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Topics - Memor-X

61
RPG Maker Scripts / Map Stats R1 Blizz-ABS Help
May 02, 2010, 10:39:05 pm
over the weekend i've been working on trying to get Dubealex's Map Stats R1 script to work with Blizz-ABS

this is Dubealex's script
#===============================================================================
# ■ Map Stats and Info System (MSS) - R1 - Created by Dubealex
#   Last updated: October 29, 2007
#   
#   ● This script REQUIERES the Keyboard V4 script from CyberSam
#   ● This script uses a class "Draw Circle" coded by Deke.
#   ● You need to add the color code for black in Windows_Base (read manual)
#   ● def main in Scene_Map is used within this script, keep that in mind
#
#===============================================================================
# For more infos and update, visit:
# www.creationasylum.net
#
# ● Release 1 - October 29, 2007:
#    - Initial release of the script
#
#===============================================================================


#===============================================================================
# ▼ CLASS Map_Stats Begins
#   This class defines all stats for all the maps in the game
#   This is also here that you define all the config settings for the script
#===============================================================================
class Map_Stats

  def initialize
     $map_stats=[]
     $mss_settings=[]
     
=begin -------------------------------------------------------------------------
       ■ MAP STATS MAIN SETTINGS:
       -------------------------------------------------------------------------   
       It is here that you defines all the stuff for each map.
       The first set of configuration you can edit are all the $mss_settings
       lines. Just read the comments to the right of each line to know what
       each line is for.
       
       Here's the order of the stats and settings you have to write for each
       map that will have stats compiled:
       
       $map_stats[MAP_ID] = Set_Map_Stats.new(1, 2, 3, 4, 5, 6, etc)
       
       (MAP_ID) You write the map ID of the map you set the stats for
       (01) Total treasures to find
       (02) Total EX (secrets/extras) to find
       (03) Total puzzles to solve
       (04) Total monsters/enemies to kill
       (05) Connections leading to another section or map
       (06) Number of peoples (NPC and such) to see or talk to
       (07) Is the map image currently available to see:
            0=No map ever available / 1=Map available / 2=Map not yet available
       (08) Map image file, specified as the filename stored in the
            pictures folder. Must be in quotation marks. Include the extention.
       (09) Width of the map image file
       (10) Height of the map image file
       (11) Map Story available, as a TRUE or FALSE value
       (12) Map Story filename, your text should be in a raw text file (.TXT)
            and must be in a sub-folder named Text. Must be in quotation marks.
            You must specify the extention as such: "story.txt"
            Read the instruction manual for more information.
       
       the number between brackets in $map_stats[x] refer to the Map ID.
       So if you want to set stats for your map ID# 5, you will add a line
       like so: $map_stats[5] = Set_Map_Stats.new(10, 10, 10, 10, etc)
       
=end #--------------------------------------------------------------------------
   
     $mss_settings[0] = 6             #Switch ID to toggle access to stats
     $mss_settings[1] = "mss_map.png" #Map logo to show in top-left of scene
     
     $mss_settings[2] = "Tahoma"      #Font name for the map indicator
     $mss_settings[3] = 30            #Font size for the map indicator
     $mss_settings[4] = 6             #Font color for the map indicator
     
     $mss_settings[5] = "Tahoma"      #Percentage Font name, in quotes
     $mss_settings[6] = 24            #Percentage Font size, default is 24
     $mss_settings[7] = "black"       #Percentage Font color
     
     $mss_settings[8] = "Tahoma"      #Font name for the stats title list
     $mss_settings[9] = 24            #Font size for the stats title list
     $mss_settings[10]= 3             #Font color for the stats title list
     
     $mss_settings[11]= "Tahoma"      #Font name for the stats themselves
     $mss_settings[12]= 24            #Font size for the stats themselves
     $mss_settings[13]= 0             #Font color for the stats themselves
     
     $mss_settings[14]= "Tahoma"      #Font name for the map name
     $mss_settings[15]= 24            #Font size for the map name
     $mss_settings[16]= 0             #Font color for the map name
     
     $mss_settings[17]= Color.new(255, 255, 0, 255) #Line color
     $mss_settings[18]= Color.new(255, 255, 0, 255) #Circle for % color
     
     $mss_settings[19]= 180             # Opacity of background window
     $mss_settings[20]= true            # Use default windowskin for bg window
     $mss_settings[21]= "no_border.png" # Windowskin to use if not default
     $mss_settings[22]= 7               # Color for un-available stats
     
     $mss_settings[23]= "Treasures"     # Word to use for treasures
     $mss_settings[24]= "Ex"            # Word to use for Secret/Extras
     $mss_settings[25]= "Puzzles"       # Word to use for puzzles/riddles
     $mss_settings[26]= "Monsters"      # Word to use for monsters/ennemies
     $mss_settings[27]= "Connections"   # Word to use for connections/links
     $mss_settings[28]= "People"        # Word to use for people/npc
     $mss_settings[29]= "Map"           # Word to use for map
     
     $mss_settings[30]= "Tahoma"        # Font name for the tooltip
     $mss_settings[31]= 15              # Font size for the tooltip
     $mss_settings[32]= 0               # Font color for the tooltip
     
     $mss_settings[33]= "Area Map"      # Word for Area Map, current map
     $mss_settings[34]= "Map Available" # Word for Map is available
     $mss_settings[35]= "Map not found" # Word for Map isnt found yet
     $mss_settings[36]= "No map exist"  # Word for No map exist for this area
     
     $mss_settings[37]= "Tahoma"        # Font name for the map story text
     $mss_settings[38]= 19              # Font size for the map story text
     $mss_settings[39]= 0               # Font color for the default story text

     #List of stats for each map below:
     $map_stats[4] = Set_Map_Stats.new(1, 1, 1, 1, 1, 1, 0, "", 0, 0, false, "")
     
#--- ■ END OF SETTINGS----------------------------------------------------------     
  end
 
  def [](mapID)
      $map_stats[mapID]
  end

end
#===============================================================================
# ▲ CLASS Map_Stats Ends
#===============================================================================



#===============================================================================
# ▼ CLASS Set_Map_Stats Begins
#   Here we create the objective array with info, and manage different commands
#===============================================================================
class Set_Map_Stats
 
  attr_accessor :max_treasures 
  attr_accessor :treasures
  attr_accessor :max_ex         
  attr_accessor :ex
  attr_accessor :max_puzzles   
  attr_accessor :puzzles
  attr_accessor :max_monsters   
  attr_accessor :monsters 
  attr_accessor :max_connections
  attr_accessor :connections
  attr_accessor :max_people
  attr_accessor :people
  attr_accessor :map_access
  attr_accessor :map_file
  attr_accessor :map_x
  attr_accessor :map_y
  attr_accessor :story_access
  attr_accessor :story_file
   
#------------------------------------------------------------------------------- 
  def initialize(max_treasures, max_ex, max_puzzles, max_monsters, max_connections, max_people, map_access, map_file, map_x, map_y, story_access, story_file)
    @max_treasures=max_treasures
    @treasures=treasures=0
    @max_ex= max_ex
    @ex= ex=0
    @max_puzzles= max_puzzles
    @puzzles= puzzles=0
    @total= total = 0
    @max_monsters=max_monsters
    @monsters=monsters=0
    @max_connections=max_connections
    @connections=connections=0
    @max_people=max_people
    @people=people=0
    @map_access=map_access
    @map_file=map_file
    @map_x=map_x
    @map_y=map_y
    @story_access=story_access
    @story_file=story_file   
  end
#------------------------------------------------------------------------------- 
  def total
    stats=$map_stats[$game_map.map_id]
    progress=stats.treasures + stats.puzzles + stats.ex + stats.monsters + stats.connections + stats.people
    max=stats.max_treasures + stats.max_puzzles + stats.max_ex + stats.max_monsters + stats.max_connections + stats.max_people
    if max == 0
       total = max
       return total
     else 
      total=(progress*100)/max
      return total
     end
  end
#------------------------------------------------------------------------------- 
  def percent
    return total.to_s + "%"
  end 
#------------------------------------------------------------------------------- 
   def treasures_left
    stats=$map_stats[$game_map.map_id]
    progress=stats.max_treasures - stats.treasures
   return progress
  end
#-------------------------------------------------------------------------------
   def puzzles_left
    stats=$map_stats[$game_map.map_id]
    progress=stats.max_puzzles - stats.puzzles
   return progress
  end
#-------------------------------------------------------------------------------
   def monsters_left
    stats=$map_stats[$game_map.map_id]
    progress=stats.max_monsters - stats.monsters
   return progress
  end
#-------------------------------------------------------------------------------
   def ex_left
    stats=$map_stats[$game_map.map_id]
    progress=stats.max_ex - stats.ex
   return progress
  end
#-------------------------------------------------------------------------------
   def links_left
    stats=$map_stats[$game_map.map_id]
    progress=stats.max_connections - stats.connections
   return progress
  end
#-------------------------------------------------------------------------------
   def people_left
    stats=$map_stats[$game_map.map_id]
    progress=stats.max_people - stats.people
   return progress
  end
#-------------------------------------------------------------------------------
   def map_id
    id=$game_map.map_id
   return id
  end
#-------------------------------------------------------------------------------
   def security_check
    stats=$map_stats[$game_map.map_id]
    max=stats.max_treasures + stats.max_puzzles + stats.max_ex + stats.max_monsters
   if max == 0
     check = false
   else
     check = true
   end
   return check
  end
 
end
#===============================================================================
# ▲ CLASS Set_Map_Stats Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Scene_Map_Stats Begins
#   This scene is used to show the main map stats
#===============================================================================
class Scene_Map_Stats
 
  def main
   
    pass=0
   
    map = $map_stats[$game_map.map_id]
   
    @show_map = false
    @window_stats= Window_Stats.new
    @window_stats.back_opacity=$mss_settings[19]
    @window_percent= Window_Percent.new
    @window_percent.z=150
    @window_percent.back_opacity=0
   
    if map.story_access
     @window_story = Window_Story.new(map.story_file)
    end
   
    @window_tooltip = Window_Tooltip.new
    @window_tooltip.z=450
    @window_tooltip.back_opacity=255
   
    @circle=Circle.new
    @circle.x =605       
    @circle.y = 48     
    @circle.radius = 0
    @circle.intervals= 500                                   
    @circle.color=$mss_settings[18]
    @circle.width=30       
    @circle.z=100
   
    @map_image = Sprite.new
    @map_image.bitmap = RPG::Cache.picture($mss_settings[1])
    @map_image.x = 0
    @map_image.y = 10
    @map_image.z = 100
    @map_image.opacity = 0
   
    @map_show_bg = Sprite.new
    @map_show_bg.bitmap = RPG::Cache.picture("grey_bg.png")
    @map_show_bg.x = 0
    @map_show_bg.y = 0
    @map_show_bg.z = 400
    @map_show_bg.opacity = 0
   
    @current_map = Sprite.new
    if map.map_access >= 1
      @current_map.bitmap = RPG::Cache.picture(map.map_file)
      @current_map.x = (640 - map.map_x) - 5
      @current_map.y = (480 - map.map_y) - 5
      @current_map.z = 500
      @current_map.opacity = 0
    end 
       
    Graphics.transition
    loop do
      $game_system.minimap = 0
$game_system.hotkeys = false
$game_system.hud = false
      Graphics.update
      Input.update
      update
      if pass == 0
        @circle.draw
        @map_image.opacity = 255
        pass=1
      end 
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @window_percent.dispose
    @map_image.dispose
    @circle.dispose
    @window_tooltip.dispose
    @current_map.dispose
    @map_show_bg.dispose
    @window_stats.dispose
     if map.story_access
      @window_story.dispose
     end
  end
#------------------------------------------------------------------------------- 
  def update
    @window_stats.update
    map = $map_stats[$game_map.map_id]
   
   #Show MAP MODE toggle with SPACEBAR/ENTER
   if @show_map == false
    if map.map_access == 1
     if Input.trigger?(Input::C) #Activate show map mode
      $game_system.se_play($data_system.decision_se)
      @show_map = true
      @current_map.opacity = 255
      @map_show_bg.opacity = 150
     end
    elsif map.map_access == 0 or map.map_access == 2 #No map available
     if Input.trigger?(Input::C)
      $game_system.se_play($data_system.buzzer_se)
     end
    end
   else
    if Input.trigger?(Input::C) #Disable show map mode   
      $game_system.se_play($data_system.cancel_se)
      @current_map.opacity = 0
      @map_show_bg.opacity = 0
      @show_map = false
    end
    if Input.repeat?(Input::RIGHT) #Move map right   
      @current_map.x +=10
    end
    if Input.repeat?(Input::LEFT)  #Move map left   
      @current_map.x -=10
    end
    if Input.repeat?(Input::UP)    #Move map up   
      @current_map.y -=10
    end
    if Input.repeat?(Input::DOWN)  #Move map down   
      @current_map.y +=10
    end
   end   
   
    #EXIT mode if TAB / ESC is pressed
    if Kboard.keyboard($R_Key_TAB) or Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      if $scene2 != nil
       $scene = $scene2
     else
       @show_map = false
       $scene = Scene_Map.new
     end
       $game_system.minimap = 1
       $game_system.hotkeys = true
       $game_system.hud = true
     return
   end
  end 
end
#===============================================================================
# ▲ CLASS Scene_Map_Stats Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Window_Stats Begins
#   This is the main map stats windows where the stats are shown
#===============================================================================
class Window_Stats < Window_Base
 
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
      unless $mss_settings[20]
       self.windowskin = RPG::Cache.windowskin($mss_settings[21])
      end 
  end
#------------------------------------------------------------------------------- 
  def update
    stats=$map_stats[$game_map.map_id]
    self.contents.clear
    self.contents.font.name = $mss_settings[2]
    self.contents.font.size = $mss_settings[3]
    self.contents.font.color = text_color($mss_settings[4])
    self.contents.draw_text(45, 0, 640, 32, $mss_settings[29] + ":")
    self.contents.font.name = $mss_settings[14]
    self.contents.font.size = $mss_settings[15]
    self.contents.font.color = text_color($mss_settings[16])
    self.contents.draw_text(115, 0, 640, 32, $game_map.name)
   
    #LINE BELOW MAP NAME
    color=$mss_settings[17]
    self.contents.fill_rect(45, 30, 700, 3, color)
   
    #TREASURES -----------------------------------------------------------------
    self.contents.font.name = $mss_settings[8]
    self.contents.font.size = $mss_settings[9]
   
     if stats.max_treasures == nil or stats.max_treasures == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[10])
     end
   
    self.contents.draw_text(10, 70, 640, 32, $mss_settings[23] + ":")
    self.contents.font.name = $mss_settings[11]
    self.contents.font.size = $mss_settings[12]
   
     if stats.max_treasures == nil or stats.max_treasures == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[13])
     end 
   
    treasures = stats.treasures.to_s + "/" + stats.max_treasures.to_s
    self.contents.draw_text(145, 70, 640, 32, treasures)
   
    #PUZZLES -------------------------------------------------------------------
    self.contents.font.name = $mss_settings[8]
    self.contents.font.size = $mss_settings[9]
   
     if stats.max_puzzles == nil or stats.max_puzzles == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[10])
     end 
   
    self.contents.draw_text(10, 102, 640, 32, $mss_settings[25] + ":")
    self.contents.font.name = $mss_settings[11]
    self.contents.font.size = $mss_settings[12]
   
     if stats.max_puzzles == nil or stats.max_puzzles == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[13])
     end 
   
    puzzles = stats.puzzles.to_s + "/" + stats.max_puzzles.to_s
    self.contents.draw_text(145, 102, 640, 32, puzzles)
   
    #PEOPLE --------------------------------------------------------------------
    self.contents.font.name = $mss_settings[8]
    self.contents.font.size = $mss_settings[9]
   
     if stats.max_people == nil or stats.max_people == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[10])
     end   
   
    self.contents.draw_text(10, 134, 640, 32, $mss_settings[28] + ":")
    self.contents.font.name = $mss_settings[11]
    self.contents.font.size = $mss_settings[12]
   
     if stats.max_people == nil or stats.max_people == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[13])
     end
   
    people = stats.people.to_s + "/" + stats.max_people.to_s
    self.contents.draw_text(145, 134, 640, 32, people)
   
    #MONSTERS ------------------------------------------------------------------
    self.contents.font.name = $mss_settings[8]
    self.contents.font.size = $mss_settings[9]
   
     if stats.max_monsters == nil or stats.max_monsters == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[10])
     end   
   
    self.contents.draw_text(10, 166, 640, 32, $mss_settings[26] + ":")
    self.contents.font.name = $mss_settings[11]
    self.contents.font.size = $mss_settings[12]
   
     if stats.max_monsters == nil or stats.max_monsters == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[13])
     end   
   
    monsters = stats.monsters.to_s + "/" + stats.max_monsters.to_s
    self.contents.draw_text(145, 166, 640, 32, monsters)
   
    #CONNECTIONS ---------------------------------------------------------------
    self.contents.font.name = $mss_settings[8]
    self.contents.font.size = $mss_settings[9]
   
     if stats.max_connections == nil or stats.max_connections == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[10])
     end   
   
    self.contents.draw_text(10, 198, 640, 32, $mss_settings[27] + ":")
    self.contents.font.name = $mss_settings[11]
    self.contents.font.size = $mss_settings[12]
   
     if stats.max_connections == nil or stats.max_connections == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[13])
     end
   
    connections = stats.connections.to_s + "/" + stats.max_connections.to_s
    self.contents.draw_text(145, 198, 640, 32, connections)
   
    #EX (Secrets / Extras) -----------------------------------------------------
    self.contents.font.name = $mss_settings[8]
    self.contents.font.size = $mss_settings[9]
   
     if stats.max_ex == nil or stats.max_ex == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[10])
     end 
   
    self.contents.draw_text(10, 230, 640, 32, $mss_settings[24] + ":")
    self.contents.font.name = $mss_settings[11]
    self.contents.font.size = $mss_settings[12]
   
     if stats.max_ex == nil or stats.max_ex == 0
      self.contents.font.color = text_color($mss_settings[22])
     else
      self.contents.font.color = text_color($mss_settings[13])
     end
   
    ex = stats.ex.to_s + "/" + stats.max_ex.to_s
    self.contents.draw_text(145, 230, 640, 32, ex)
   
    #MAP INFO (Available ?)-----------------------------------------------------
    self.contents.font.name = $mss_settings[8]
    self.contents.font.size = $mss_settings[9]

    self.contents.font.color = text_color($mss_settings[10])
    self.contents.draw_text(10, 262, 640, 32, $mss_settings[33] + ":")
    self.contents.font.name = $mss_settings[11]
    self.contents.font.size = $mss_settings[12]
   
     if stats.map_access == nil or stats.map_access == 0
      self.contents.font.color = text_color($mss_settings[22])
      self.contents.draw_text(145, 262, 640, 32, $mss_settings[36])
     elsif stats.map_access == 1
      self.contents.font.color = text_color($mss_settings[13])
      self.contents.draw_text(145, 262, 640, 32, $mss_settings[34])
     elsif stats.map_access == 2
      self.contents.font.color = text_color($mss_settings[22])
      self.contents.draw_text(145, 262, 640, 32, $mss_settings[35])
     end   
   
  end
end 
#===============================================================================
# ▲ CLASS Window_Stats Ends
#===============================================================================



#===============================================================================
# ▼ CLASS Window_Story Begins
#   This window will fetch the map story from a text file and import it into
#   the system. This code was taken in my Text Scroll Script.
#===============================================================================
class Window_Story < Window_Base

  def initialize (file)
    super(350, 15, 350, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("invisible.png")
    self.contents.font.name = $mss_settings[37]
    self.contents.font.size = $mss_settings[38]
    @text=IO.readlines("Text/#{file}")
    @text_color=$mss_settings[39]
    update
  end
#------------------------------------------------------------------------------- 
  def update   
    y = 0
    for i in 0...@text.size
      y += 24
      if @text[i].index('/') == 0
        @text_color=@text[i].slice! (0..2)
        @text_color.slice!(0)
      end 
      if @text[i].index('*') == 0
        line_color=@text[i].slice! (0..2)
        line_color.slice!(0)
        self.contents.font.color = text_color(line_color.to_i)
      else
        self.contents.font.color = text_color(@text_color.to_i)
      end
      self.contents.draw_text(0, y, 350, 32, @text[i])
    end
  end
 
end
#===============================================================================
# ▲ CLASS Window_Story Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Window_Percent Begins
#   This is the window where the completion percentage is written
#===============================================================================
class Window_Percent < Window_Base
 
  def initialize
    super(560, 17, 96, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("invisible.png")
    self.contents.font.name = $mss_settings[5]
    self.contents.font.size = $mss_settings[6]
    self.contents.font.color = text_color($mss_settings[7])
   
    stats=$map_stats[$game_map.map_id]
   
    if stats.percent.to_i < 100
      self.contents.draw_text(10, 0, 640, 32, stats.percent) 
    else
      self.contents.draw_text(0, 0, 640, 32, stats.percent)
    end 
  end
end
#===============================================================================
# ▲ CLASS Window_Percent Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Window_Tooltip Begins
#   This is the window where the tooltip for the map stats scene are written
#===============================================================================
class Window_Tooltip < Window_Base
 
  def initialize
    super(0, 350, 640, 132)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("invisible.png")
    self.contents.font.name = $mss_settings[30]
    self.contents.font.size = $mss_settings[31]
    self.contents.font.color = text_color($mss_settings[32])
   
    self.contents.draw_text(0, 50, 640, 32, "ENTER/SPACE: Show Current Map")
    self.contents.draw_text(0, 70, 640, 32, "TAB/ESC: Exit")
    self.contents.draw_text(115, 70, 640, 32, "Arrow Keys: Move Map")
   
  end
end
#===============================================================================
# ▲ CLASS Window_Tooltip Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Scene_Title Additional Code Begins
#   Here we initialize everything needed to work with map stats at game start
#===============================================================================
class Scene_Title
     Map_Stats.new
     
      #Dubealex Addition (from XRXS) to show Map Name on screen
      $map_infos = load_data("Data/MapInfos.rxdata")
      for key in $map_infos.keys
       $map_infos[key] = $map_infos[key].name
      end
end
#===============================================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Game_Map Additional Code Begins
#   This will add the map information we need in the script
#===============================================================================
class Game_Map
 
#Dubealex Addition (from XRXS) to show Map Name on screen
def name
   $map_infos[@map_id]
end
end

#===============================================================================
# ▲ CLASS Game_Map Additional Code Ends
#===============================================================================



#===============================================================================
# ▼ CLASS Scene_Map Additional Code Begins
#   This code will make the stats scene appears above the map scene
#   It also manage the key input recognition to open the map stats scene
#===============================================================================
class Scene_Map
    def main

    @spriteset = Spriteset_Map.new
    @message_window = Window_Message.new
    Graphics.transition
    loop do
     
      #Check for TAB button (Map Stats Button)
      if $game_switches[$mss_settings[0]]==true  #Access Switch Security Check
       if $map_stats[$game_map.map_id] != nil #Making sure that map has stats
        if $map_stats[$game_map.map_id].security_check #Making sure stats has values
       
         if Kboard.keyboard($R_Key_TAB) and $scene2 != self
          $game_system.se_play($data_system.decision_se)
          Graphics.freeze
          $scene2 = self
          $scene = Scene_Map_Stats.new
           while $scene != self and $scene != nil
            $scene.main
           end #of while
          Graphics.transition
         end #of keyboard check for TAB
       
        elsif Kboard.keyboard($R_Key_TAB) and $scene2 != self #else security check
         $game_system.se_play($data_system.buzzer_se)
        end #of game stats security check
       
       elsif Kboard.keyboard($R_Key_TAB) and $scene2 != self #else stats exist
         $game_system.se_play($data_system.buzzer_se)
       end #of checking if the map has stats
     
       elsif Kboard.keyboard($R_Key_TAB) and $scene2 != self #else switch ON
         $game_system.se_play($data_system.buzzer_se)
       end #of checking the switch
     #End checking for TAB button
     
      Graphics.update
      Input.update
      update
      $scene2 = nil
      if $scene != self
        break
      end
    end #of loop
   
    Graphics.freeze
    @spriteset.dispose
    @message_window.dispose
    if $scene.is_a?(Scene_Title)
      Graphics.transition
      Graphics.freeze
    end
  end
end
#===============================================================================
# ▲ CLASS Scene_Map Additional Code Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Scene_Save Additional Code Begins
#   Here we save map stats info when the game is saved
#===============================================================================
class Scene_Save < Scene_File
 
  alias mapstats_original_write_save_data write_save_data
 
  def write_save_data(file)
    mapstats_original_write_save_data(file)
    Marshal.dump($map_stats, file)
  end
 
end
#===============================================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===============================================================================


#===============================================================================
# ▼ CLASS Scene_Load Additional Code Begins
#   Here we load map stats info when the game is loaded
#===============================================================================
class Scene_Load < Scene_File
 
  alias mapstats_original_read_save_data read_save_data
 
  def read_save_data(file)
    mapstats_original_read_save_data(file)
    $map_stats      = Marshal.load(file)
  end
 
end
#===============================================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===============================================================================



#===============================================================================
# ▼ CLASS Circle Begins
#   This class was coded by Deke. It allow us to draw a circle with ease.
#===============================================================================
class Circle

attr_accessor  :x
attr_accessor  :y
attr_accessor  :z
attr_accessor  :color
attr_accessor  :radius
attr_accessor  :width
attr_accessor  :intervals
#-------------------------------------------------------------------------------
def initialize(x =0, y=0, radius=10.0, width = 2,color=Color.new(0,0,0,255), intervals=360.0, z = 3000)
   @x=x
   @y=y
   @z=z
   @radius=radius
   @color=color
   @intervals=intervals
   @width=width
end
#-------------------------------------------------------------------------------
def draw
   @radius += @width
   @win=Window_Base.new(@x - @radius - 16, @y - @radius - 16,@radius *2 +32, @radius *2 +32)
   @win.contents=Bitmap.new(@win.width-32,@win.height-32)
   @win.opacity=0
   @win.z = @z
   each = 360.0 / @intervals
   for j in 0...@width
     rad = @radius - j
     for i in 0...@intervals
       angle = (i * each) / (2.0 * Math::PI)
       x_pos = Math.cos(angle) * rad + @radius
       y_pos = Math.sin(angle) * rad + @radius
       @win.contents.fill_rect(x_pos, y_pos, 1,1, @color)
     end
   end
end
#-------------------------------------------------------------------------------
def dispose
   @win.dispose
end

end
#===============================================================================
# ▲ CLASS Circle Ends
#===============================================================================


so far i'm almost there however i'm having trouble trying to get rid of the entire HUD, so far, the cloests i have been able to get to removing it is a comment event with it's trigger set to Parallel doing this


Condition Branch: Script: Input.trigger?(Input::Key['Tab'])
Script: $game_system.minimap = 0
$game_system.hotkeys = false
$game_system.hud = false
Control Switches: [0002..0005] = OFF
Wait: 1 frame(s)
Erase Picture: 5
Erase Picture: 6
Branch End


what this code does is it utrns off every part of the hud, turn off my Environment DNS, wait a frame then erase the 2 pictures that show the time of day (if i don't wait for that frame, there's a chnace that the DNS will update and change the images just as the images are erased since it constenly uses the Add Picture command, now this works only to a certian point as the ABS Hud is removed sometimes, othertimes it's not and because i wait that frame, the images don't get erased until after i exit the map stats, and i've tried adding a $scene = Scene_Map_Stats.new like the one that's used in the script however it says there's no interperter, or something like that.

what i'm asking is help on this, can someone point out where in the Map Stats script i could add at least the Call Scripts i have above to make the Blizz-ABS Hud go away or could someone create a script plug-in that will remove the Blizz-ABs Hud before Scene_Map_Stats shows up

NOTE: if your thinking about making the script plug-in, tell me first cause there's another script that you need to run the above one

NOTE: don't worry about the Control Switches: [0002..0005] = OFF and the stuff bellow that, i have a theory on how to do those in a script however if the HUD Comes first
62
Resource Requests / RM VX -> XP animations
December 01, 2009, 07:58:32 pm
it's been a while since i've been here, dam final exams, anyway, i am wondering if anyone knows where or has a RMXP project that contains all the RMVX animations in it (inclduing animations set files), if there is none yet someone is willing to make one for me, i can supply the animation set files for every animation in RMVX, thanks in advance
63
Troubleshooting / Help / EXP Level Formula
October 22, 2009, 12:07:06 am
jezz it's been ages since i was on (dam bloody uni assignments), i was wondering what the forumla is for the EXP curves where the value for Base is represened by B and the value for inflation is represented by I, its for a little thing for my game and i need to know how i would calulate the EXP needed for elevels over 100
64
Recruitment / Black Core Testers Needed
February 12, 2009, 11:43:52 pm
i'm looking for some testers for my game, currently i have one but Div's been on my back saying that the testing should be done by now but i keep telling her people aren't like us, they do thigns other than program 7 days a week

-What will you be doing-
you will be playing the game, looking out for any bugs in it that i may have missed and also providing feedback on weather the game is too easy, too hard or just right

-What else-
this part is optional, while i was testing the game, i was going though taking screenshots, after a point, i forgot to take any more, while you play, if you can take screenshots for me, i would be very greatful, you don't need to cut out the window or the desktop or anything, i'll do that for you, just that if you do do this, i would perfer a minimun of 5, plus you'll need to have....


  • 1 Screenshot of in game playing

  • 1 Screenshot of in battle playing

  • 1 Screenshot of story events (the time where there are lots of dialog and you can't control the player's movement



like i said, you don't have to do this, all screenshots will be posted up on the MHO Ultra Mega Image gallery

-Will the game be compiled-
Black Core Demo and Black Core Final Demo will be, the full game of Black Core you can choose if you want it compiled or not, but if you choose to have a non-compiled version, you will miss out on one thing

-What's in it for you?-

  • a Core Twinlight Worlds: Black Core userbar, you'll just get the code to post it, i'll host the image for you

  • being the first to play Black Core Deno, Black Core Final Demo and Black Core before anyone else

  • having the option to get a speciel profile for Pandora when Pandora 2.x is created, this profile will have 3 achivements that no one else can get that are awared to you for helping create the game

  • getting your own custom theme for Pandora when it's created



-What's Pandora?-
it's a Multi-game Launcher inspired from the idea of Blizzards RMXP based Multi-Game Launcher, Pandora is created in C++ and what make it's different from Blizzard's MGL's is that it will show screenshots of the currently selected game, a discription of the game, play it's theme and also know if the game has been installed and run it from it's location (can be anywhere as long as the path is unchanged from when you installed it) and also chnage the style of the program. Version 1.x is just the launcher while 2.x will allow you to have profiles that save what theme you have set, the last game you had set and also store achivements that you have gotten in the game, just like an X-Box 360, but all games will be pre-programmed into the game (so you can run other games but the ones i've set up for it)

-What will you loose if you get an uncompiled version fo the full game-
the 3 achivements at you will get for testing the 2 demos and the full game are
Black Core D - 50 points
Black Core FD - 100 points
Black Core T - 150 => 250 points

if you get a compiled version, your profile will have 250 points for Black Core T, otherwise, you'll have 150 for Black Core T because if you get an uncompiled version, you can prodict where a boss is, where items are, you'll know where everything in the game is and as such, you'll know how strong the final boss is, but if you get a compiled version, you'll be running blind, anyway, if there is a bug, you won't need an uncompiled version of the game to pick it up, you'll spot it right off

-How to i want your Reports on the game?-
any format i can open, most easy to use is a word document with how you found the game and any bugs you found, where you found them and what you did to get that bug

-Is there any bugs that will stop you from getting though the game?-
no, as far as i know, if you do find something that's stopping you from continueing the game, contact me and i'll get it fixed and have an updated RGSS file (you know, the file that you get when you compile the game which has the graphics and data folders in it) and just overwrite the old file, it's better than downloading all the music again

-How do you submit the bug (and the screenshots if your taking some)-
place your report file(s), any screenshots and your furtherest save game in a .zip file (not .rar, since my uni can't open those and i'll open the file as soon as i get it) and either e-mail it to me or host it up on some site like rapidshare and PM or e-mail me the link

-how many spots will i have open for testers-
no limit untill i close the possition, if you miss out, don't worry, i'll re-open the possition when Black Core Final Demo is ready for testing and when the full game of Black Core is ready for testing

-How will you get the game?-
next thursday i will close the possition and you will recive a PM from me with the link to download the file

-Will you have time to test Chaos Project-
but ofcause, i'm testing it to after all, Black Core Demo took me 2 and 1/2 hours to get though when i went though it the first time, since i knew where to go, what level to be where, where all the items where and how the boss fights, that would be the quickest time (might be less acttuly because Black Core Demo is halfway though Chapter 1 and that took me about 5 hours to get though) so it's not that long that get though the game, at most 3 days of solid gaming (that's a 10+ hour day of gaming for me)

<<<Current List of Testers>>>

  • Memor-X (MHO Admin)

  • Div IX (MHO Admin)

  • Fantasist (First Tester)



Other Links
Screenshots
Black Core Progress Page

don't worry if your name doesn't appear on the list strait away, i'm hardly on during the weekend and i have a better net connection at my uni to download Chaos Project and i don't go back till monday
65
Script Requests / 3 script requests for XP
January 08, 2009, 08:30:47 pm
i'm looking for 2 scripts for RMXP

Script 1: Elemental Attack
i've notice that when an enemy attacks, there's no element to it, well i wont a script that allows me to set an element to an enemy's attack (their physical attack, not the skill)

Script 2: Double Attack
just a script that allows selected enemies to attack twice in the same using the normal action selection that RMXP has

Script 3: Target Selection
a script that allows you to select your target when attacking or usinging a skill, so when you go to use a Magic that targets enemies, you can chnage the target before you cast to target one of you allies so if one of you allies can absorb fire, you can attack them with fire magic to make them recover
66
Chat / Signiture Buttons
December 29, 2008, 09:53:00 pm
i've notice everyone in the signitures have those little buttons, primery example is Blizzards one for Chaos Project, just wondering, how does everyone make them since everyone seems to have the same size, the same font and clear text, and most have that same background Blizzard's one has
67
Script Requests / need 2 very useful scripts
December 08, 2008, 12:15:18 am
i'm looking for 2 scripts, they are

a script that allows me to use Call Script commands to simulate button pressing so i can use a series of call scripts to open a scene (like Scene_Soulrage) or menu (like the Blizz-ABS pre menu or any other menus from there) and move around in those menus, like the tutorials in Final Fantasy VII

the second script is a Map Zoom, i know there's one out there but one that does need a bloody SDK and Tileset_Class remake, i can never get the one i have to work in my game
68
please move if this is in the wrong board

now that i am learning the final skill to get the flash animation series finished, however, something crossed my mind when i was working on the first episode

because me and my partner are the only ones working on this series, there's no speech, so we use text, however, i want to know from people here, when a speech bubble shows up in an animation, would you rather it just appear or fade in and out (fade in, stay for a while then fade out)

and also, i need to know how long it would take for people to read this line

???: i was used by my family for their sick game, used to try and diliver the world to them and used to forfill their lust, but he was the only one who cared

if i can find out the adverage reading time for this sentance, i can work out how long i should have the text appear for people to read it
69
RPG Maker Scripts / Party Index Changer
September 14, 2008, 10:19:25 pm
i recon this wasn't really a request since there must be a peice of code that can do this that i have not found

in all my games, characters leans skills to switch themselves with a summon (Belvidon) so your Belvidon can fight alongside the other part characters, hoever the problem with what i have made is that the character who has just came back (or the Belvidon who has just been summoned) gets shot back to the end of the party, i was wondering if anyone knows thr call scipt command to change a characters Party Index, i know there's such a thing cause it simple logic that RPGs use a party index to manage where the animations are geing places on who and that
70
Resource Requests / Need 3 Battlers
August 31, 2008, 09:36:47 pm
i need 3 battlers for one of my games, i've almost ran out of idea on where to find them

the first and second is Eve from Black Cat, the first i need is her in her black dress she was in in the first 7 episodes of the series while the second i need her in the cloaths that she was in in episode 8, i only have volumes 1 and 2 of the series and i'm can't get any more anime at the moment

the final one is Ashley from Wario Ware Touched, i did fine 2 of them but 1 of them had that crappy little devil thing in the way and i can't edit it out and the second, she looked to much like a child

all of them need to be roughly 220 pixels hight, width is no problem but try to make them no bigger that Angel-03 from the RTP (since i use that battler in my game and she's kinda big for the battle system)

many thanks in advance
71
General Discussion / why isn't Keygen working
August 25, 2008, 07:37:10 pm
since i had to system restore my laptop, i've been stuck using PK cause before i system restored my friend came over and registered the actual version of RMXP but now we're not on speeking terms so i can't get him to do it, anyway, i got Keygen and tried getting it to work but i must have tried up to 100+ times and every single time i don't get a valid serial key, so can someone tell me just how to get a working serial key cause i found a problem with PK when it came to encrypting the data
72
if you got a PS3 controler then you would have notice to recharge it, you use a USB cable, and since the cable is the same make as a PSP one (used to connect to the PC or even to the PS3 for Remote Play) it can plug into the computer, i pluged up one of my contolers to my laptop because i wanted a USB controler with sticks so i could play Zelda on Project64 (and other games) plus to have a controler i can use with EPSXE without using the keyborad and also so my dad can play Half-Life, it said it was installed but i cant set the buttons in on the configure menus of Half-Life, Project64 or EPSXE.

so i'm wondering if anyone knows if there is more i need to do, like any drivers i need installed onto my latop
73
Tutorial Requests / 1 Damage only in Blizz-ABS
July 09, 2008, 07:03:47 pm
i din't know if this is in the right place, please move if it isn't

in a Blizz-ABS game i have an idea on, i want my enemies to deal very, very little damage and my character to deal about the same, at the start of the game, both enemies and character deal 1 HP damage only, i got it working to an extent but the problem i have is that now and again, the enemy pulls off an attack which deal enough damage to kill me (starting HP is 3 so the enemy is doing 3 i think) and when i attack, i deal 1 HP, 2 HP and 0 HP, what i want is the enemy at this point to deal only 1 HP damage and me to deal the same unless i'm defending (which i got figured out), anyone know how to do this, i've the best i can do is making all the stats (Attack, Defence, Attack Power and Def Power) all 1 with both the enemy and the character

also, this game will have something like an ocrena in it, so i want to know what function i would have working when a switch is on to stop everything from moving and to stop the enemies from attacking if their in range to attack you
74
Entertainment / YVD (Yu-Gi-Oh Vertual Desktop)
May 21, 2008, 09:26:59 pm
just wondering if anyone uses this program cause i've had it for about maybe 2 years now (or a year, i can tell the differnce anymore between year 11 and year 12) and because now it's just sitting on my computer, i'm thinking about taking on someone here, just see if my skills have gotten rusty over time

oh, incase if you don't know what YVD is, check the spoiler
Spoiler: ShowHide
YVD is a program which allows you to play Yu-Gi-Oh across the net, you don't have to buy the cards because every card known to man is in it's database files, you can set up your deck to be your dream deck and it has an inbuilt calculater for calculating life points and what's even better, if you know what your doing, you can even create your own card game using YVD as a base
75
Resource Requests / RPG Maker VX RTP
April 14, 2008, 07:24:00 pm
i'm looking for VX's RTP, since as far as i've seen in the screenshots of the program all resorces are all just the types of resorces you would find in RM2k (Except maybe tilesets) and i have a program that can convert 2000 and 2003 resorces for XP use, oh, and i should add that i don't want the installer of the program, just the RTP
76
General Discussion / Would it be allowed?
March 11, 2008, 05:41:13 pm
this question has been plaguing my mind for so long, i might as well ask, if i was to create a game in RPG Maker XP, and sell it on the market, would i be allowed to do it by Enterbrain if i credit them propoly (a part at the start of the game saying "this game was created using RPG Maker XP devloped by Enterbrain") and paid them for it useage
77
Script Requests / Change Disk Script
March 10, 2008, 06:29:04 pm
i was wodnering if anyone can make this script, not just for me, but for proboly every person using RMXP

as you can tell by the name of the thread, the script i want minics chnaging disks, here's a little mor detail

when you reach a point in the game, you use a call script to load the .exe of another game file (for insteds, disk2/game.exe) which has the next part to your game

when you chnage games, all the switchs, items, varibles and your heros development is carried over when you switch games (using a temp file maybe, who knows)

that's really it, 2 things, switching game and saving all the game data, you won't have to worry about trying to stop the title screen, i already have a script for that, if someone makes this script for me, i'll go ahead and make a demo of how you can use the scripts and a prosess to make it so that you start the next disk wihtout seeing the title screen and to sent you back to disk one if you try and start a new game in another disk, all credit for that demo will go to the one who made the script

if you need any more info just ask
78
i started to learn how to use Flash 8.0 for my animation due to the fact that my mother keeps calling me to help her on e-bay and i loose my state of mind after having to help her for 1 hour, and also disprite her efforts, Div IX's "PPT to AVI Converter" won't work on XP and only works for Vista, something about the OS and the version of office, while with Flash i can directly export the animations as .AVI, now i've graped all the things i can do in powerpoint for flash in under a day however there's one thing i can't seem to do, animate the text easy, as far as i can see, the only way i can do it is by frame by frame which will make me loose my siste of mind

so here's what i'm asking for, a link to a tutorial, a smaple project i can edit, anything that will show me how to animate text like the Color Typewriter Entrance AND Exit on Microsoft Powerpoint, i'll need it probably by next month at the latest cause i'm finishing an animation in Powerpoint first then doing all the converting crap, all i'm doing in flash is making the intro which has no text
79

Megaman Battle Guardian I: Hunters of Memory

NOTE 1: Megaman Battle Guardian games I make is almost the exact same as my Megaman Battle Guardian series, Hunters of Memory is based on Season 1 and the full game will only be release once all of Season 1 is completed and posted on my site

Background:
months after the events of Megaman 9 (Megaman and Bass), Dr Wily, the Evil Mad Scientist who 9 times over attempted to conquer the world with his Robot Masters and Rebellion Army in the Robot Rebellions was caught by Commander Draco Kasuragi of the Official Forces before he was just about to implement his plans for yet another Robot Rebellion, with his life on the line, he would have been given death for his crimes against humanity but because he was with Dr Light and helped him create the Reploids, he was given a Parole contract that if ever broken, he would be killed on sight, by anyone or anything, risking the Robot or Reploid going Maverick, because of this contract, Dr Wily has been stopped for now and peace returned to the world, well, at least to a certain extent.

Bass, Megaman's rival, finally decided to join forces with Megaman after seeing how strong they was together during the 9th Robot Rebellion, but always keeping to the thought that one day he would defeat Megaman and destroy him and become the strongest Reploid in the world, and now that Dr Wily had been stopped, him, Megaman and Megaman's older brother Protoman now work together to help rid the world of the Mavericks.

yet, now that Dr Wily was creating more Mavericks and causing more Maverick Outbreaks and even covering up new Mavericks in his Robot Rebellions, Maverick Hunter was able to stop worrying about how they would take on Dr Wily and start worrying about the Mavericks that appear around the world and start eliminating them.

with all their hard work, Dr Light thought that he, Megaman's twin sister Roll and the 3 Reploids deserved a vacation to Den City, 30 hours from Light Labs in Yard Plains, Dr Light had another lab given to him by the Officials but it was too small for him and they was working on finding another lab for Dr Light in Den City but for the time being, the current lab was good enough for small scale research, this vacation would give Megaman, Protoman and Bass a brake and Dr Light time to work on his research on upgrading Reploids to increase their Feelings and allow them to choose what to do in life based off from these, thus allowing them to choose their own fate instead of being chained to a Core Program, Dr Wily, has no choice but to go with them because of a condition in his contract, he had to stay within the same city area as Dr Light at all times.

Now, it has been 3 months since the group moved to Den City, apart from destroying Mavericks that appear within Den City, it has been a very relaxing vacation.

however, a dark shadow looms over the world, a Maverick Pirate Group called the Mema Hunters are bringing Chaos to the world, stealing Memory Fragments from museums all over Electopia, lead by  the "Invincible" Memor-X, not even Maverick Hunter can stop their campaign, now they have set their sights to Den City as their next Target and Megaman, Protoman and Bass must come out of their vacation and defend Den City from these Pirates, yet all is not as it seems.

Who is Memor-X?
What exactly is his weapon, the Mav Buster?
Why do Memor-X and the Mema Hunters seek the Memory Fragments?
And why doesn't Memor-X give off a Maverick Signal like every other Maverick, is he a new bread of Maverick, or is he even a Maverick at all?

Characters:
the Good Guys:

Name: Megaman Light
Age: 4 Years (from activation)
Classification: Reploid
Creator: Dr Thomas Light
the greatest of all machines in the world, with a strong sense of justice and a large heart, he is ranked as No. 1 in Maverick Hunter's NR Database (Neutral Reploid, not a member of Maverick Hunter), everyone looks up to Megaman and believe that he will one day stop the Maverick and bring peace to the world. he is a idiot though, always getting into trouble, pissing Protoman and Roll off and getting into fights with Bass, however when the situation requires it, he straitens up, he's idiot behavior is un-noticeable when he is fighting for those who can not protect themselves, after he was upgraded with weapons and that during the 1st Robot Rebellion, he's core program is non existent but it doesn't stop him from protecting people.


Name: Protoman Light
Age: 4 Years (from activation)
Classification: Reploid
Creator: Dr Thomas Light
the first Reploid in existence, he was created with weapons and battle algos and laid the path for his brother and sister, he is seen much as a loner and always is by himself, after King's defeat in the 9th Robot Rebellion Protoman began to live with Dr Light because of Roll's Request to stay with them, Protoman only opens up to Roll and is very much the Reploid who keeps the peace in the lab by telling Roll who to beat the crap out of, he's the oldest out of himself, Megaman and Roll.


Name: Bass Wily
Age: 1 year (from activation)
Classification: Reploid
Creator: Dr Albert Wily
he was created by Dr Wily just before the 7th Robot Rebellion, his core program is to destroy Megaman but after so many defeats and seeing just how strong he is when he's on the side of good he joined forces with Megaman but still keeps thinking that one day he will destroy Megaman and be the strongest, he still lives with Dr Wily and help out at the lab but is found at Dr Light's Lab most of the time since the jobs Dr Wily gives Bass are like cleaning and picking up his Pizza order.


Name: Roll Light
Age: 4 Years (from activation)
Classification: Reploid
Creator: Dr Thomas Light
Roll was created to help out around the lab with Dr Light, she is sweet and kind and has no will to fight but she has a short temper, and is really the main target when Megaman and Bass start to mess about and is normally the only one that beats the crap out of them, not because she's stronger, no one knows how strong she may be, but because Megaman and Bass are idiots, she normally helps out Megaman, Protoman and Bass at times but is normally found either in her room or watching TV with Protoman, she is sometimes seen as the youngest but she is Megaman's Twin.


Name: Thomas Light
Age: 67
Occupation: Robotics Scientist
Field: Advance Robotics
is one of the main reasons why Reploids exists, he created the Reploids to bridge the gap between man and machine by creating a robot that can feel just like a human, he also wanted to create a robot that couldn't go Maverick however there may be more Reploids that have gone Maverick in the past than normal robots, he doesn't like making weapons of Megaman but when it comes to it, he ends up helping Megaman stop any threatens to the peace mankind attempts to hold, he was also the one that found the flaw in the 1st rule of Robotics "a robot must never harm a human" revealing that as long as the human isn't killed, the machine won't go Maverick, meaning that beating the crap out of a human is allowed.

[Image Coming Soon]
Name: Albert Wily
Age: 67
Occupation: Robotics Scientist
Field: Human-Reploid energy conversion, Advance Robotics
he helped Dr Light in the beginning when they worked together creation the Reploids but his greatest dream was to conquer the world and the Reploids was his ticket to do it however he can't seem to give them emotion because it was Dr Light's E-System that did this, Dr Wily was barely able to duplicate this when he created Bass, he has been a major threat to maintaining peace in the world and his Robot Rebellions provided a prefect mask for Mavericks to rise up without Maverick Hunter noticing, with his parole Contract, he can only make a new robot of any kind every 3 months, he can not make any Robot Master or the Rebellion Army and he is not allowed to attempt to conquer the world, if he violates this he will be killed and Dr Wily Values his life over everything.

The Mema Hunters:
a Maverick Pirate Group that has recently been active, during g the Robot Rebellions they've kept a low profile but since the end of the 9th Robot Rebellion they have been attacks more places and stealing the Memory Fragments from museums and digging them up, it's not know why exactly they want the Memory Fragments but billions of Zenny of damage has been made by the Mema Hunters and their attacks.


Name: Memor-X
Age: Unknown
Classification: Unknown
Creator: Unknown
labeled "Invincible" by Maverick Hunter because he has not yet been defeated in battle, he is a mysterious as he is powerful and the same goes for his buster, the Mav Buster, it's of unknown origin but  it has the power to destroy the planet but why Memor-X hasn't tried to conquer the world or even destroy it is yet another mystery, it is him that controls the Mavericks in the Mema Hunter and most of them seem to be doing it against their will, and it is him that wants the Memory Fragment for unknown reasons, yet there is a huge amount that's not known about this guy and his motives.

The Mema Hunter Commanders
A group that stay by Memor-X's side, their skills are beyond the other Mavericks of the Mema Hunters

[Image Coming Soon]
Name: Agile
Age: Unknown
Classification: Maverick
Creator: Unknown
Agile is a wanted Mercenary, selling out his skills to other Mavericks, he is the second in command, it's not known how him and Memor-X met or even why he's with Memor-X but he seems to be in the Mema Hunters for his own will, even though most of the Mema Hunters have a bat like symbol on their shoulder, Agile has a backwards E on his.

[Image Coming Soon]
Name: Junkman
Age: Unknown
Classification: Maverick
Creator: Agile
One of the Robot Masters from the 7th Robot Rebellion, Agile brought him back to life to help build some of the equipment for the Mema Hunters including the Hunter Fortress, Knight, ect. he has a place in the Hunter Fortress that is full of junk that has been gathered from destroyed Robots, Mavericks and Reploids and from city junkyards, he uses this junk to make stuff for the Mema Hunters.

[Image Coming Soon]
Name: Knight
Age: Unknown
Classification: Maverick
Creator: Junkman
Knight is King from the 9th Robot Rebellion brought back by Junkman, he uses a large axe to attack and when combined with Junkman, they are unstoppable, Knight sometimes has flashbacks from his battles when he was King but Junkman and Memor-X cover these up as if he can not be trusted and is under Memor-X's control.

[Image Coming Soon]
Name: Ninjzz
Age: Unknown
Classification: Unknown
Creator: Unknown
a strange Ninja robot, not known if he's a Maverick because he doesn't generate a Maverick Signal like the other Mavericks, Ninjzz is hardly even seen fighting and seems to give Memor-X Guidance, at points Memor-X seems to call him bro as if they're brothers, when he warps out he seems to disappear in a blast of smoke like a Ninjitsu then an normal warping pattern.

[Image Coming Soon]
Name: Fiver
Age: Unknown
Classification: Cyber Elf
Creator: Unknown
always seen flying around either Memor-X or Ninjzz, it's not known if she can fight even though she claims to be able to, she has a vast knowledge with weapons as if she was created a Weapons Guidance Cyber Elf, Memor-X now and again calls her sis as if their brother and sister.

[Image Coming Soon]
Name: Cynthia Lunar
Age: Unknown
Classification: Maverick
Creator: Unknown
Cynthia is an ex-Mema Hunter, she used to fight by Memor-X's side months ago but claims she left because her presence meant danger to Memor-X, she knows a lot about what the Memory Fragments can do, she also seems to hide the fact that she knows Memor-X's past, she hates Agile to an extent where she will destroy him at will replying to Memor-X when she find out that Agile as been destroyed "good, bloody tool of a maverick, he's lucky to be killed by Blue Boy and not me!", Cinthia also sings a strange song that seems to calm Memor-X, in a Sphere you obtain later in the game that she has recorded the says "this song calmed my brother during the conversion prossess, he had to be clamed down cause his screems would have echoed though the palace and mother would have been found out by Sigma"

[Images Coming Soon]
Name: The Memory Hunters
Classification: Maverick
Creator: Junkman
a group of 8 Maverick created to help find Memory Fragments, they outrank the other Mavericks by class and power but are still weaker then the Commanders, they don't seem to have any will of their own.

Other Bad Guys:
Name: Zero
Age: just activated
Classification: Unknown
Creator: Unknown
attacks Megaman, Bass and Protoman are tries to kidnap Roll, his mission and creator is unknown but I may have something to do with Memor-X's presence since he seems to know him, he uses a Z-Saber as his primary weapon and his range attacks consist of blasts fired from his Z Buster and Sword Energy Wave that are emitted when EP is used.

Name: Twins
Age: Unknown
Classification: Maverick
Creator: Unknown
2 spirit like Mavericks, one red, one blue, the red one seems to control Fire while the blue one seems to control Ice, they attempt to destroy Cynthia for "betraying Mother and letting Brother gain free will", they may be apart of a deep plot.

Name: Nightmare
Age: Unknown
Classification: Maverick
Creator: Unknown
related to the Twins, Megaman encounters her in the Hunter Fortress, not only does she minipulate the space in the Hunter Fortress, but she also has the power to make Nightmares come true, her real name is unknown but when she leaves she says "the shadow of the moon is the true nightmare, the moon princess, mother, will return to take this world from the Humans"

Name: Mavericks
robots and Reploids that have broken any of the Rules of Robotics or are infected by the Maverick Virus, a Virus just like the flu but in digital form and only infects machine and not humans, Mavericks do what they like, when they like, where they like to who they like, they have no remorse for what they do, they care not for any rules and do anything from robbing people and banks to killing humans, robots and Reploids.

Other:
Name: Maverick Hunter
a group created by Reploids and Robots who want to do more for their human masters, all have a sense of duty and justice, they track down, hunt and destroy Mavericks that cause problems, Mavericks that have killed are always the first targets and get destroyed above all, Maverick Hunter is lead by Commander Vion Gray, a Reploid who was put into the rank High Commander by Representative of Robots and Reploids, Gate, second in command is Tempest Famous, created by the famous Mr. Famous.

Name: The Officials
also referred to as the Human Military, they control the army, paramedic, fire brigade and police, they get their orders from the presidents of Netopia, Sharo, Electopia, Netfrica, Yumland and the World President, the army is used to take down Anti-Government Rebels and to calm things down between Bright Land and Dark Land.

Name: Humans
nothing much, just you and me.

Name: Robots
machines with advance AI, they can act and follow orders, at the current time the most common Maverick is one that used to be a Robot.

Name: Reploids (1st gen)
NOTE: Megaman, Protoman ect. to me are the 1st generation or Reploids, while X is the 2nd generation and Axl is the 3rd since Reploids are created to feel emotion like humans, just a heads up for those who've played the Classic and X series.
Reploids are more advance than Robots, having human features and emotion, but still bounded by a core program, only Dr Light and Dr Wily know who to create a Reploid without a core program but only Protoman, Megaman and Roll are examples of this.

Name: Dark Boy and Earth Immortal
a boy and a girl who appear during the series, they show up to warn Megaman that "Troy isn't evil, when you fight him, don't destroy him, he is a kind Reploid who only does what he thinks needs to be done for the good of everyone", for the fact that Megaman and co don't know any Troy makes them think of future battles and even past battles.

Features:
Soul Change: Change your soul in the middle of battle, utilize their separate skills and weapons, level them up separately to your own soul, will they been your strength, or will your own soul be.

Different Stories: 3 different stories to play as, unlock all the secrets of Season 1 of Megaman Battle Guardian, play as Megaman and defend the citizens of Den City from Memor-X, play as Memor-X and harness the power of the Mav Buster or play as Roll and discover another side to Memor-X that very few know.

Mav Dive System: as Memor-X, dive into his mind and unlock abilities for the Mav Buster using the Power of the Memory Fragments.

Even more fun at the end: completed all 3 stories, try out Boss Dual where you take on every boss one after another from all 3 story mode or fight the elusive Finos in the Lunar Temple.

2 more Bonus Characters: beat the 3 story modes and play Boss Dual and fight Finos as the White Knight or Arcadia, Arcadis, or the Vampire girl Red Durathror.

Bonus Souls: get the Bonus Souls you can only get after you beat certain parts of the game, ranging from enhanced powers to greater strength

Unlock the hardest final boss: get every secret in the game and play Roll Mode to encount the High Order Maverick Legion and beat the stronger version of the final boss, Legion King

The first of many: Megaman Battle Guardian I: Hunters of Memory is only the beginning, a game for every season of Megaman Battle Guardian, be on the look out for Megaman Battle Guardian II: Present and Future and don't forget to watch the series, it'll give you insight to how to beat the bosses, remember, the battle for the planet is only beginning

Screen Shots:
N/A

Demos:
N/A

Credits:
CAPCOM, Megaman and that is theirs, I have to give credit to them,
Konami, because of Boktai characters that get used (Red Durathror, Sabata, Refernace to the Solar Boy),
Blizzard for making Blizz-ABS, the CMS I'm using, DREAM and other scripts,
Fantasist for doing a number of scripts for me
everyone else who's helped me out
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Welcome! / Relocation Complete Sir!
January 19, 2008, 09:34:14 pm
the name's Memor-X, bla, bla, bla, just to make thing go a bit quicker, here's my welcome post from the old forum

Quotehe name's Memor-X, it's the name i use all over the net so if you see it, 99% of the time it'll be me unless someone stole my name

i'm the web master of MHO Ultra Mega (i can't post up the URL yet but i think the name is pretty easy to try and figure it out the URL), it's where i put up all the games, animation and comic i make so i will rarely post them up on the forum here

like i said i make games, currently i'm working on Black Core and Elfen Lizias but later september i will start work on Megaman Battle Guardian I: Hunters of Memory

i also make animations which i have truck load off made yet hardly any converted for my site, most of the RPGs i make are on them

that sums me up


that was made over *checks Winry Clock on FMA: DS* about 5-6 months ago

my main project i'm working on is Megaman Battle Guardian I: Hunters of Memory which is based from my Megaman Battle Guardina Series, i post up the full version of the game once the entire series is up on my site, the people who have helped me work on it is

me, Div IX, Blizzard, Fantasist and any one else i forgotten

i also forgot to add, i'm the leader of the Mema Hunter who make games, programs, stuff like that, my rank is Maverick Virus Hohenhein, and my seocnd is command happens to to Div IX (Rank: Chaos Mistress)

so yeh, thats me, hi everybody........again