later
    @overdrive_skills = []
    if BlizzCFG::OVERDRIVE_USERS.include?(@actor.id)
      @actor.overdrive_skills.each {|id| @overdrive_skills.push($data_skills[id])}
    end
    @item_max += @overdrive_skills.size
  end
 
  alias draw_skills_eos_later draw_skills
  def draw_skills
    @item_max -= @overdrive_skills.size + 1
    draw_skills_eos_later
    @data.pop
    @data += @overdrive_skills + [nil]
    size_overdrive = @item_max + @overdrive_skills.size
    (@item_max...size_overdrive).each {|i| draw_overdrive(i)}
    @item_max = size_overdrive + 1
    draw_item(size_overdrive)
  end
 
  def draw_overdrive(i)
    if @actor.overdrive_can_use?(@data[i].id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    draw_data(i, BlizzCFG::OVERDRIVE_NAME + ' ')
    self.contents.draw_text(236, i*32, 48, 32, "#{@data[i].sp_cost}%", 2)
  end
 
  def draw_data(i, add)
    self.contents.fill_rect(Rect.new(4, i*32, 288, 32), Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(@data[i].icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(4, 4+i*32, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(32, i*32, 204, 32, add + @data[i].name)
  end
 
end

end
64
Could somebody please teach me how to remove the Show Choice's window, so that all that appears are your options??
65
We are gonna get right down to business...

Problem:
I own a Windows Vista OS on my laptop, and even after several attempts, and yes, even following the instructions listed here on Chaos Project; RMXP DOES NOT work properly on my Windows Vista laptop. The entire system freezes when running the RGSS player, and I must resort to the task manager =/.

Now I am currently able create my project and share it here with you at Chaos Project, because my parents own a XP OS on their downstairs desktop. I obviously don't plan on living with them for very much longer, so I have to find a way to get an XP OS onto my laptop, so that I can continue to work on my game long after I move out.

Solution: I have done some research
I HAVE NOT tried this yet, but I am almost positive this will work. I am going to buy a USB driven External Hard Drive. I will then install the Windows XP OS onto that hard drive and plug her into my laptop. When I boot my laptop, I will choose to boot from USB. !! Voila !! It will register the XP OS, WITHOUT making ANY changes to my laptop XD!! Hoo-Ray! for external hard drives!!

External Hard Drive Recommendations:
External Hard Drive01 - Iomega eGo
External Hard Drive02 - Western Digital
66
Chat / What kind of vehicle do you own??
February 28, 2009, 12:06:01 am
Make:
Model:
Year:


Let's hear it...What vehicle do you currently own?? Tell us a little bit about it. Does she run good?? Do you have any little problems with it?? How did you get it?? etc...

**If you are feeling ambitious, or if you just don't own a vehicle yet. let us know what kind of vehicle you would like to own...




Calintz - Derek
Make: Jeep
Model: Wrangler Sport
Year: 2002

I got my Jeep Wrangler when my dad bought his new Jeep Rubicon '09. He said that if I paid for the title transfer and picked up some insurance; I could take it off his hands. Needless to say, this is what I did XD. This Jeep is my very 1st vehicle, and I am 100% satisfied with it. She still runs like new, and has a manual transmission.

The only problem with the entire vehicle, is a loose wire on the fan motor. Maybe once a month or so, the heater will stop blowing...All I have to do, is literally "flick" the wire, and the heat kicks back on full power, Lmao XD...

My father takes good care of his possessions, and it was really nice to know where and who I was getting my vehicle from, and knowing exactly how it has been kept over the years. Especially since this was my very 1st vehicle. I picked up insurance from Geico...

**I got a 2002 Jeep Wrangler for $75.00 XD




Pictures
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67
General Discussion / Dual Battlesystems...
February 26, 2009, 09:44:09 pm
I was wondering if it is possible to have dual battle systems incorporated into your game?? Like, have the entire battle system itself(in the script editor) stored into a switch that can be toggled during gameplay...

In this manner, one would have the ability to change the current battle system by utilizing the in-game switches...

**I do not plan on using two separate battle systems. However, I wanna know if this is possible!?
68
This thread will most likely be a continuous thing. Whenever I have questions about what kind of enemies would be found where, I will post the location, and if anyone has any suggestions, throw 'em out there for me. =D

We'll start simple. What kind of enemies would be found in a forest??
**Please try to avoid the obvious: Bees, Ants, Spiders, etc...
69
Calintz's Scripting Questions Thread


**Let's Zoom to the Character**  :???:

To add simple aesthetics is the key to graphical success when making games. A very useful feature in any game is to be able to locate a specified object(character, tile, etc...) and zoom onto that specific object. Can somebody with scripting knowledge(probably requires a 'basic' level of scripting knowledge) help me learn how to perform this action??

**I think this will be done by acquiring the (x, y) coordinates of the character or object, and then zooming to that location.




RESOLVED :D

**Let's Move the Gold Window**

I was trying to figure out how to move the gold window, and all of my attempts have failed miserably.. .. .. :|

**I am using the default command to show the gold window from a message on the map. How do I change the location for this??




FOUND A WAY AROUND  :^_^':

**Let's Dispose of that Gold Menu** 

I was able to generate my own gold menu and placing it where I desired by using the "Call Script" command. However, the window does not disappear when I would like it to.

**What command can I used to dispose of that window from the "Call Script" command??
**Also, what command can I use to update the same window??





FOUND A WAY AROUND  :^_^':

**Let's Move the Window Pause Icon Permanently**

Everybody who uses RMXP knows that when a message is being shown, in order to continue, you have to press a certain button, right!? Well, while the system is waiting for that button to be pressed the system lets you know that it is waiting on you by displaying that small window pause icon at the bottom of your message.

What I am looking to do is to indefinitely change the y position of that little pause icon, but I do not know what syntax controls the pause icon, and I could not find anything that led me to believe that it is located in the Window Message script. Anyone wanna help me find the area that controls this icon??

**Please don't tell me to edit the windowskin itself, because the windowskins attributes for the pause icon themselves, aren't large enough to re-locate the icon to display where I desire.




**Let's Make an Icon Blink** :???:

I was wondering if somebody could help me set up a small snippet that could be added into a script that uses icons for display. The meaning of the snippet is to make the icon blink.

**I know it involves changing the icons hue, but I don't know how to loop the effect and have it continue to blink until a certain condition is met.




**Let's Determine the Passability of a Specific Tile** :???:

It has become my top priority to figure out a way to determine whether or not a tile (on any given map) is passable...Here is the catch. I need this tile to be very specific. I need to know how to determine if a tile that is placed two tiles ahead of the main character is passable or not.




RESOLVED :D

**Let's Check the System for the Current #of Party Members**

Is there a snippet I can use that can check the system for a set amount of party members?? Like, can I do something like this?? It would be called from the conditional branch, call script option.

Spoiler: ShowHide
$game_system.party == 1
- obviously not the proper syntax.
**Meaning if there is one member in your party.
70
Express your Creativity / Calintz's Graphic Designs
February 15, 2009, 04:11:58 pm
New times ... new work!!
Believe it or not, while I have been away from CP, I have not been away from my computer. Or, for that matter, Adobe Photoshop. I have undergone extensive tutorials and shaped a new more professional style for creating signatures. Enough talk though, let's get to the work!!

Avatars:
A Pixel's Worst Nightmare
Spoiler: ShowHide


I'm a Little Shy
Spoiler: ShowHide


RAWR!!
Spoiler: ShowHide


MID(Military Intelligence Division) Maes Hughes
Spoiler: ShowHide


Signatures:
A Pixel's Worst Nightmare
Spoiler: ShowHide


I'm a Little Shy
Spoiler: ShowHide


RAWR!!
Spoiler: ShowHide


MID(Military Intelligence Division) Maes Hughes
Spoiler: ShowHide


Judgment Day
Spoiler: ShowHide


Submit or Perish
Spoiler: ShowHide
71
I will just organize all of my questions I may have now and in the future into one thread for convenience...

Questions:
  • Is there a way to alphabetically order the "Bookmarks" section of Mozilla??
72
Recruitment / Zombie Game(Untitled)
February 13, 2009, 05:35:32 pm
If you want to be part of the team, then please follow these guidelines...

Team Members
Spoiler: ShowHide
Project Creator
  • Derek - Calintz16438

Storyline
  • Derek - Calintz16438 (Lead)

  • Aqua - Aqua (Lead)

  • Tyler - MetaKnight (Backup)

Mapping
  • Derek - Calintz16438 (Lead)

  • Cody - Landith (Lead)

Spriting
  • Derek - Calintz16438 (Lead)

  • Aqua - Aqua (Backup)

  • Cody - Landith (Backup)

Eventing
  • Ronnie - Game_Guy (Lead)

  • Sally - Susys (Backup)

Scripting
  • Cody - Landith (Lead)


Template
  • Real 1st Name - followed by your Chaos Project Screename.

  • Main area(s) of expertise - followed by your desired position.

  • How much time you have to devote to the project.


**Please do not put your application in a spoiler...
**Please post examples or your work in your area of expertise...
**Please post your IM Screename(s) for easy access to conversations and meetings...


IMPORTANT!!


The sooner I am able to crank out this project, the sooner I can get back to work on WITW,(Well in the Woods) therefore, I am expecting full cooperation from EVERY member who joins the team. I don't mind the team members bullshitting in the project's thread, so long as it's on topic...

I will have ZERO-TOLERANCE for degenerative remarks to members of the team, or of outsiders opinions. Each member of the team will respect the ideas of others, and NO ONE will be made fun of. This will result in your extermination as a partner of the project...

**The actual creation of this game may not even take place until I finish the DEMO for WITW(Well in the Woods)...


What Is Expected of Team Members!!

All I am really asking for from the team members are your opinions, criticism, and new ideas on EVERY step of the game's completion...

Unless you are:
  • Eventer

  • Scripter

  • Mapper

then you will not receive a copy of the project. You will have to wait for the completion of the DEMO before getting to see the game in action.

**Think about it...This isn't really that bad, as you will be able to enjoy the gameplay more than the actual team...
73
Untitled


Story

I have yet to determine the story, because I have yet to determine the actual genre of the game. Here are the ideas I currently have...

Horror/Mystery: (M-mature)
If you have every played "Clocktower 3", or "The Haunted,"(PS2) then you will have a good idea of the gameplay for this genre. If the team/public chooses this option, then I have a basic storyline already planned out for it. Should they choose this genre, the game will be intensely graphic involving...

Sexual Reference
  • Rape

  • Nudity

Violence
  • Blood

  • Gore

  • Death

  • Disturbing Images


**Most would not be comfortable with this game because of the mature material, so the other game will most likely be the game that will undergo production...

Horror/Action/Thriller: (T-teen)
If you have played "Left for Dead,"(XBOX-360) or "Resident Evil,"(PS2-3) then you will have a good idea of the gameplay for his genre. If the team/public chooses this genre, then together we will create a name for the project and begin construction of a horror zombie game. Should they choose this genre, the game will be pretty graphic including...

Violence
  • Blood

  • Gore

  • Death

  • Disturbing Images


**This game most likely be the project to be constructed because it will not have mature material...

Team Members
Spoiler: ShowHide
Project Creator
  • Derek - Calintz16438

Storyline
  • Derek - Calintz16438 (Lead)
  • Aqua - Aqua (Lead)

  • Tyler - MetaKnight (Backup)

Mapping
  • Derek - Calintz16438 (Lead)

  • Cody - Landith (Lead)
74
Resources / Zombie Titlescreen...
February 08, 2009, 07:51:04 pm
http://www.sendspace.com/file/hfw0tl

I created this zombie titlescreen for kicks and giggles...
I created a custom windowskin to match the title, and added a SE and a BGM...

**I fixed the error upon the shutdown command. Sorry :^_^':

Screenshot:
Spoiler: ShowHide

Screenshot: revised
Spoiler: ShowHide
75
General Discussion / PIP(Projects in Planning)
February 08, 2009, 05:08:36 am
Hey there everyone...

We all know that sometimes when you are working on your current project, something, somewhere, will take hold of your interest and suggest moving onto a new project. I wanna know what those projects are.

Here are two projects I have in planning upon the completion of WITW...
  • Street Fighter - King of Fighters

  • Dragonball Z - (not named)


The street fighter game would follow the anime movie released some time ago. The movie was titled..."Street Fighter II - The Animated Movie," or something along those lines. Anyway, I would use Blizz's ABS and stage the fights against all of the street fighters. It would, like I said, follow the movie to the bone. I will make this before DBZ...

I think if I ever get around to making my DBZ fan-game, I would simply create a short game 30mins of play, recreating one of the movies, using a side-view battle system. Or, if I get good enough at scripting...I have an idea for a battles system, but it would require some work ;)
76
Recruitment / Well in the Woods[BETA v1.0]
February 03, 2009, 01:41:59 pm
Are you ready!?
I am 30-40% sure that I can throw this at you guys some time this month.

As you may or may not have noticed. I have deleted the previous DEMO from my topic, because I do not even consider it a real DEMO. There was no actual gameplay, so I removed it, and I am starting the version numbers over again...

Back to basic boys, will anyone want to help me test Well in the Woods(BETA v1.0)?
77
MOG's Animated Title Screen
Authors: Moghunter
Version: 1.1
Type: Enhanced Title Screen Display (Very Professional)
Key Term: Title / Save / Load / GameOver Add-on



Introduction

This script will completely re-vamp your current title screen with a new and flashy, very professional layout and display...THIS SCRIPT WAS NOT MADE BY ME!!


Features


  • Advanced Title Screen Layout
  • Advanced Title Screen Display - Create your own pictures to use
  • Layering of pictures adds depth
  • Removes the command box for game selection
  • Adds a Logo Screen - Must create your own intuitive Logo, or remove (your choice)
  • FULLY customizable
  • Random music feature - each time the title shows, there is a chance different music will play based on YOUR choices of music



Screenshots

Logo
Spoiler: ShowHide

Title Screen
Spoiler: ShowHide



Demo

Link:
http://rapidshare.com/files/192313347/Demo_MOG_Title.exe.html



Script

Script:
Spoiler: ShowHide
#_________________________________________________
# MOG_Animated Title Sofia V1.1           
#_________________________________________________
# By Moghunter 
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Auto Fullscreen.
FULL_SCREEN = true
#Logo Picture Name.
LOGO_PIC = "GameLogo"
#Logo Time.
LOGO_TIME = 200
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "-Original04"
MUSIC2 = "-Title02"
#Active Title BGS.   
BGS_ON = false
#Set Title BGS.   
BGS = "010-River01"
#Set BGS volume.   
BGS_VOL = 75
#Transition Type.
TRANS_TITLE = "035-Whirl01"
#Transition Time.
TRANS_TIME = 250
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any Key"
#Choose Your Own Font(Press any Key)
T_B_FONT_STYLE = 'Tahoma'
#Tamanho da fonte(Press any Key).
T_B_FONT = 35
#Posição do texto na horizontal.(Press any Key)
T_B_X = 235
#Posição do texto na vertical.(Press any Key)
T_B_Y = 380
#Som ao apertar a tecla.(Press any Key)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de opções de comando.
#É necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Background"#Nome da imagem.
PIC_FD_OX = 1  #Velocidade de movimento na horizontal.
PIC_FD_OY = 0  #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transparência da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-----------------
# Letras do Titulo
#-----------------
PIC_TEXTO = "TitleText"#Nome da imagem.
PIC_TEXTO_OX = 0  #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0  #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 255 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog02" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 100  #Time para mudar de direção.
PIC_FOG_OX_01 = 2  #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 2  #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 3  #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 1 #Prioridade da imagem.
PIC_FOG1_BLEND = 1 #Tipo de Blend.
PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 160 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 100 #Time para mudar de direção. 
PIC_FOG2_PRIOR = 2 #Prioridade da imagem.
PIC_FOG2_BLEND = 1 #Tipo de Blend.
PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 50  #Transparência da imagem.
#-----------------
# Imagem Camada 3
#-----------------
PIC_FOG3 = "Tree"  #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de direção. 
PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 2 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -2 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 2 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200  #Time para mudar de direção.
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de direção.
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transparência da imagem.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma opção de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redução da Transparência imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = -6
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0.02
DIS_PIC1_ZOOMY = 0.02
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0.004
DIS_PIC5_ZOOMY = 0.004
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title 
  def main
    if $BTEST
      battle_test
      return
    end
    $full_screen += 1
    if MOG::FULL_SCREEN == true and $full_screen == 1
    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
    $showm.call(18,0,0,0)
    $showm.call(13,0,0,0)
    $showm.call(13,0,2,0)
    $showm.call(18,0,2,0)
    end         
    $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")
    $game_system = Game_System.new
    s1 = ""
    s2 = ""
    s3 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3])
    @command_window.opacity = 0
    @command_window.x = 0 - @command_window.width / 2
    @command_window.y = 0
    @command_window.visible = false
    @command_window.active = false   
    @mb01 = Plane.new
    @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
    @mb01.opacity = MOG::PIC_FD_OPA
    @mb01.z = MOG::PIC_FD_PRIOR
    @mb01.blend_type = MOG::PIC_FD_BLEND
    @mb02 = Plane.new
    @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
    @mb02.z = MOG::PIC_TEXTO_PRIOR
    @mb02.opacity = MOG::PIC_TEXTO_OPA
    @mb02.blend_type = MOG::PIC_TEXTO_BLEND     
    @mb03 = Plane.new
    @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
    @mb03.z = MOG::PIC_FOG1_PRIOR
    @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
    @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
    @mb03.blend_type = MOG::PIC_FOG1_BLEND
    @mb03.opacity = MOG::PIC_FOG1_OPA
    @mb04 = Plane.new
    @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
    @mb04.z = MOG::PIC_FOG2_PRIOR
    @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
    @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
    @mb04.blend_type = MOG::PIC_FOG2_BLEND
    @mb04.opacity = MOG::PIC_FOG2_OPA
    @mb05 = Plane.new
    @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
    @mb05.z = MOG::PIC_FOG3_PRIOR
    @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
    @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
    @mb05.blend_type = MOG::PIC_FOG3_BLEND
    @mb05.opacity = MOG::PIC_FOG3_OPA
    @mb07 = Plane.new
    @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
    @mb07.z = MOG::PIC_LEAF1_PRIOR
    @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
    @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY   
    @mb07.blend_type = MOG::PIC_LEAF1_BLEND 
    @mb07.opacity = MOG::PIC_LEAF1_OPA
    @mb08 = Plane.new
    @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
    @mb08.z = MOG::PIC_LEAF2_PRIOR
    @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
    @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY   
    @mb08.blend_type = MOG::PIC_LEAF2_BLEND     
    @mb08.opacity = MOG::PIC_LEAF2_OPA   
    @bot = Sprite.new
    @bot.bitmap = Bitmap.new(160,100)
    @bot.x = MOG::T_B_X
    @bot.y = MOG::T_B_Y
    @bot.z = 9999
    @bot.opacity = 0
    @bot.bitmap.font.size = MOG::T_B_FONT
    @bot.bitmap.font.bold = true
    @bot.bitmap.font.italic = true
    @bot.bitmap.font.name = MOG::T_B_FONT_STYLE
    @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
    @bot2 = Sprite.new
    @bot2.bitmap = Bitmap.new(160,100)
    @bot2.x = MOG::T_B_X
    @bot2.y = MOG::T_B_Y
    @bot2.z = 9998
    @bot2.opacity = 0
    @bot2.bitmap.font.size = MOG::T_B_FONT
    @bot2.bitmap.font.bold = true
    @bot2.bitmap.font.italic = true
    @bot2.color.set(0,0,0)
    @bot2.bitmap.font.name = MOG::T_B_FONT_STYLE
    @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
    @com = Sprite.new
    @com.bitmap = RPG::Cache.title(MOG::COM + "_New")
    @com.z = 10000
    @com.opacity = 0
    @com.y = 300
    @logo = Plane.new
    @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
    @logo.z = 999999
    @logo.opacity = 0   
    @time = 0
    @time_zoom = 0
    @time_music = 0
    @time_logo = MOG::LOGO_TIME
    @logo_r = 0
    @rs = 0
    @mb01.visible = false     
    @mb02.visible = false 
    @mb03.visible = false 
    @mb04.visible = false 
    @mb05.visible = false 
    @mb07.visible = false 
    @mb08.visible = false 
    @com.visible = false 
    @logo.visible = true
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    Audio.bgm_stop
    Audio.me_stop
    Audio.bgs_stop
    if MOG::BGS_ON == true
    Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
    end
    Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    if MOG::DIS_MOV == true
    for i in 1..MOG::DIS_TIME
    @mb01.opacity -= MOG::DIS_PIC1_OPA     
    @mb02.opacity -= MOG::DIS_PIC2_OPA
    @mb03.opacity -= MOG::DIS_PIC3_OPA
    @mb04.opacity -= MOG::DIS_PIC4_OPA
    @mb05.opacity -= MOG::DIS_PIC5_OPA
    @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
    @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
    @com.opacity -= MOG::DIS_PIC2_OPA
    @mb01.ox += MOG::DIS_PIC1_OX
    @mb01.oy += MOG::DIS_PIC1_OY
    @mb02.ox += MOG::DIS_PIC2_OX
    @mb02.oy += MOG::DIS_PIC2_OY
    @mb03.ox += MOG::DIS_PIC3_OX
    @mb03.oy += MOG::DIS_PIC3_OY
    @mb04.ox += MOG::DIS_PIC4_OX
    @mb04.oy += MOG::DIS_PIC4_OY
    @mb05.ox += MOG::DIS_PIC5_OX
    @mb05.oy += MOG::DIS_PIC5_OY
    @mb07.ox += MOG::DIS_PIC_LEAF1_OX
    @mb07.oy += MOG::DIS_PIC_LEAF1_OY
    @mb08.ox += MOG::DIS_PIC_LEAF2_OX
    @mb08.oy += MOG::DIS_PIC_LEAF2_OY
    @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
    @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
    @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
    @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
    @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
    @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
    @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
    @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
    @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
    @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
    @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
    @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
    @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
    @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
    @bot.opacity += 10
    @bot2.opacity -= 10
    Graphics.update
    end
    end
    Graphics.freeze
    @command_window.dispose
    @mb01.dispose
    @mb02.dispose
    @mb03.dispose
    @mb04.dispose
    @mb05.dispose
    @mb07.dispose
    @mb08.dispose
    @bot.dispose
    @bot2.dispose
    @com.dispose
    @logo.dispose
  end
  def update
    @time_logo -= 1
    if @time_logo <= 0
       @time_logo = 0
    end   
    if @logo.opacity < 30 and @logo_r == 1
       @logo.visible = false
       @logo.opacity = 0
       @logo.bitmap = RPG::Cache.title("")
    end
    if @bot.opacity < 30 and @command_window.active == true
       @bot.visible = false
       @bot2.visible = false
       @bot.bitmap.draw_text(0, 0, 32, 32,"")
       @bot2.bitmap.draw_text(0, 0, 32, 32,"")
    end   
    if @logo_r == 0 and @logo.opacity <= 250
    @logo.opacity += 2   
    elsif @time_logo <= 0 
    @logo_r = 1
    @logo.opacity -= 2
    @mb01.visible = true     
    @mb02.visible = true 
    @mb03.visible = true 
    @mb04.visible = true 
    @mb05.visible = true 
    @mb07.visible = true 
    @mb08.visible = true
    @com.visible = true
    @bot.opacity += 10
    @bot2.opacity += 10
    Audio.me_fade(500)
    if @bot.opacity >= 255
       @bot.opacity = 255
       @bot2.opacity = 255       
    end 
    end   
    if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
    @rs += 1
    case rand(2)
    when 0
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
    when 1
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
    end
    else   
    if @logo_r == 1 and @rs == 1
    $game_system.bgm_play($data_system.title_bgm)
    @rs += 1
    end 
    end     
    if @command_window.active == true
    @bot.zoom_x += 0.00
    @bot2.zoom_x += 0.00
    @bot.x += 8
    @bot2.x -= 8
    @com.opacity += 2
    if @com.y > 0
       @com.y -= 5     
    elsif @com.y < 0
       @com.y = 0
       @com.opacity = 255
    end
    end
    r = rand(100) + 150
    g = rand(100) + 150
    b = rand(100) + 150
    @command_window.update
    @time += 2
    @time_zoom += 1
    if @time_zoom > 1000
       @time_zoom = 0
    end
    if @time_zoom > 500 and MOG::BACK_ZOOM == true
    @mb01.zoom_x += 0.004
    @mb01.zoom_y += 0.004
    if @mb01.zoom_x >= 2
       @mb01.zoom_x = 2
       @mb01.zoom_y = 2   
    end
    elsif MOG::BACK_ZOOM == true
    @mb01.zoom_x -= 0.004
    @mb01.zoom_y -= 0.004
    if @mb01.zoom_x <= 1
       @mb01.zoom_x = 1
       @mb01.zoom_y = 1   
    end
    end 
    @mb01.ox -= MOG::PIC_FD_OX
    @mb01.oy -= MOG::PIC_FD_OY
    @mb02.ox -= MOG::PIC_TEXTO_OX
    @mb02.oy -= MOG::PIC_TEXTO_OY
    @mb02.opacity += 2
    Graphics.frame_rate = MOG::PER
    if  @time < MOG::PIC_LEAF1_MOV and  MOG::PIC_LEAF1_RAND == true
    @mb07.ox += MOG::PIC_LEAF1_OX2
    @mb07.oy -= MOG::PIC_LEAF1_OY2
    else
    @mb07.ox -= MOG::PIC_LEAF1_OX1
    @mb07.oy -= MOG::PIC_LEAF1_OY1
    end 
    if  @time < MOG::PIC_LEAF2_MOV and  MOG::PIC_LEAF2_RAND == true
    @mb08.ox -= MOG::PIC_LEAF2_OX2
    @mb08.oy -= MOG::PIC_LEAF2_OY2
    else
    @mb08.ox += MOG::PIC_LEAF2_OX1
    @mb08.oy -= MOG::PIC_LEAF2_OY1
    end   
    if @time < MOG::PIC_FOG_MOV and  MOG::PIC_FOG_RAND == true
    @mb03.ox -= MOG::PIC_FOG_OX_02
    @mb03.oy -= MOG::PIC_FOG_OY_02 
    else
    @mb03.ox += MOG::PIC_FOG_OX_01
    @mb03.oy -= MOG::PIC_FOG_OY_01     
    end   
    if @time < MOG::PIC_FOG2_MOV and  MOG::PIC_FOG2_RAND == true
    @mb04.ox -= MOG::PIC_FOG2_OX_02
    @mb04.oy -= MOG::PIC_FOG2_OY_02
    else
    @mb04.ox -= MOG::PIC_FOG2_OX_01
    @mb04.oy -= MOG::PIC_FOG2_OY_01
    end
    if @time < MOG::PIC_FOG3_MOV and  MOG::PIC_FOG3_RAND == true
    @mb05.ox -= MOG::PIC_FOG3_OX_02
    @mb05.oy -= MOG::PIC_FOG3_OY_02
    else
    @mb05.ox -= MOG::PIC_FOG3_OX_01
    @mb05.oy -= MOG::PIC_FOG3_OY_01
    end
    @bot.color.set(r,g,b)   
    if @time > 400
       @time = 0
    end       
    if @rs == 0
    Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
    @rs += 1
    end
    if @logo.opacity <= 100 and @logo_r == 1
    if Input.trigger?(Input::C) and @command_window.active == true
      case @command_window.index
      when 0 
        command_new_game
      when 1
        command_continue
      when 2 
        command_shutdown
      end
    elsif Input.trigger?(Input::C) and @command_window.active == false or
      Input.trigger?(Input::B) and @command_window.active  == false
      Audio.se_play("Audio/SE/" + MOG::T_B_SE)
      @command_window.active = true
    end
    end
    case @command_window.index
     when 0       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_New")   
     when 1       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_Continue")
     when 2       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_Exit")   
     end
  end
  def command_new_game
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(2000)
    Graphics.frame_count = 0
    $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
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $game_map.autoplay
    $game_map.update
    $scene = Scene_Map.new
  end
  def command_continue
    unless @continue_enabled
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Load.new
  end
  def command_shutdown
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    $scene = nil
  end
  def 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")
    Graphics.frame_count = 0
    $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
    $game_party.setup_battle_test_members
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $scene = Scene_Battle.new
  end
end



Instructions

Place script above main...


Compatibility

As far as I know...compatible with everything, except probably other title scripts :P


Credits and Thanks


  • Moghunter



Author's Notes

Great script to add aesthetics to your game...Great for game makers bent on graphics...
78
Script Requests / [XP] Title Screen...
January 31, 2009, 10:58:54 pm
I would like to request the creation of a new title screen script. I can't judge the difficulty rating of the construction of a script like this, but I have high hopes that it can be done...

The Request
The title screen I am currently using was created by MOG, and the title screen that I am requesting would respectively have the same design...The design of MOG's title screen allows for numerous pictures to be displayed together, creating a layering effect (much like found in photo editor's like adobe) by overlapping each other (picture sets). This scene becomes even more aesthetically pleasing to the eye, because of the panning feature implemented in the script. The screen zooms and shifts constantly which adds a nice feel...

I was hoping that someone could either reconstruct MOG's script (with permission) to add the feature I will describe momentarily, or start from scratch replicating his/her script, while adding my request. I would like to be able to have 4-5 picture "sets," with them randomly switching every 8-10 seconds or so...

After the time allotted (secs should be user selective) I would like for the current set of pictures to fade out completely (leaving the "New Game," "Continue Game," and "Exit" functions visible) in another amount of time selected by the user, and the new picture set fades in sequentially after in a time, again, selected by the user...

So, this would end up being more of like an add-on to his script...I am hoping for the best...thanks in advance to anybody willing to try.

I will post MOG's script in the Scripts section, and once more in here. Please look to it if you need a direction to start...
79
Script Requests / [RESOLVED]Idle Animation...
January 31, 2009, 10:36:09 pm
I was wondering if someone could make a script that will add animation to characters when you aren't moving them.

EX.
- Hair blowing in the wind
- Blinking
80
I was wondering if there are any programs that exist which will convert an MP3 into a MIDI??
81
In the script editors of RMXP and RMVX is there a way to "select all" of the script without having to manually highlight everything??
82
Talking abut New Year's Resolutions...
What is your resolution for Chaos Project, and what is your real life New Year's Resolution??

Chaos Project:
I wanna fill up my Signature with a request from every member on this site who is actually working on a game...

Real Life:
To get in the absolute best shape of my life before April...
- I am well on my way for this one =)
83
Chat / Post a picture of your girlfriend/boyfriend...
January 11, 2009, 09:33:25 pm
If you have one, and you would like to share her with the rest of us, Lol...
Post her picture here =)

**God knows that Blizzard will have one new picture every week for us :P

I figure I'll start us off =)
Spoiler: ShowHide
84
Welcome! / Calintz... :shy:
January 11, 2009, 01:59:21 pm
I have been gone for far too long, Lol...

But alas, Calintz is back.
He is 19 with a full-time job, and he pays for his OWN internet this time!! HAHAHAHAHAHAHAHAHAHA!!!

IT'S TIME TO RAISE SOME HELL!!
And I'll start by getting "Well in the Woods" back into action.
85
Tutorial Requests / [RESOLVED] Interior Mapping...
June 23, 2008, 12:40:49 am
I was wondering if somebody could post a tutorial on mapping the interior of a tent, or just tell me how to start. I'm a decent mapper, but I've been avoiding tents, because it doesn't have a specific ceiling tile which throws me off.

However, the first village you travel through in my game (Zergott Village) is a village inhabited pretty much only with tents. So, you see where the problem lies. If any body can help me out here, it would be much appreciated.

**PLEASE, if you plan on describing how you map this, please post screen-shots for my reference. Thank you guys in advance. The members here on Chaos Project come through for each other more often than not. That's why I love it so much.
86
Resource Database / Zergott Village
June 19, 2008, 10:09:49 pm
I created this tileset by using pieces here and pieces there from various tilesets that are included in RMXP's default RTP and some re-colouring...credit to Enterbrain and Calintz16438.

Some are down...I will fix the links when I update this thread.
Screenshot of the tileset's potential.
Spoiler: ShowHide


The Tileset.
Spoiler: ShowHide


My Panorama picture. Feel free to find and use your own.
Spoiler: ShowHide


Screenshot of the Shop tileset's potential.
Spoiler: ShowHide


The Shop's tileset.
Spoiler: ShowHide
87
Event System Requests / Making characters follow...
June 18, 2008, 08:09:18 pm
Hey everyone, Calintz needs help!!

I have been having this problem as long as I can remember. I can not get events to follow other events without glitches. I decided to avoid this kind of thing for some time now, but now I really need to understand how this is achieved. Does anyone have any suggestions on how this is done?? I've seen it done in a lot of games made by other people, (including CP) and I feel it's time I learned how to do it.

By this, I mean having characters follow one another, or an object.

Do most people who do this use a Caterpillar script?? If so...CAN THIS BE DONE WITHOUT A CATERPILLAR SCRIPT??
88
General Discussion / Battle System
June 12, 2008, 09:27:46 pm
Do you guys know what is really bothering me!!??

I simply cannot seem to find a battle system for my game for the life of me. I was using Ccoa's SVBS until complications in compatibility came into play. Her script was in conflict with several of Blizzard's scripts. This made me resort to the use of Minkoff's SVBS. I quickly found out that I was having trouble understanding the layout pattern, which made the system very hard for me to like. If anybody has any suggestions of any dynamic battle systems, please let me know.

**This problem is jeopardizing the completion of my game, because I refuse to use the default battle system.

It's not that the default battle system is terrible, it's just that without "extra" features; the default battle system is quite useless. I do not have the scripting experience to add those extra features to the default battle system (or make my own) like Blizzard and so many others have...
89
Video Games / Bujingai...
March 13, 2008, 02:40:36 pm
Bujingai, one of the greatest games I have played to date...

System   >> PS2
Genre    >> Action/Adventure
Features >> Amazing roaming ability with great battle system. << These can get tricky!!

The game's main character was based off the famous Japanese Band's Lead Singer "Gackt." You may know them from Final Fantasy VII Dirge of Cerberus, they made that title's theme songs: Longing, and Redemption. Many, many unlockable features including different outfits...

Trailer:
http://www.youtube.com/watch?v=5yfy5kUo6Sk
90
Welcome! / Where was I the last 3 or 4 days...
February 28, 2008, 10:31:11 pm
I completely forgot to mention why I was gone for several days, didn't I!?

Not that anyone really cares, Lol, but I skipped school on Monday and when my mom came home, she totally freaked!! She ripped out the Keyboard and Mouse, and grounded me from it for a couple days. I won't be skipping again anytime soon XD!!

But on a worse not, I just got a job so I won't be able to be as active as I usually am. I will go to school from 8:00 A.M. >> 3:00 P.M. and I will be at work from 4:00 P.M. to 10:00 P.M. at least 3 times a week. I am srry guys, but I need the money :(. Requests just started back up I know, but they may be taking another dive soon... I will try really hard to get tme in on the weekends, but I usually have plans. I really am srry for the inconveniance if it is one.