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Topics - Spoofus

31
General Discussion / Trying to decide.
July 19, 2013, 12:03:45 pm
Hey all, I am trying to decide on the look of the battle system for my project and I have narrowed it down to two possibilities now and I need a idea as to what the players(you) would rather like to see for the battles.

Here is what the 2 variations look like (these were taken for test purposes)
Spoiler: ShowHide


Left: It resembles the old Final Fantasy like battle systems, where when a character attacks or use a skill they take a step forward the after the action step back into position.It is a simple sideview that is easy to work with(for me anyway), It uses no battler graphic for the player party members, but it has a faceset beside the members respective status.

Right: the battlers are as you see like normal battler graphics, the facesets are set off to the right side of the party member's name as so it won't get in the way of the battler graphic.Also in the version I was planning on making animations from the character sets to give a sense of the character actually going up and hitting the enemy with a weapon or skill.
32
Script Requests / Item Command removal
July 15, 2013, 11:54:21 am
I am looking for a RMXP script that would remove the item command in battle for specific actors.
Say a project has 1 Main protagonist and his pet, now the protagonist would be able to use items as normal, but it seems out of place if the pet was able to as well. ( I mean come on a dog being able to use a tool/potion etc. unless that is a incredibly smart dog)

It would have be where the actors it directly effects be editable (my project has a good bit of pet choices to choose from),
I can also upload the script.rxdata in case it is need for compatibility reasons.

Not sure how else to explain it.
33
RMXP Script Database / [XP] The Spoof CBS
July 15, 2013, 08:47:44 am
Spoof CBS
Authors: Spoofus
Version: 1.0
Type: Battle System
Key Term: Custom Battle System



Introduction

Well I can't remember If i have made a thread for this or not but here it is none the less.
This is pretty much a Heavy edit to the DBS with some better features,as well as being very easy to customize for many add-ons.
This script is also easy enough for even those new to making scripts in RMXP to use. ( mean heck after getting help from those in the credits below) I managed to pull this off.


Features


  • Improved layout

  • Easy to Customize

  • Can support many add-ons




Screenshots

Spoiler: ShowHide

The screenshot shows added features that are optional



Demo

Sendspace Link:
http://bit.ly/18khuOH

Mediafire Link:
http://bit.ly/18kh8HM


Script
Place above Main
( putting scripts up on pastebin for now)
http://pastebin.com/c00YqRti


Instructions

You need to have G_G's Hand Cursor so the cursor will be as intended(looks to fix the default cursor)
Script can be found here: http://forum.chaos-project.com/index.php/topic,6614.0.html

Replace Windows_Items and Window_skills with these scripts in order to make it windows show properly(non RO Skill/Class Cange dependent)

Window_Item:
http://pastebin.com/Utxi7evZ
Window_skill:
http://pastebin.com/xFJkWXgj

You will need to replace Window_Skill with this, it contains edits to them that make them work with the CBS if you are using Blizzards RO Skill/Class change script.

Window_Skill for RO:
http://pastebin.com/BvVv7rMw


Compatibility

Should be compatible with most scripts without error.
(I could be wrong Happy )
As for SDK I am not sure as of yet.


Credits and Thanks


  • Spoofus

  • ForeverZer0, for helping with some error Fixes I was receiving with the script,and making it work with his CMS

  • Nortos, For helping and instructing me along the way.

  • Yin, For helping solve the compatiblity issue it had with Blizzard's RO Skill/Class change script.

  • G_G, for helping me getting it to work right with his Skill Category script.

  • KK20, If he had got me to look at my script list I never would of found a rather big mistake on my part


If I have forgot to mention anyone please let me know.


Author's Notes

I suggest you use Ton of Addons with this script for the Font Size, Bars, and Status Icons to make it look better.
Please have fun with this script and report any bugs/issues you may encounter.
If you all want I will list some of the extra stuff I use to make the look pretty,just let me know.
And there will be errors for this is my first major script.
I will try to update it as much as I can.
34
I got bored lat night and decided to come up with some new Pokemon that should exist in the game ;)
(will update when I finish sprites for each one)

Fire Types:
Spoiler: ShowHide
Pokemon name: Volcoar   (will update sprite, I need to work on the eyes some)
Type: Fire/Ground
Species: Mountain Boar
Weight: 90.28 lbs
Height: 3' (3 foot)
Egg Group:(unknown as of yet)

Abilities: Anger Point,Sheer Force, or Flame Body

Base Stats:
Hp: 80
Attack: 100
Defense: 70
Sp.Attack: 110
Sp.Defense: 75
Speed: 100

Level Up moves:

1-Tackle, Leer
3-Sand Attack
5-Ember
11-Quick Attack
17-Flame Wheel
19-Bulldoze
23-Fire Fang
25-Flame Charge
30-Dig
35-Flamethrower
48-Earthquake

(will update this post with TM and egg moves later on)

Spoiler: ShowHide
Emoon
Type: Fire
Species:Desert Racoon
35
Chat / Please help me win this.
July 12, 2013, 05:59:27 am
(not sure if it belongs in this section,electronic or advertisement)

Hey all, I am asking for your help CP there is a chance for me to win a really good pc which I want and kind of need.
So I am asking you all with all my heart please vote for my entry, you all have no idea how long I have been trying to get a new computer but money has been a real issue for me. I know this is sudden and the design may look kinda bad compared to what other can do.

Again, please you have no idea how much this would mean to me, and you all are the only people I could think to help me do this.

you go here:
https://www.facebook.com/DDOUnlimited?v=app_448952861833126&rest=1

or here if you wanna skip everyone elses entry http://bit.ly/15yFdGX ~ g_g

and go to veiw entries,and in the search look for Donavn

up to 77 votes ( <-- will edit as I receive more) ~ Woo hoo! Rank #3.  :dance: Let's get him to the top guys! ~ g_g
current top voted is at 86 votes with your help this can be beat.
36
Hey all been a good while, and I just had to tell someone about this as I found it to be entertaining.

There is this local game store where I live at held a tournament for Pokemon Black/White 2.
So I entered out of boredom and got a friend of mine to join in as well.

Now it was well organized for a small tournament there some that i have gone to tend to be rather scattered brain so this was a nice change.
when you first got there they had you register your team so they can check to see if it is legit or not (good because a few people cheated hardcore and got rejected)

anyway, from what I heard listening in on some of the random people talking while waiting to register my team, most of the teams being used where your typical weather, or teams used by people who were in the official league tournaments, my friend was using a sandstorm team and and I made fun of him for it, of course he got mad and ragged on my team which I'll list below, I told him that I just entered for the fun of it.When it got to me to register my team the guy checking it gave me the weirdest look and I just sort of laughed and shrugged all he said was good luck pal you may need it, again I just laughed and went on to wait till it started.

My Team with move sets:(the tournament level set was for lv.50, also note I used gen 1-3 pokemon)
(also note I use nicknames to confuse the competition)

Typhlosion: nickname: Soot      (extrasensory was a pain to get where it is a egg move)
Extrasensory, Flamethrower, Heat Wave, Thunder Punch

Raticate: nickname: Sneakers
Crunch, Super Fang, Return, Dig

Dodrio: nickname: Triples
Quick Attack, Tri Attack, Drill Peck, Fly

Sandslash: nickname: Shreds
Gyro Ball, Sandstorm, Earthquake, Rapid Spin

Arbok: nickname: Lamia (was a female)
Toxic, Crunch, Ice Fang, Glare

Gardevoir: nickname: Lilly
Energy Ball, Psychic,  Thunder Wave, Shadow Ball

As you see my team was nothing special at all, just made it of pokemon I enjoy using. I ended up losing to a team of all dirty dragon type pokemon(dirty dragon lovers) But with this team I managed to get 3rd place somehow so I couldn't complain, I was actually very pleased with what the team had achieved.
The best part were the faces of the people I beat you can they were thinking "WAIT WTF!? you bat with that team, how!?) so that made it worth it to me anyways.
Goes to show, that even the most well put together teams can have difficulties against a team that was thrown together at a moments notice.



37
Video Games / the Spoofus stream for GBC games
November 30, 2012, 12:43:37 am
well i managed to get streaming working on my world's most awful laptop and i am wanting to stream some stuff like nuzlocke runs of the old Pokemon games, playing through Legend of Zelda Link's awakening etc.

now it won't be the best of streams since it will be the first time i will be doing them with having a friend test the video while i mess with configurations.

just watch if you want to i will not force you to maybe.

anyway here is my stream channel: twitch.tv/spoofus
(my mic may suck where ti is crappy)


(placed here where it pertains to video games)


also i will be accept GB/C game suggestions to play on the stream so post them up here as well.
38
Video Games / Borderlands 2
September 17, 2012, 10:23:36 pm
I am making this topic ahead of time, because I am going to the midnight release for the game tonight, I will post pictures of the game from me playing (phone picture of tv, bound to be awful quality).
I got the Deluxe Vault Hunter Edition, (I'll take a picture of the extras that came with it).

So expect more on this post by tonight, or in the morning some time.  :D
39
Script Requests / Sadly I need help :(
September 04, 2012, 04:51:47 am
Well I am in need of help, I have pretty much all of the scripts I need done except for a few that would be kind of key to my
project.Also I am in need of a few script edits that I have been trying to do, but have been failing at miserably.

well for an example of something that I need help with.
I am sure you are all aware of Pokemon, yes? good.
well my project uses the graphics from them, and barrows a few features from them as well.
I have trying to use events to come up with something that would do something sort of like and "evolution" system in pokemon but it  seemed to cause some lag and gets rather to long and I get lost on where I was doing edits in it etc.I doubt it would be anything to drastic to do where I have it out to be rather simple.I'll be better at explaining it with someone that actually helps you know.
and I would like help editing a few scripts if possible, One of the involves the Caterpillar script in TONS,I been trying to edit the spacing between actors but nothing seems to work, and this is one of the main edits I kinda need done.
I would also discuss alternative ways of doing the scripts as well, if it would be easier and made things go smoother.
40
Video Games / Terraria, still play?
July 12, 2012, 01:39:40 am
just wondering if anyone still plays Terraria.

I got it have played for a bit but was curious of anyone here still plays, and if so would anyone be up foor playing multiplayer with me sometime?
41
Electronic and Computer Section / This Processor
June 23, 2012, 02:22:08 pm
hey y'all I am helping my aunt with a computer and having troubles deciding on a processor and came across this one "amd athlon 64 X2 dual core 5600+ 2.90 ghz"
now I am by no means a computer pro so I was wondering if this would be a decent computer for the occasion free to play mmoing and basic internet browsing?
42
Welcome! / Bad things always...
April 25, 2012, 08:38:05 pm
Well,I am gonna be gone for awhile (dunno if anyone would notice or not)
My grandmother died of a heart attack last night and I been with some of the family going over the funeral arrangements.
I may be gone for awhile since I have to travel from Tennessee to Ohio, and the worst part will be when the lawyer starts telling what everone got in the will,i can already see my family being a pack of hyenas over the whole thing.  :facepalm:

so I will see you all after a period of time.
43
General Discussion / RPG Making Competition help
April 22, 2012, 09:28:17 pm
okay I am sure some of you have read this topic:http://forum.chaos-project.com/index.php/topic,11704.msg164878.html#new

I have been thinking of doing this,but I am not completely dead set on this just yet.Since this will be the first time I do anything like this.

I have been talking to a few certain people on this and one of them suggested a scripter would be helpful,So I figured I would ask if a scripter would like to help,if so I may just actually do it. have the theme and story essentially planned out(and a certain someone knows about it know as well).

all the scripter would essentially have to do is help with small scripts as far as I know of at this moment.
but I am fairly certain that the scripts wouldn't be nothing crazy like on the scale of Blizz-Abs or anything like that.
if the team ends up being full by the ones originally interested in the competition*you all know who you are* we would still need script help I would assume.(maybe)
if this would be the case I would be willing to go as far as to share some of my winnings If the project places high enough for prizes with the scripter that helps but couldn't "officially" be on the competition team, that would only be fair I think.(will update this competition team gets full before a reply is made)

the engine we would be working with would be RMVXace (and it is easy to acquire by a certain topic here)

CP was the first place I figured I would ask about this since,I love you all....no seriously this place has some of the most talented scripters in the RM community.
We still got till May 1st so I hope some one would be willing to help out  :^_^':

also if this is in the wrong spot by all means move it,this section seemed to be the right place to put this.
44
Script Troubleshooting / Caterpillar Edit
April 02, 2012, 10:07:59 am
hey again, I was wondering if anyone knows what lines i would have to edit in the caterpillar script that is in TONs to increase the spacing between characters?
because some of the sprites I am using make them look like they have their heads up each others.....well you know
45
Script Troubleshooting / [RESOLVED]SKill help
March 29, 2012, 05:25:54 am
Ok i have been trying to do something else now which i thought would an interesting idea,
again I am stumped on how i would get around to doing it.  :facepalm:

I am wanting to have certain "skills" act like proficiency for certain skills groups.
now these skill in the database have, scope:none occasion:never.
what i am wanting to skills with the      ^ above appear in Blizz's RO class/skill system(to be able to level up),
but not during battle or in the menu.

now say you have a skill "fire mastery"(scope:none occasion:never) and you need it to be level 3
to learn a certain skill.
now the skill you learned after getting "fire mastery" to level 3 would appear normally during battles and in the menu,
but my problem i am trying to work out is that as said above "fire mastery" still shows up in the menu and battle even
thought it can't be used.

if it will be easier to see what i mean i can put up a few screen shots to show what i mean,just let me know if i should.

46
Script Troubleshooting / [RESOLVED]Damage Pop help
March 27, 2012, 07:53:46 am
I am wanting to edit where the damage shown pops up when hit by attack and spells,also the size of it.I have looked through all the default scripts and I can't seem to find it.I would personally like to have within the CBS script itself but if it would be easier to edit one of the default scripts that would be fine too

the default damage done shown is a little to big for my CBS that Ii have done(DBS with a huge face-lift).

if I can get this done then my battle system is pretty much complete, and i can share it with you all. :)

my cbs script:
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# CBS Layout by Nortos made for Spoofus
# Heavily Edited by Spoofus
# Version: 1.0b
# Date 3/1/08
#
# Compatibility:
#
# May not be compatible with SDK's not tested though.
# your old savegames. Can cause incompatibilty issues with following scripts
# and/or systems:
# - exotic CBS-es
# Features:
# Enemy and Ally Health bars
# CBS Facesets
# Nifty nice layout
#
# Instructions:
# For a charecters faceset you must write their faces in the picture folder
# but with _Face at the end of the actors name, remember to put the two health
# bar scripts in this into your project as well
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Credits and thanks:
# Credits go to Nortos for this main CBS script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# ** class Window_Base
#------------------------------------------------------------------------------
#  Face functions, the charecters face is just their name than _face e.g Arshes_Face
#==============================================================================
class Window_Base < Window
 def face
   face = RPG::Cache.picture("")
 end  
 
 def draw_face(actor,x,y)
   face = RPG::Cache.picture(actor.character_name + "_face") rescue face
   fw = face.width
   fh = face.height
   src_rect = Rect.new(0, 0, fw, fh)
   self.contents.blt(x , y - fh, face, src_rect)    
 end
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(450, 190, 190, 290)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.size = 14
   self.back_opacity = $game_system.window_opacity #**
   self.contents.font.bold = true
   self.contents.font.name = "Tahoma"
   @level_up_flags = [false, false, false, false]
   refresh
 end
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
   super
 end
 #--------------------------------------------------------------------------
 # * Set Level Up Flag
 #     actor_index : actor index
 #--------------------------------------------------------------------------
 def level_up(actor_index)
   @level_up_flags[actor_index] = true
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     actor_y = i * 82 + 0
     draw_actor_name(actor, 72, actor_y + 4)
     draw_actor_hp(actor, 45, actor_y + 20, 100)
     draw_actor_sp(actor, 61, actor_y + 45, 100)
     draw_face(actor, 40, actor_y + 33)
     if @level_up_flags[i]
       self.contents.font.color = normal_color
       self.contents.draw_text(0, actor_y + 50, 120, 32, "Lvl.Up!")
     else
       draw_actor_state(actor, 20, actor_y + 4)
     end
   end
 end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class determines the x and y coordinates of each of the battlers
#  to change them yourself should be easy enough
#==============================================================================
class Game_Actor
 def screen_x
   x_positions = [485, 485, 485, 485]
 if self.index != nil
     return x_positions[self.index]
   else
     return 0
   end
 end
#  #--------------------------------------------------------------------------
 def screen_y
   y_positions = [279, 362, 445, 445]
   if self.index != nil
     return y_positions[self.index]
   else
     return 0
   end
 end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class is all the kinks I had to change to the battle scene
#  I edited the windows mainly a bit
#==============================================================================

class Scene_Battle
 def main
   # Initialize each kind of temporary battle data
   $game_temp.in_battle = true
   $game_temp.battle_turn = 0
   $game_temp.battle_event_flags.clear
   $game_temp.battle_abort = false
   $game_temp.battle_main_phase = false
   $game_temp.battleback_name = $game_map.battleback_name
   $game_temp.forcing_battler = nil
   # Initialize battle event interpreter
   $game_system.battle_interpreter.setup(nil, 0)
   # Prepare troop
   @troop_id = $game_temp.battle_troop_id
   $game_troop.setup(@troop_id)
   # Make actor command window
   s1 = $data_system.words.attack
   s2 = $data_system.words.skill
   s3 = $data_system.words.guard
   s4 = $data_system.words.item
   @actor_command_window = Window_Command_New.new(140, [s1, s2, s3, s4])
   @actor_command_window.x = 310
   @actor_command_window.y = 320
   @actor_command_window.active = false
   @actor_command_window.visible = true
   @actor_command_window.index = -1
   # Make other windows
   @party_command_window = Window_PartyCommand.new
   @help_window = Window_Help.new
   @help_window.back_opacity = $game_system.window_opacity #**
   @party_command_window.back_opacity = $game_system.window_opacity #**
   @help_window.visible = false
   @status_window = Window_BattleStatus.new
   @message_window = Window_Message.new
   # Make sprite set
   @spriteset = Spriteset_Battle.new
   # Initialize wait count
   @wait_count = 0
   # Execute transition
   if $data_system.battle_transition == ""
     Graphics.transition(20)
   else
     Graphics.transition(40, "Graphics/Transitions/" +
       $data_system.battle_transition)
   end
   # Start pre-battle phase
   start_phase1
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Refresh map
   $game_map.refresh
   # Prepare for transition
   Graphics.freeze
   # Dispose of windows
   @actor_command_window.dispose
   @party_command_window.dispose
   @help_window.dispose
   @status_window.dispose
   @message_window.dispose
   if @skill_window != nil
     @skill_window.dispose
   end
   if @item_window != nil
     @item_window.dispose
   end
   if @result_window != nil
     @result_window.dispose
   end
   # Dispose of sprite set
   @spriteset.dispose
   # If switching to title screen
   if $scene.is_a?(Scene_Title)
     # Fade out screen
     Graphics.transition
     Graphics.freeze
   end
   # If switching from battle test to any screen other than game over screen
   if $BTEST and not $scene.is_a?(Scene_Gameover)
     $scene = nil
   end
 end
 
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : skill selection)
 #--------------------------------------------------------------------------
 def update_phase3_skill_select
   # Make skill window visible
   @actor_command_window.index = 0
   @actor_command_window.visible = true
   @skill_window.visible = true
   @skill_window.z = 255
   # Update skill window
   @skill_window.update
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # End skill selection
     end_skill_select
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Get currently selected data on the skill window
     @skill = @skill_window.skill
     # If it can't be used
     if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Set action
     @active_battler.current_action.skill_id = @skill.id
     # Make skill window invisible
     @skill_window.visible = false
     # If effect scope is single enemy
     if @skill.scope == 1
       # Start enemy selection
       start_enemy_select
     # If effect scope is single ally
     elsif @skill.scope == 3 or @skill.scope == 5
       # Start actor selection
       start_actor_select
     # If effect scope is not single
     else
       # End skill selection
       end_skill_select
       # Go to command input for next actor
       phase3_next_actor
     end
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : item selection)
 #--------------------------------------------------------------------------
 def update_phase3_item_select
   # Make item window visible
   @actor_command_window.index = 0
   @actor_command_window.visible = true
   @item_window.visible = true
   @item_window.z = 255
   # Update item window
   @item_window.update
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # End item selection
     end_item_select
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Get currently selected data on the item window
     @item = @item_window.item
     # If it can't be used
     unless $game_party.item_can_use?(@item.id)
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Set action
     @active_battler.current_action.item_id = @item.id
     # Make item window invisible
     @item_window.visible = false
     # If effect scope is single enemy
     if @item.scope == 1
       # Start enemy selection
       start_enemy_select
     # If effect scope is single ally
     elsif @item.scope == 3 or @item.scope == 5
       # Start actor selection
       start_actor_select
     # If effect scope is not single
     else
       # End item selection
       end_item_select
       # Go to command input for next actor
       phase3_next_actor
     end
     return
   end
 end
 
 def start_phase2
   # Shift to phase 2
   @phase = 2
   # Set actor to non-selecting
   @actor_index = -1
   @active_battler = nil
   # Enable party command window
   @party_command_window.active = true
   @party_command_window.visible = true
   @party_command_window.index = 0
   # Disable actor command window
   @actor_command_window.active = false
   @actor_command_window.visible = true
   @actor_command_window.index = -1
   # Clear main phase flag
   $game_temp.battle_main_phase = false
   # Clear all party member actions
   $game_party.clear_actions
   # If impossible to input command
   unless $game_party.inputable?
     # Start main phase
     start_phase4
   end
 end
 
 def update_phase3_basic_command
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     @actor_command_window.index = 0
     # Go to command input for previous actor
     phase3_prior_actor
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Branch by actor command window cursor position
     case @actor_command_window.index
     when 0  # attack
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Set action
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 0
       # Start enemy selection
       start_enemy_select
     when 1  # skill
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Set action
       @active_battler.current_action.kind = 1
       # Start skill selection
       start_skill_select
     when 2  # guard
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Set action
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 1
       # Go to command input for next actor
       phase3_next_actor
     when 3  # item
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Set action
       @active_battler.current_action.kind = 2
       # Start item selection
       start_item_select
     end
     return
   end
 end
 
   def phase3_setup_command_window
   # Disable party command window
   @party_command_window.active = false
   @party_command_window.visible = true
   #@party_command_window.opacity = 160
   @party_command_window.index = -2
   # Enable actor command window
   @actor_command_window.active = true
   @actor_command_window.visible = true
   # Set actor command window position
   # Set index to 0
   @actor_command_window.index = 0
 end
end

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

class Window_Command_New < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     width    : window width
 #     commands : command text string array
 #--------------------------------------------------------------------------
 def initialize(width, commands)
   # Compute window height from command quantity
   super(0, 0, width, commands.size * 32 + 32)
   @item_max = commands.size
   @commands = commands
   self.back_opacity = $game_system.window_opacity #**
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i, normal_color)
   end
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #     index : item number
 #     color : text color
 #--------------------------------------------------------------------------
 def draw_item(index, color)
   self.contents.font.color = color
   rect = Rect.new(3, 32 * index, self.contents.width - 6, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.draw_text(rect, @commands[index])
 end
 #--------------------------------------------------------------------------
 # * Disable Item
 #     index : item number
 #--------------------------------------------------------------------------
 def disable_item(index)
   draw_item(index, disabled_color)
 end
end
47
Resource Requests / Pioneer Style Town
March 26, 2012, 06:42:54 am
I am looking for a town tile-set both exterior and interior of a Pioneer/Age of Exploration town in rmxp rtp style.

I am using the rtp castle town and mix of tile-sets for now. but it doesn't quite have the feel i am looking for.

if anyone knows of where I can acquire one or happens to have one please let me know.
48
hey y'all i been thinking of doing a let's play of my own, but i can't really find a program that is noob friendly for the purpose.

i'm not the best and my laptop is well crappy, i mean real crappy  :^_^': .

I know there are alot of let's plays here now, I am wanting to do this as mainly a test to see if the laptop can handle it.
49
Script Requests / VIT Stat script
December 20, 2011, 12:49:29 am
hey ya'll been awhile i know, i just now gotten internet back at the house so i can finally spend time reading and catching up here.

but i do have a request, i been trying to modify a VIT stat script done for me along time ago,because it never got finish.The script that i do have for it was a trial pass at it using MDEF but the aim for it was to be a completely new stat all together that had it's own parameter for my project.

see what we was aiming for was so that we had a script that would make sense to increase PDEF you know.
so what i am needing help with this is to make it not based on MDEF like it does now and like stated above a new stat all together,and have a config section on it.
we was planning to have it set to per every 2 or 3 points in VIT you gain so much extra HP
as well as per 2 points in this stat you gain 1 PDEF(now this PDEF part i was planning on having it be configurable to specific actors instead for all of them, this was going to be mainly for pets etc. that don't wear armor).

here is the test VIT script:
Spoiler: ShowHide
#==============================================================================
# â–  Jackolas Vitality script
#==============================================================================
# Script created by:    Jackolas
# Script Owner:         Spoofus
# Version number:       V 0.5
# Last edit date:       13-4-210
#==============================================================================
# Introduction:
#   this script will add 1 extra stat named Vitality to the actors.
#
# ====================
# Compatibility:
#   Will not work with SDK
# ====================
# Instructions:
#   Place the script above Main all 3th party scripts
#   Edit the scripts where you need to use it
#   Atm Vit uses MDEF on the gear to determen his stat
# ====================
# Notes:
#   This script is specialy made for Spoofus and may not be used by any other
#   Person!
#==============================================================================
module Vitality_Stat
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration below
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 Vit_Name = "VIT"  #The name of the new Stat (don't forget the " ").
 def self.Weapon_Vit(id)
   case id
   # add here the amount of Vit you want to apply to a weapon.
   # when "Weapon_ID1, Weapon_ID2, etc": return "Vitality".
     when 1,3,5,7: return 5
     when 2,4,6,8: return 2
     end
   return 0
 end
 
 def self.Armour_Vit(id)
   case id
   # add here the amount of Vit you want to apply to a weapon.
   # when "Armour_ID1, Armour_ID2, etc": return "Vitality".
     when 1,2,3,4,5: return 5
     when 6,7,8,9,10: return 1
     end
   return 0
 end
 
 def self.Vit_Curve(id)
   case id
   # These are the Curves the actors get as base_Vitality.
   # whena actor_ID: return [lvl0,lvl1,lvl2,lvl3,lvl4,etc].
   # Remember that the row starts at lvl 0 and that every lvl
   # needs to be filled in. if acter lvl higher than row game will crash.
     when 1: return [0,0,10,30,40]
     when 2: return [0,0,10,30,40]
     end
   return [0]
 end
end

class Game_Battler
 #--------------------------------------------------------------------------
 # * initialize
 #--------------------------------------------------------------------------
 alias vit_initialize initialize
 def initialize
   vit_initialize
   @vit_plus = 0
 end
 #--------------------------------------------------------------------------
 # * Get Vitality
 #--------------------------------------------------------------------------
 def vit
   n = [[base_vit + @vit_plus, 1].max, 999].min
   n = [[Integer(n), 1].max, 999].min
   return n
 end
 #--------------------------------------------------------------------------
 # * Set Vitality (vit)
 #     vit : new Vitality (vit)
 #--------------------------------------------------------------------------
 def vit=(vit)
   @vit_plus += vit - self.vit
   @vit_plus = [[@vit_plus, -999].max, 999].min
 end  
end


class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # * setup(actor_id)
 #--------------------------------------------------------------------------
 alias setup_vitality setup
 def setup(actor_id)
   setup_vitality(actor_id)
   @vit_plus = 0
 end
 #--------------------------------------------------------------------------
 # * Get Basic Vitality
 #--------------------------------------------------------------------------  
 def base_vit    
   n = Vitality_Stat::Vit_Curve(class_id)[@level]
   weapon = Vitality_Stat::Weapon_Vit(@weapon_id)
   armor1 = Vitality_Stat::Armour_Vit(@armor1_id)
   armor2 = Vitality_Stat::Armour_Vit(@armor2_id)
   armor3 = Vitality_Stat::Armour_Vit(@armor3_id)
   armor4 = Vitality_Stat::Armour_Vit(@armor4_id)
   n += weapon
   n += armor1
   n += armor2
   n += armor3
   n += armor4
   return [[n, 1].max, 999].min
 end
end


and i was going to see if you could help implement the VIT stat into this stat distribution system.
Spoiler: ShowHide
#===============================================================================
# Actor Customization V.6.00    ----      RMXP Version
#===============================================================================
#-------------------------------------------------------------------------------
# Written by Synthesize
# January 21, 2008
# Script Version 6.0.1
#===============================================================================
#    * This script will not work with RMVX. A VX version is in the works. *
#===============================================================================
module ActorCustomization
 #-----------------------------------------------------------------------------
 # System Settings
 # System settings are settings you should review before trying the script.
 # Each option has its own comments, and should be straightforward
 #-----------------------------------------------------------------------------
 Points_gained_at_levelup = 5   # Points gained at level-up (0 = Disable)
 Draw_map_as_background = false   # Draw the Background as the map? False = Draw Picture::Name)
 Picture_name = 'sky'   # The picture to draw as a background ('' for Black)
 Error_sound = '057-Wrong01'   # The sound to play if there is an error
 Use_class_id = false   # Advance characters based on the class ID
 Call_after_battle = false   # Automatically call Scene_AC at level-up
 Draw_face = false   # Draw the actors face?
 Use_help_window = true   # Use the help window?
 #-----------------------------------------------------------------------------
 # Maximum Values
 # Set these values if you are using a Maximum Statistics script (Go over the
 # stat limits). If not, leave these values as is.
 #-----------------------------------------------------------------------------
 Max_hp = 9999
 Max_sp = 9999
 Max_str = 999
 Max_dex = 999
 Max_agi = 999
 Max_int = 999
 #-----------------------------------------------------------------------------
 # Point Options
 # These are all new settings. They directly control point options and allow
 # you the option of turning ON/OFF features and customizing how many points
 # are needed to upgrade one stat.
 #-----------------------------------------------------------------------------
 Draw_point_in_menu = true   # Draw the amount of points on MenuStatus?
 Draw_levelup_notice_in_menu = true   # Draw levelup notice on MenuStatus?
 Point_name = "Upgrade points:"   # Point name
 Levelup_text = "(LVLUP)"    # Level Up text
 Raise_hp_with_strength = false   # HP raises as Strength raises
 Amount_to_raise = 0.15     # As a decimal
 Raise_sp_with_intelligence = false   # SP raises as Intelligence raises
 Amount_to_raise2 = 0.15    # As a decimal
 Remove_points = true   # Allow the player to remove used points
 Points_needed = [1, 1, 1, 1, 1, 1]   # The amount of points needed to upgrade
 # Health, SP, STR, DEX, AGI, INT respectively.
 #-----------------------------------------------------------------------------
 # Statistical Growth Rate
 # This section allows you to customize how many numerical stats an attribute
 # rises based on the Actor.id or the Class_id.
 #-----------------------------------------------------------------------------
 # Format = {Actor.id (or class_id) => Amount to raise}
 Actor_HP = {1 => 5, 2 => 5}
 # The default value. If a value is not specified, use the below.
 Actor_HP.default = 1
 # Format = {Actor.id (or class_id) => amount to raise)
 Actor_SP = {1 => 10, 2 => 3}
 Actor_SP.default = 1
 # Format = {Actor.id (or class_id) => amount to raise)
 Actor_STR = {1 => 7, 2 => 6}
 Actor_STR.default = 1
 # Format = {Actor.id (or class_id) => amount to raise)  
 Actor_DEX = {1 =>6, 2 => 2}
 Actor_DEX.default = 1
 # Format = {Actor.id (or class_id) => amount to raise)  
 Actor_AGI = {1 =>4, 2 => 1}
 Actor_AGI.default = 1  
 # Format = {Actor.id (or class_id) => amount to raise)
 Actor_INT = {1 => 3, 2 => 1}
 Actor_INT.default = 1
 #-----------------------------------------------------------------------------
 # Equipment Boost Settings
 # Another new feature. Equipment boosts 'boost' statistics while an accessory
 # is equipped that possess one of the system attributes defined in the
 # equipment_id array. The equipment_amount array tells the script how much
 # an individual (or many) stats are boosted.
 #-----------------------------------------------------------------------------
 # Use Equipment boosts?
 Use_equipment_boosts = true
 # Format = {System_attribute => Amount to boost}
 Equipment_amount = {17 => 5, 18 => 3, 19 => 6, 20 => 7, 21 => 8, 22 => 9}
 # The default Value. Should be 0 for best effect.
 Equipment_amount.default = 0
 # The system attributes.
 Equipment_id = [17, 18, 19, 20, 21, 22]
 # Equipment_id = [HP Boost, SP Boost, STR Boost, DEX Boost, AGI Boost,
 # INT Boost]
 #-----------------------------------------------------------------------------
 # Skin Settings
 # Another new section. This area allows you to adjust the placement of the
 # windows without having to go and dig around in the script. It should be
 # useful for beginners who want to make their own layout with the script, but
 # don't want to go and try to find the values to do it.
 #-----------------------------------------------------------------------------
 Actor_window_horizontal = 0   # Adjust the Actor window ( -# =left, +# =right)
 Actor_window_vertical = 0   # Adjust the Actor Window ( -# =up, +# =down)
 Actor_window_opacity = 250   # The opacity of the window
 Actor_window_width = 275    # The width of the Actor window
 Actor_window_height = 85   # The height of the actor window
 #-----------------------------------------------------------------------------
 Main_command_horizontal = 0   # Adjust the Command window ( -# =left, +# =right)
 Main_command_vertical = 0   # Adjust the Command Window ( -# =up, +# =down)
 Main_command_opacity = 250   # Adjsut the opacity
 Main_command_width = 275   # The width of the main command window
 #-----------------------------------------------------------------------------
 Main_status_horizontal = 0   # Adjust the Actor Status window
 Main_status_vertical = 0    # Adjust the main-status window
 Main_status_opacity = 250   # Adjust the Main_Status opacity
 Main_status_width = 329    # The width of the Main Status
 Main_status_height = 305   # The height of the Main Status
 #-----------------------------------------------------------------------------
 Main_confirm_horizontal = 0   # Adjust the confirm window
 Main_confirm_vertical = 0    # Adjust the confirm window
 Main_confirm_opacity = 250   # Adjust the opacity
 #-----------------------------------------------------------------------------
 Main_help_horizontal = 0   # Adjust the help window
 Main_help_vertical = 0   # Adjust the help window
 Main_help_opacity = 250   # Adjust the opacity
 Main_help_width = 500   # The Confirm window width
 Main_help_height = 200   # The confirm window height
end
#===============================================================================
# What else is new?
#===============================================================================
=begin
 New in ACV6 is an internal class called Data_Points that makes the management
 of points significantly easier with Call Script commands. Currently, you can
 use the following syntaxes in a call script command. More will be added at a
 later time.
 
 $data_points.
   add(amount, member)        Add the 'amount' of upgrade points to 'member'
   remove(amount, member)   Remove the 'amount' of upgrade points from 'member'
   view(member)           Return 'member' upgrade_points
   checksum(amount, member)  Check if 'member' points are within 'amount' range
   add_maxhp(amount, member)  Add max_hp 'amount' to 'member'
   add_hp(amount, member)   Add hp 'amount' to 'member'
   add_sp(amount, member)   Add sp 'amount' to 'member'
   add_maxsp(amount, member)  Add maxsp 'amount' to 'member'
   add_str(amount, member)    Add str 'amount' to 'member'
   add_dex(amount, member)    Add dex 'amount' to 'member'
   add_agi(amount, member)    Add agi 'amount' to 'member'
   add_int(amount, member)    Add int 'amount' to 'member'
   restore(member)          Fully heal 'member'
   
#===============================================================================
# My goal when I decided to make this script:
#===============================================================================
 My goal for this script was to make a powerful custom level up procedure
 but make everything user friendly and allow those without technical/rgss
 history to customize the script to their liking while utilizing the full
 capabilities of this script.

#===============================================================================
# This script is compatible with the following battle systems:
#===============================================================================
- UCoders NeoABS
- Blizzard ABS
- XRXS Zoom Battle System
- MrMo ABS and SDK 2.2
- Caldaron's ABS
- Prexus' ABS
- The RTAB
- May work with others. The above is what I tested with.
=end
#-------------------------------------------------------------------------------
#                             ActorCustomization:: Main
# This handles all window calls, math and everything else related to the script
# in general. Editing is not advised.
#-------------------------------------------------------------------------------
class Scene_AC
 #-----------------------------------------------------------------------------
 # Initialize variables
 #-----------------------------------------------------------------------------
 def start(actor_index)
   @actor_index = actor_index
   @actor = $game_party.actors[@actor_index]
   if ActorCustomization::Use_class_id == false
     @hp = ActorCustomization::Actor_HP[@actor.id]
     @sp = ActorCustomization::Actor_SP[@actor.id]
     @str = ActorCustomization::Actor_STR[@actor.id]
     @dex = ActorCustomization::Actor_DEX[@actor.id]
     @agi = ActorCustomization::Actor_AGI[@actor.id]
     @int = ActorCustomization::Actor_INT[@actor.id]
   else
     @hp = ActorCustomization::Actor_HP[@actor.class_id]
     @sp = ActorCustomization::Actor_SP[@actor.class_id]
     @str = ActorCustomization::Actor_STR[@actor.class_id]
     @dex = ActorCustomization::Actor_DEX[@actor.class_id]
     @agi = ActorCustomization::Actor_AGI[@actor.class_id]
     @int = ActorCustomization::Actor_INT[@actor.class_id]
     return
   end
   unless $data_armors[@actor.armor4_id]== nil and ActorCustomization::Use_equipment_boosts == true
     @hp += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[0]]
     @sp += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[1]]
     @str += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[2]]
     @dex += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[3]]
     @agi += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[4]]
     @int += ActorCustomization::Equipment_amount[ActorCustomization::Equipment_id[5]]
   end
   @hp_spent = 0
   @sp_spent = 0
   @str_spent = 0
   @dex_spent = 0
   @agi_spent = 0
   @int_spent = 0
 end
 #-----------------------------------------------------------------------------
 # Main:: Calls all of the windows
 #-----------------------------------------------------------------------------
 def main
   start(0)
   main_spriteset
   main_actor
   main_command
   main_status
   main_confirm
   main_help
   @main_command.active = false
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   dispose_windows
 end
 #-----------------------------------------------------------------------------
 # Main_Spriteset:: Calls the background
 #-----------------------------------------------------------------------------
 def main_spriteset
   if ActorCustomization::Draw_map_as_background == true
     @background = Spriteset_Map.new
   else
     @background = Sprite.new
     @background.bitmap = RPG::Cache.picture(ActorCustomization::Picture_name)
   end
 end
 #-----------------------------------------------------------------------------
 # Main_Confirm:: Confirm Changes?
 #-----------------------------------------------------------------------------
 def main_confirm
   c1 = "Yes"
   c2 = "No"
   @main_confirm_window = Window_Command.new(100, [c1, c2])
   @main_confirm_window.x = 320 + ActorCustomization::Main_confirm_horizontal
   @main_confirm_window.y = 150 + ActorCustomization::Main_confirm_vertical
   @main_confirm_window.opacity = ActorCustomization::Main_confirm_opacity
   @main_confirm_window.active = false
   @main_confirm_window.visible = false
   @main_confirm_window.z = 9999
 end
 #-----------------------------------------------------------------------------
 # Main_Status:: Creates the main status window
 #-----------------------------------------------------------------------------
 def main_status
   @status_window = Window_AC_Status.new(@actor)
   @status_window.x = 18 + ActorCustomization::Main_status_horizontal
   @status_window.y = 56 + ActorCustomization::Main_status_vertical
   @status_window.opacity = ActorCustomization::Main_status_opacity
 end
 #-----------------------------------------------------------------------------
 # Main_Actor
 #-----------------------------------------------------------------------------
 def main_actor
   @main_actor_window = Window_AC_Actor.new
   @main_actor_window.x = 344 + ActorCustomization::Actor_window_horizontal
   @main_actor_window.y = 277 + ActorCustomization::Actor_window_vertical
   @main_actor_window.opacity = ActorCustomization::Actor_window_opacity
   @main_actor_window.active = true
   @main_actor_window.z = 9998
 end
 #-----------------------------------------------------------------------------
 # Main_Help:: The Help Window
 #-----------------------------------------------------------------------------
 def main_help
   @main_help = Window_AC_Help.new
   @main_help.x = 75 + ActorCustomization::Main_help_horizontal
   @main_help.y = 150 + ActorCustomization::Main_help_vertical
   @main_help.opacity = ActorCustomization::Main_help_opacity
   @main_help.visible = false
   @main_help.active = false
   @main_help.z = 10000
 end
 #-----------------------------------------------------------------------------
 # Main_Command:: This handles all progression
 #-----------------------------------------------------------------------------
 def main_command
   s1 = "<<  Modify #{$data_system.words.hp} by #{@hp}  >>"
   s2 = "<<  Modify #{$data_system.words.sp} by #{@sp}  >>"
   s3 = "<<  Modify #{$data_system.words.str} by #{@str} >>"
   s4 = "<<  Modify #{$data_system.words.dex} by #{@dex} >>"
   s5 = "<<  Modify #{$data_system.words.agi} by #{@agi} >>"
   s6 = "<<  Modify #{$data_system.words.int} by #{@int} >>"
   @main_command = Window_Command.new(ActorCustomization::Main_command_width, [s1, s2, s3, s4, s5, s6])
   @main_command.x = 343 + ActorCustomization::Main_command_horizontal
   @main_command.y = 56 + ActorCustomization::Main_command_vertical
   @main_command.opacity = ActorCustomization::Main_command_opacity
 end
 #-----------------------------------------------------------------------------
 # Dispose_Windows:: Clears all of the sprites that AC uses
 #-----------------------------------------------------------------------------
 def dispose_windows
   @background.dispose
   @main_actor_window.dispose
   @status_window.clear_face if ActorCustomization::Draw_face == true
   @status_window.dispose
   @main_command.dispose
   @main_confirm_window.dispose
   @main_help.dispose
 end
 #-----------------------------------------------------------------------------
 # Call_refresh:: Refreshes the Screen
 #-----------------------------------------------------------------------------
 def call_refresh(value)
   @status_window.refresh(@actor)
   if value == 1
     @main_command.dispose
     main_command
   end
 end
 #-----------------------------------------------------------------------------
 # Update:: Updates Actor Customization
 #-----------------------------------------------------------------------------
 def update
   @main_actor_window.update
   if @main_actor_window.active
     update_actor
     return
   end
   if @main_command.active
     update_commands
     return
   end
   if @main_confirm_window.active
     update_confirm
     return
   end
   if @main_help.active
     update_help
     return
   end
 end
 #-----------------------------------------------------------------------------
 # Update_Actor:: Updates the actor screen
 #-----------------------------------------------------------------------------
 def update_actor
   total_point_spent = (@hp_spent + @sp_spent + @str_spent + @dex_spent + @agi_spent + @int_spent)
   if Input.trigger?(Input::B)
     if total_point_spent == 0
       $game_system.se_play($data_system.cancel_se)
       $scene = Scene_Map.new
     else
       @main_confirm_window.active = true
       @main_confirm_window.visible = true
       @main_actor_window.active = false
     end
     return
   end
   if Input.trigger?(Input::C)
     if total_point_spent == 0
       $game_system.se_play($data_system.decision_se)
       @actor_index = @main_actor_window.index
       @actor = $game_party.actors[@actor_index]
       @main_command.active = true
       @main_actor_window.active = false
       start(@actor_index)
       call_refresh(1)
     else
       @main_confirm_window.active = true
       @main_confirm_window.visible = true
       @main_actor_window.active = false
     return
     end
   end
 end
 #-----------------------------------------------------------------------------
 # Update_Commands:: Updates the Commands
 #-----------------------------------------------------------------------------
 def update_commands
   @main_command.update
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @main_command.active = false
     @main_actor_window.active = true
     return
   end
   if Input.trigger?(Input::C) && ActorCustomization::Use_help_window == true
     @main_command.active = false
     @main_help.active = true
     @main_help.visible = true
     return
   end
   if Input.trigger?(Input::LEFT)
     decrease_points if ActorCustomization::Remove_points == true
     return
   end
   if Input.trigger?(Input::RIGHT)
     increase_points
     return
   end
 end
 #-----------------------------------------------------------------------------
 # Update_Confirm:: This asks for confirmation.
 #-----------------------------------------------------------------------------
 def update_confirm
   @main_confirm_window.update
   if Input.trigger?(Input::C)
     case @main_confirm_window.index
     when 0 # Yes
       @hp_spent = 0
       @sp_spent = 0
       @str_spent = 0
       @dex_spent = 0
       @agi_spent = 0
       @int_spent = 0
       $game_system.se_play($data_system.decision_se)
       @actor_index = @main_actor_window.index
       @actor = $game_party.actors[@actor_index]
       @main_command.active = true
       @main_actor_window.active = false
       start(@actor_index)
       call_refresh(1)
       @main_confirm_window.active = false
       @main_confirm_window.visible = false
     when 1 # No
       $game_system.se_play($data_system.cancel_se)
       @main_confirm_window.active = false
       @main_confirm_window.visible = false
       @main_command.active = true
     end
   end
 end
 #-----------------------------------------------------------------------------
 # Update Help:: This is the help window
 #-----------------------------------------------------------------------------
 def update_help
   if Input.trigger?(Input::C)
     @main_help.active = false
     @main_help.visible = false
     @main_command.active = true
   end
 end
 #-----------------------------------------------------------------------------
 # Increase Points:: This adds/removes points
 #-----------------------------------------------------------------------------
 def increase_points
   case @main_command.index
   when 0
     if @actor.upgrade_points >= ActorCustomization::Points_needed[0] && @actor.maxhp <= ActorCustomization::Max_hp
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points -= ActorCustomization::Points_needed[0]
       @actor.hp += @hp
       @actor.maxhp += @hp
       @hp_spent += 1
       @actor.used_hp_points += 1
       call_refresh(0)
     else
       call_sound
     end
   when 1
     if @actor.upgrade_points >= ActorCustomization::Points_needed[1] && @actor.maxsp <= ActorCustomization::Max_sp
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points -= ActorCustomization::Points_needed[1]
       @actor.sp += @sp
       @actor.maxsp += @sp
       @sp_spent += 1
       @actor.used_sp_points += 1
       call_refresh(0)
     else
       call_sound
     end
   when 2
     if @actor.upgrade_points >= ActorCustomization::Points_needed[2] && @actor.str <= ActorCustomization::Max_str
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points -= ActorCustomization::Points_needed[2]
       @actor.str += @str
       @actor.hp += (@actor.str * ActorCustomization::Amount_to_raise) if ActorCustomization::Raise_hp_with_strength == true
       @str_spent += 1
       @actor.used_str_points += 1
       call_refresh(0)
     else
       call_sound
     end
   when 3
     if @actor.upgrade_points >= ActorCustomization::Points_needed[3] && @actor.dex <= ActorCustomization::Max_dex
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points -= ActorCustomization::Points_needed[3]
       @actor.dex += @dex
       @dex_spent += 1
       @actor.used_dex_points += 1
       call_refresh(0)
     else
       call_sound
     end
   when 4
     if @actor.upgrade_points >= ActorCustomization::Points_needed[4] && @actor.agi <= ActorCustomization::Max_agi
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points -= ActorCustomization::Points_needed[4]
       @actor.agi += @agi
       @agi_spent += 1
       @actor.used_agi_points += 1
       call_refresh(0)
     else
       call_sound
     end
   when 5
     if @actor.upgrade_points >= ActorCustomization::Points_needed[5] && @actor.int <= ActorCustomization::Max_int
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points -= ActorCustomization::Points_needed[5]
       @actor.int += @int
       @actor.maxsp += (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
       @actor.sp += (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
       @int_spent += 1
       @actor.used_int_points += 1
       call_refresh(0)
     else
       call_sound
     end
   end
 end
 #-----------------------------------------------------------------------------
 # Decrease Points:: This is where points are removed
 #-----------------------------------------------------------------------------
 def decrease_points
   case @main_command.index
   when 0
     if @actor.used_hp_points != 0
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points += ActorCustomization::Points_needed[0]
       @actor.hp -= @hp
       @actor.maxhp -= @hp
       @hp_spent -= 1
       @actor.used_hp_points -= 1
       call_refresh(0)
     else
       call_sound
     end
   when 1
     if @actor.used_sp_points != 0
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points += ActorCustomization::Points_needed[1]
       @actor.sp -= @sp
       @actor.maxsp -= @sp
       @sp_spent -= 1
       @actor.used_sp_points -= 1
       call_refresh(0)
     else
       call_sound
     end
   when 2
     if @actor.used_str_points != 0
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points += ActorCustomization::Points_needed[2]
       @actor.hp -= (@actor.str * ActorCustomization::Amount_to_raise) if ActorCustomization::Raise_hp_with_strength == true
       @actor.str -= @str
       @str_spent -= 1
       @actor.used_str_points -= 1
       call_refresh(0)
     else
       call_sound
     end
   when 3
     if @actor.used_dex_points != 0
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points += ActorCustomization::Points_needed[3]
       @actor.dex -= @dex
       @dex_spent -= 1
       @actor.used_dex_points -= 1
       call_refresh(0)
     else
       call_sound
     end
   when 4
     if @actor.used_agi_points != 0
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points += ActorCustomization::Points_needed[4]
       @actor.agi -= @agi
       @agi_spent -= 1
       @actor.used_agi_points -= 1
       call_refresh(0)
     else
       call_sound
     end
   when 5
     if @actor.used_int_points != 0
       $game_system.se_play($data_system.decision_se)
       @actor.upgrade_points += ActorCustomization::Points_needed[5]
       @actor.sp -= (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
       @actor.maxsp -= (@actor.int * ActorCustomization::Amount_to_raise2) if ActorCustomization::Raise_sp_with_intelligence == true
       @actor.int -= @int
       @int_spent -= 1
       @actor.used_int_points -= 1
       call_refresh(0)
     else
       call_sound
     end
   end
 end
 #-----------------------------------------------------------------------------
 # Call Sound:: Play the error sound
 #-----------------------------------------------------------------------------
 def call_sound
   $game_system.se_play(RPG::AudioFile.new(ActorCustomization::Error_sound))
 end
end  
#-------------------------------------------------------------------------------
# End Main ActorCustomization Section.
# Below you will find the method used to add points at level-up
# as well as all of the windows that are needed.
#-------------------------------------------------------------------------------
# Game_Actor:: Alias methods
#    Create points for actors and add points at level_up
#-------------------------------------------------------------------------------
class Game_Actor < Game_Battler
 attr_accessor :upgrade_points
 attr_accessor :used_hp_points
 attr_accessor :used_sp_points
 attr_accessor :used_str_points
 attr_accessor :used_dex_points
 attr_accessor :used_agi_points
 attr_accessor :used_int_points
 # Aliases
 alias synthesize_ac_setup setup
 alias synthesize_ac_battle exp=
 #-----------------------------------------------------------------------------
 # Setup
 #-----------------------------------------------------------------------------
 def setup(actor_id)
   synthesize_ac_setup(actor_id)
   @upgrade_points = 0
   @used_hp_points = 0
   @used_sp_points = 0
   @used_str_points = 0
   @used_dex_points = 0
   @used_agi_points = 0
   @used_int_points = 0
 end
 #-----------------------------------------------------------------------------
 # Add Points
 #-----------------------------------------------------------------------------
 def exp=(exp)
   @exp = [[exp, 9999999].min, 0].max
   # Level up
   while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
     @level += 1
     @upgrade_points += ActorCustomization::Points_gained_at_levelup
     # Learn skill
     for j in $data_classes[@class_id].learnings
     if j.level == @level
         learn_skill(j.skill_id)
       end
     end
   end
   synthesize_ac_battle(exp)
   $scene = Scene_AC.new if ActorCustomization::Call_after_battle == true
 end
end
#-------------------------------------------------------------------------------
# Begin AC windows
#      Here you will find all of the contents that make up AC.
#-------------------------------------------------------------------------------
# Actor Window
#-------------------------------------------------------------------------------
class Window_AC_Actor < Window_Selectable
 #-----------------------------------------------------------------------------
 # Initialize
 #-----------------------------------------------------------------------------
 def initialize
   super(0, 0, ActorCustomization::Actor_window_width, ActorCustomization::Actor_window_height)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.active = false
   self.index = -1
   @item_max = $game_party.actors.size
   @column_max = 2
   draw_actor
   self.active = false
   self.index = 0
 end
 #-----------------------------------------------------------------------------
 # Draw_Actor
 #-----------------------------------------------------------------------------
 def draw_actor
   for i in 0...$game_party.actors.size
     actor = $game_party.actors[i]
     self.contents.draw_text(65, 50, 100, 100, $game_party.item_number(1).to_s)
     x = i * 65
     y = 50
     draw_actor_graphic(actor, x + 20, y)
   end
 end
 #--------------------------------------------------------------------------
 # * Cursor Rectangle Update
 #--------------------------------------------------------------------------
 def update_cursor_rect
   self.cursor_rect.set(0 + index * 65, 0, 40, 54)
 end
end
#-------------------------------------------------------------------------------
# Window_AC_Status
#-------------------------------------------------------------------------------
class Window_AC_Status < Window_Base
 #-----------------------------------------------------------------------------
 # Initialize
 #-----------------------------------------------------------------------------
 def initialize(actor)
   super(32, 32, ActorCustomization::Main_status_width, ActorCustomization::Main_status_height)
   self.contents = Bitmap.new(width - 32, height- 32)
   refresh(actor)
 end
 #-----------------------------------------------------------------------------
 # Refresh
 #-----------------------------------------------------------------------------
 def refresh(actor)
   self.contents.clear
   draw_actor_graphic(actor, 35, 50) if ActorCustomization::Draw_face == false
   draw_actor_face(actor, 35, 50) if ActorCustomization::Draw_face == true
   draw_actor_class(actor, 85, 20)
   draw_actor_name(actor, 80, 0)
   draw_actor_level(actor, 176, 0)
   draw_actor_hp(actor, 4, 68, 172)
   self.contents.font.color = system_color
   self.contents.draw_text(165, 12, 100, 100, "Points used:")
   self.contents.draw_text(165, 60, 100, 50, "#{$data_system.words.hp}:   #{actor.used_hp_points}", 2)
   self.contents.draw_text(165, 84, 100, 50, "#{$data_system.words.sp}:    #{actor.used_sp_points}", 2)
   self.contents.draw_text(165, 120, 100, 50, "#{$data_system.words.str}:    #{actor.used_str_points}", 2)
   self.contents.draw_text(165, 144, 100, 50, "#{$data_system.words.dex}:    #{actor.used_dex_points}", 2)
   self.contents.draw_text(165, 168, 100, 50, "#{$data_system.words.agi}:    #{actor.used_agi_points}", 2)
   self.contents.draw_text(165, 192, 100, 50, "#{$data_system.words.int}:    #{actor.used_int_points}", 2)
   draw_actor_sp(actor,4, 90, 172)
   draw_actor_parameter(actor, 4, 132, 3)
   draw_actor_parameter(actor, 4, 156, 4)
   draw_actor_parameter(actor, 4, 180, 5)
   draw_actor_parameter(actor, 4, 204, 6)
   self.contents.font.color = system_color
   self.contents.draw_text(175, 205, 100, 100, "Points:")
   self.contents.font.color = normal_color
   self.contents.draw_text(165, 205, 100, 100, actor.upgrade_points.to_s, 2)
 end
 #-----------------------------------------------------------------------------
 # Draw_Face
 #-----------------------------------------------------------------------------
 def draw_actor_face(actor, x, y)
   @face = Sprite.new
   @face.bitmap = RPG::Cache.picture(actor.character_name + "_face")
   @face.x = x
   @face.y = y
   @face.z = 9999
 end
 #-----------------------------------------------------------------------------
 # Clear Face
 #-----------------------------------------------------------------------------
 def clear_face
   @face.dispose
 end
end
#-------------------------------------------------------------------------------
# Window_Main_Help::  This draws the help contents
#-------------------------------------------------------------------------------
class Window_AC_Help < Window_Base
 def initialize
   super(0, 0, ActorCustomization::Main_help_width, ActorCustomization::Main_help_height)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 def refresh
   self.contents.draw_text(0, 0, 350, 30, "1.) Select the character to edit", 1)
   self.contents.draw_text(0, 24, 350, 30, "2.) Use the arrow keys to add/remove points", 1)
   self.contents.draw_text(0, 48, 400, 30, "3.) The characters stats will increase depending on the stat chosen.", 1)
   self.contents.draw_text(0, 72, 450, 30, "4.) You can see how many points are in each stat with the display window.", 1)
   self.contents.draw_text(0, 96, 450, 30, "5.) Always use up all of your stat points.", 1)
   self.contents.draw_text(0, 120, 450, 30, "6.) Once complete, press the cancel key to return to your adventure.", 1)
   self.contents.draw_text(0, 144, 450, 30, "Press the ENTER key to close this window.", 2)
 end
end
#-------------------------------------------------------------------------------
# MenuStatus:: Draw points/level-up display in the menu
#    Note: This feature may/may not work with a CMS
#-------------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
 alias synthesize_menu_refresh refresh
 def refresh
   synthesize_menu_refresh
   for i in 0...$game_party.actors.size
     x = 64
     y = i * 116
     actor = $game_party.actors[i]
     if actor.upgrade_points != 0 && ActorCustomization::Draw_levelup_notice_in_menu == true
       self.contents.font.color = system_color
       w = contents.text_size(actor.name).width
       self.contents.draw_text(x + w, y, 100, 30, "#{ActorCustomization::Levelup_text}")
     end
     self.contents.font.color = system_color
     self.contents.draw_text(x + 225, y, 100, 30, "#{ActorCustomization::Point_name}") if ActorCustomization::Draw_point_in_menu == true
     self.contents.font.color = normal_color
     self.contents.draw_text(x + 346, y, 50, 30, "#{actor.upgrade_points}") if ActorCustomization::Draw_point_in_menu == true
   end
 end
end
#-------------------------------------------------------------------------------
# Data_Points:: This class is designed to make it easier to add/remove points
# with a call script command.
#-------------------------------------------------------------------------------
class Data_Points
 #-----------------------------------------------------------------------------
 # Add points to target member
 #-----------------------------------------------------------------------------
 def add(amount, member)
   $game_party.actors[member].upgrade_points += amount
 end
 #-----------------------------------------------------------------------------
 # Remove target member points
 #-----------------------------------------------------------------------------
 def remove(amount, member)
   add(-amount, member)
 end
 #-----------------------------------------------------------------------------
 # Return target member points
 #-----------------------------------------------------------------------------
 def view(member)
   return $game_party.actors[member].upgrade_points
 end
 #-----------------------------------------------------------------------------
 # Check if member has X points. Return result
 #-----------------------------------------------------------------------------
 def checksum(amount, member)
   if $game_party.actors[member].upgrade_points >= amount
     return true
   else
     return false
   end
 end
 #-----------------------------------------------------------------------------
 # Add max HP to target member
 #-----------------------------------------------------------------------------
 def add_maxhp(amount, member)
   $game_party.actors[member].maxhp += amount
 end
 #-----------------------------------------------------------------------------
 # Add HP to target member
 #-----------------------------------------------------------------------------
 def add_hp(amount, member)
   $game_party.actors[member].hp += amount
 end
 #-----------------------------------------------------------------------------
 # Add MaxSP to target member
 #-----------------------------------------------------------------------------
 def add_maxsp(amount, member)
   $game_party.actors[member].maxsp += amount
 end
 #-----------------------------------------------------------------------------
 # Add SP to target member
 #-----------------------------------------------------------------------------
 def add_sp(amount, member)
   $game_party.actors[member].sp += amount
 end
 #-----------------------------------------------------------------------------
 # Add str to target member
 #-----------------------------------------------------------------------------
 def add_str(amount, member)
   $game_party.actors[member].str += amount
 end
 #-----------------------------------------------------------------------------
 # Add dex to target member
 #-----------------------------------------------------------------------------
 def add_dex(amount, member)
   $game_party.actors[member].dex += amount
 end
 #-----------------------------------------------------------------------------
 # Add Int to target member
 #-----------------------------------------------------------------------------
 def add_int(amount, member)
   $game_party.actors[member].int += amount
 end
 #-----------------------------------------------------------------------------
 # Restore Target members HP and SP
 #-----------------------------------------------------------------------------
 def restore(member)
   $game_party.actors[member].hp = $game_party.actors[member].maxhp
   $game_party.actors[member].sp = $game_party.actors[member].maxsp
 end
end
#-------------------------------------------------------------------------------
# Command_New_Game:: Store Data_Points into a variable
#-------------------------------------------------------------------------------
class Scene_Title
 alias synthesize_commandnewgame_ac command_new_game
 def command_new_game
   synthesize_commandnewgame_ac
   $data_points = Data_Points.new
 end
end
#===============================================================================
#   * This script will not work with RMVX. A VX version is in the works. *
#===============================================================================
# Written by Synthesize
# Version 6.0.1
# January 21, 2008
#===============================================================================
# Actor Customization!   ----  RMXP Version
#===============================================================================


sorry if this is asking to much this one of the major things needed done for the project and if this can be done it will be smooth sailing. I only put up this request here cause well this the place with the best scripters for this stuff :) .

*note: make it compatible with BlizzABS as well
50
Resources / RMXP pokemon sprites :)
August 16, 2011, 09:35:09 pm
well i do have a large portion of pokemon RMXP graphics that i have gathered here and there and all that,
so i figured id share some with y'all well because, come on I'TS POKEMON!

http://dl.dropbox.com/u/23944903/resources/pokemon%20hero%20sprites.rar

(added link sue to there being a good bit of them.
51
Hey it has been awhile CP i hate to have been away for a while and come back and ask for some help  :(

well i have been having some issues with re-sizing some sprites i had managed to located an old game folder for
and old project i have been wanting to complete and had a computer crash and i thought it was gone for those you who is wondering what the project is you can find it here, it is called "Wanderer".

now I have managed to gather the things I need to make the sprites and what,and i have been putting together sprite sheets
but the problem(s) i have is that some of them are a wee bit to small compared to some of the other sprites i am using.
i will post up and example which will be below,also if you notice that the sprites that need re-sizing are a lot brighter too.
Now I won't lie to you think will more than likely end up being a fairly big project with this due to i have a lot of sprites to deal with.But as i have said i can put the sprite sheets together myself all i am needing help with is re-sizing them. so if anyone has the spare time or is willing to help me out with this i would appreciate it.

If i had the money to spare i would pay,but with a baby and bills gone up it eats all my money,all i can offer if i manage to complete the game i can give whomever helps me a special version of the game(with extra features).

i am not very good at spriting when i have tried the image distorts etc. i can't for the life of me do it (i am a failure :( ).
And your the bunch i could only think of turning to with this.


here is an example of what i mean,the 2 "creatures" LOL,should be larger than the person and they are just a little bit shorter than he is and much more vibrant(the color ain't the big troubles i have,but if can to made to resemble the color hue of the person thats just a plus).

Spoiler: ShowHide


I will compile a folder together of the sprites i need re-sizing to a download for whom ever does help with this.
I am really wanting to try at completing "Wanderer" this is the one RMXP game i have worked one that i do want to complete, since there are scripts out now that do what i have been looking for :) .

here is a example of how it looks during test play:
Spoiler: ShowHide
52
Resource Requests / Simple Resizing
June 08, 2011, 04:29:22 am
Hey y'all I need some help resizing 4 battlers i done edited them to look like the character sprites they are for,but every time i try to resize them the come out all deformed looking and well it is beginning to bother so I am asking for help.

you may notice that the battlers will be a bit on the small side but they fit in with my battle system that way,the battlers that need resizing are for the player party. The picture i will have up has the battlers that need resizing in it and their is a enemy for a reference on how much they need to be resized.

the picture:( text in the picture explain pretty much what i have said in this topic.)
Spoiler: ShowHide

http://www.sendspace.com/file/iy1f40 <--link to the picture seen above for battlers to edit.



                                    Thank you for your time,
                                                Your Lovable CP Turtle Spoofus
53
I been trying to edit something in this CBS script of mine and well I'm stumped

in the script you'll notice the character face section but it uses the character's name for the face picture and what i was wondering is if it is possible to have based off a character's sprite instead of the character's name?

here is the script:
Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Sideview CBS Layout by Nortos Edited by Spoofus
# Version: 1.0b
# Date 3/1/08
#
# Compatibility:
#
# May not be compatible with SDK's not tested though.
# your old savegames. Can cause incompatibilty issues with following scripts
# and/or systems:
# - exotic CBS-es
# Features:
# Enemy and Ally Health bars
# CBS Facesets
# Nifty nice layout
#
# Instructions:
# For a charecters faceset you must write their faces in the picture folder
# but with _Face at the end of the actors name, remember to put the two health
# bar scripts in this into your project as well
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Credits and thanks:
# Credits go to Nortos for this main CBS script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# If you find any bugs, please report them here:
# http://www.chaosproject.co.nr
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# ** class Window_Base
#------------------------------------------------------------------------------
#  Face functions, the charecters face is just their name than _face e.g Arshes_Face
#==============================================================================
class Window_Base < Window
  def face
    face = RPG::Cache.picture("")
  end 
 
  def draw_face(actor,x,y)
    face = RPG::Cache.picture(actor.name + "_face") rescue face
    fw = face.width
    fh = face.height
    src_rect = Rect.new(0, 0, fw, fh)
    self.contents.blt(x , y - fh, face, src_rect)   
  end
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(450, 110, 190, 370)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 14
    self.back_opacity = $game_system.window_opacity #**
    self.contents.font.bold = true
    self.contents.font.name = "Tahoma"
    @level_up_flags = [false, false, false, false]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end
  #--------------------------------------------------------------------------
  # * Set Level Up Flag
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def level_up(actor_index)
    @level_up_flags[actor_index] = true
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_y = i * 83 + 0
      draw_actor_name(actor, 10, actor_y)
      draw_actor_hp(actor, 45, actor_y + 18, 100)
      draw_actor_sp(actor, 61, actor_y + 45, 100)
      draw_face(actor, 10, actor_y + 70)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(140, actor_y, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, 30, actor_y + 50)
      end
    end
  end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class determines the x and y coordinates of each of the battlers
#  to change them yourself should be easy enough
#==============================================================================
class Game_Actor
  def screen_x
    x_positions = [490, 430, 430, 430]
  if self.index != nil
      return x_positions[self.index]
    else
      return 0
    end
  end
#  #--------------------------------------------------------------------------
  def screen_y
    y_positions = [190, 240, 350, 460]
    if self.index != nil
      return y_positions[self.index]
    else
      return 0
    end
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class is all the kinks I had to change to the battle scene
#  I edited the windows mainly a bit
#==============================================================================

class Scene_Battle
  def main
    # Initialize each kind of temporary battle data
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    # Initialize battle event interpreter
    $game_system.battle_interpreter.setup(nil, 0)
    # Prepare troop
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    # Make actor command window
    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command_New.new(140, [s1, s2, s3, s4])
    @actor_command_window.x = 310
    @actor_command_window.y = 320
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.index = -1
    # Make other windows
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.back_opacity = $game_system.window_opacity #**
    @party_command_window.back_opacity = $game_system.window_opacity #**
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    @message_window = Window_Message.new
    # Make sprite set
    @spriteset = Spriteset_Battle.new
    # Initialize wait count
    @wait_count = 0
    # Execute transition
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    # Start pre-battle phase
    start_phase1
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Refresh map
    $game_map.refresh
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose
    @message_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    # Dispose of sprite set
    @spriteset.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
    # If switching from battle test to any screen other than game over screen
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end
 
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : skill selection)
  #--------------------------------------------------------------------------
  def update_phase3_skill_select
    # Make skill window visible
    @actor_command_window.index = 0
    @actor_command_window.visible = true
    @skill_window.visible = true
    @skill_window.z = 255
    # Update skill window
    @skill_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End skill selection
      end_skill_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the skill window
      @skill = @skill_window.skill
      # If it can't be used
      if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.skill_id = @skill.id
      # Make skill window invisible
      @skill_window.visible = false
      # If effect scope is single enemy
      if @skill.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @skill.scope == 3 or @skill.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End skill selection
        end_skill_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : item selection)
  #--------------------------------------------------------------------------
  def update_phase3_item_select
    # Make item window visible
    @actor_command_window.index = 0
    @actor_command_window.visible = true
    @item_window.visible = true
    @item_window.z = 255
    # Update item window
    @item_window.update
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # End item selection
      end_item_select
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      @item = @item_window.item
      # If it can't be used
      unless $game_party.item_can_use?(@item.id)
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.item_id = @item.id
      # Make item window invisible
      @item_window.visible = false
      # If effect scope is single enemy
      if @item.scope == 1
        # Start enemy selection
        start_enemy_select
      # If effect scope is single ally
      elsif @item.scope == 3 or @item.scope == 5
        # Start actor selection
        start_actor_select
      # If effect scope is not single
      else
        # End item selection
        end_item_select
        # Go to command input for next actor
        phase3_next_actor
      end
      return
    end
  end
 
  def start_phase2
    # Shift to phase 2
    @phase = 2
    # Set actor to non-selecting
    @actor_index = -1
    @active_battler = nil
    # Enable party command window
    @party_command_window.active = true
    @party_command_window.visible = true
    @party_command_window.index = 0
    # Disable actor command window
    @actor_command_window.active = false
    @actor_command_window.visible = true
    @actor_command_window.index = -1
    # Clear main phase flag
    $game_temp.battle_main_phase = false
    # Clear all party member actions
    $game_party.clear_actions
    # If impossible to input command
    unless $game_party.inputable?
      # Start main phase
      start_phase4
    end
  end
 
  def update_phase3_basic_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @actor_command_window.index = 0
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
      return
    end
  end
 
    def phase3_setup_command_window
    # Disable party command window
    @party_command_window.active = false
    @party_command_window.visible = true
    #@party_command_window.opacity = 160
    @party_command_window.index = -2
    # Enable actor command window
    @actor_command_window.active = true
    @actor_command_window.visible = true
    # Set actor command window position
    # Set index to 0
    @actor_command_window.index = 0
  end
end

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

class Window_Command_New < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # Compute window height from command quantity
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.back_opacity = $game_system.window_opacity #**
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(3, 32 * index, self.contents.width - 6, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end

54
Script Requests / agility based turns
April 14, 2011, 08:09:20 am
hey y'all been awhile

i have this request i been meaning to put up for a good while now just never had the chance to do it.

my request is this,
know how in the default RMXP battle system when it comes to the player turn all the party members take their turns at the same time.
i pretty much want that changed,instead of that happening i was wanting it to where when a party members turn to be based on agility or hell if you could implement a new and call it speed that would work too.but to pretty much sum it up i just really want agility to affect turn orders,as in the higher the agility the sooner the turn,this would effect enemies as well.

i have found a CBS that uses the agility to determine turn order but i tend to get errors trying to get it to work with how my system is now.(from this CBS i found i tried taking the agility affecting turns only parts from it and combining it to mine and i get one error after another,i have tried everything i think would work and it has just been giving on hell of a headache in return.)

now my system it pretty much the default battle system that has a heavily edited look to it,i still want the rest of the battle system to stay the way it is with the exception of the turns based on agility, but whom ever wants to help me out on this i can provide my scripts that i currently have and the agility based CBS i found that gives nothing but error for me :(
55
hey y'all lets just say i tend to get very bored at work so i'll do some random things and i happen to pick up a pen and paper and started writing some things that came to mind and well, something was born and i share it with you all.

Story idea:
Spoiler: ShowHide
A exploration space vessel is on it's way to resupply at one of the newly established colonies on the planet Erias in the Bolas system.While en route to the destination the vessel is hit by a strange pulse wave that seemed to come out of no where and is forced to make a crash landing on a nearby planet.After the vessel broke the planets atmosphere it crashes into a mountain range nearly burying all the way into it,but remains intact thanks to the shields the vessel's crew put up before impact.After dealing with casualty and damage reports,the crew of the vessel begin repairs and try to figure out where they have landed and what was the cause of the strange pulse wave.

During the repairs of the vessel a strange seed like object was found on the outside of the hull,unable to figure out what it was it was taken the vessel's lab to studies.While the seed object test begin and repairs continue,the survey teams of the ship find data in the logs of the planet they landed on according to their co-ordinances.According to the records this planet  is referred to as "Stala" and is inhabited by a wide multitude of creatures and humanoids,one of which is nearly identical to humans.The technology level of this planet is nearly the same as that of Earth's medieval era, as well they use a technique that is the same as the *"Rune Arts" that the people of Earth were taught to use,but unlike earthlings that require a special device to aid in using these arts, the people of this planet are able to use it naturally, which may evident that this planet may be the the birth place of "Rune Arts".Upon further digging into the records of this planet a mention of a ancient lore that tells of "Tears of the Gods" falling from the sky after a wave of violet races across the sky blocking out the sun and moon alike, one of the images on record from ruins that were surveyed when earthling first explored the star system resembles that of the seed like object that was found on the ship's outer hull and "wave of violet" more than likely refers to to a pulse wave like the one that hit the exploration vessel.So a decision is made to send out a scout to a nearby town or settlement to gather some information to see if the seed object and pulse wave are connected in anyway.

After gathering some interesting information the scout that was sent out returns to the vessel to report his findings,but  finds out that is abandoned,the crew had just vanished out of no where without any signs of a struggle or anything, except for one piece of evidence in a data log which contained research results on the seed object, from what the data shows there was some interesting results on it, and the voice log on file that takes place a day before the scout returned, and some bizarre journal entries mentions some things that are vague but may hold a clue as to what has happened.After transferring all the data on the seed object and the other entries that had taken since he had left to his *P.A.W.S device,and collecting the seed object, he sets out to find some answers.


Things to know:
Spoiler: ShowHide

Rune Arts: the people of earth are given the means to use these arts from a extraterrestrial race known as the "Zerians" as a way of showing                              friendship and a peaceful co-existence.

P.A.W.S: or as the people of earth call them Portable Assistance Wrist System(ironically is actual a glove device) , is one of the many technologies given to the people of earth thats helps enable them to use rune arts as well acts a computer being able to display a multitude of things.

Zerians: this race of extraterrestrials some what resemble angels.They come to earth after they noticed some of the planets of the earth's solar system had been destroyed by a series of meteor impacts and some of those planet's fragments hitting the earth.They decide to help the earthlings by giving them technology that will help them find a new home amongst the stars as well as to assist in their daily lives.
56
Video Games / Monster Hunter Portable 3rd
February 04, 2011, 11:42:35 am
MONSTER HUNTER PORTABLE 3rd  (oh yeah!)

I may be one of the few who actually play this game on this forum,but man this game is great, in my neighborhood I have my cousin and a few friends I play this with so we always quest with a full team. this game does take a degree of learning monster movements to know which attack they are going to use, which typically is my role to tell the team of what attack is coming it seems, the others have trouble noticing what attack is coming . :<_<:

but this game is great for killing time and fun for people who like to take down big boss monsters, now it will start off kinda slow to get equipment that is decent and to get to the bigger monsters to fight,but once you do the fights can be epic(especially the huge monsters that are so big they cant fit on the screen) but the game is best when you play with a full party of hunters( the more people in your party the stronger the monsters will get)

but all in all I highly recommend this game I been a big fan of it since the first one was released on PS2.

now if those of you one here who has a modded psp and want to play this game I can provide you a link via PM but if you notice the game has no english release yet,but have no fear there is a translation patch out that has most of the game translated which I will provide too, along with in help on how to patch it.  :)
also if you need any advice on stuff in this i'll give the best advice I can.

                     Happy Hunting
57
Resource Requests / looking for a good ruin(s) tilesets
November 04, 2010, 07:27:19 pm
hey yall im looking for a good ruin(s) interior and outers
i have looked on other rm communities and either the photos of them are deleted or moved
and the tilesets they tend to have in their resource sections i already have.
58
Electronic and Computer Section / an odd error
November 04, 2010, 05:01:45 pm
hey i been getting this error for the past week or so and i have done everything i can think of to get rid of it.
it only comes up as soon as i to to my desktop and no other time.
its kinda bothering me cause i have ran anti-virus and everything else i could think it might be i took a pic of the error
im hoping somebody might be able to help me out,from what i can tell the error isnt doing any harm but i could be wrong.

The Error message:
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59
New Projects / Wanderer:Relics from the Past
November 03, 2010, 08:48:36 am
hey y'all a while back i lost all my RMXP stuff do to a series of bad storms that ended up frying all the electrical cables in my house,killing my computer,tv, and pretty much every other electronic that was plugged in.

but im back on my feet now, and i got a new game in the works and thanks to Yin my battle system was finished yesterday.

Game Title:
  Wanderer:Relics from the Past  

The game is about the protagonist(you) gets hired to help investigate some ruins found in the woods near a small fishing town.
Upon finishing the job the protagonist is asked if he/she would be willing to go around the world looking for more artifacts like the one just found, upon agreeing to shake the mans hand and he cast a unknown spell on you,telling you its a contract curse but he doesn't tell you what it does exactly.and to help keep an eye on you he is sending the archeologist that asked you to come,as well to help locate where these artifacts are.The only clue you are given is that there is 20 or so of these around the world,and after you have found all of these relics you are to bring them to the continent to the south.

Features:
Spoiler: ShowHide
A huge edit of the 3-Man CBS Nortos had done for me along time ago(and thanks to Yin it is finished)
RO job/skill script
Stormtronics menu
several features from TONS
and i cant decide on doing the
Custom stat growth script or keeping the traditional
leveling system(please give suggestions on what you as the player would prefer)
players will not find party members through the story line,instead the player hires mercenaries
to help in battles.


Characters:
Spoiler: ShowHide
Protagonist:
weapon:Bo(poles)
The protagonist gets caught up in things far beyond than he/she intended from what seemed liked a typical
job.after finding a requested item for a man,and upon delivering it is asked to take on another job,but wasn't so
much asked more like forced into to it and now has no choice but to obliged.(guess nice people do lose in the end)

Rudolf:
(does not participate in battles)
The archeologist who was sent to out to find someone to help retrieve a relic found in a newly discovered cave system
and after a series of rejections he came across the protagonist by pure luck,who agreed to help.but Rudolf had no idea
that his boss would go so far as he did.


Screenshots:
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more either today or sometime later.

Credit:(people who have help me in some way and whoms material i am using)
Spoiler: ShowHide
Blizzard
Nortos
Yin
Game_Guy
S_N
and various others
60
Electronic and Computer Section / my Processor
November 02, 2010, 06:14:01 am
processor in my pc:AMD Athlon processor TF-20 1.6Ghz
any one know if this processor is equal,worse, or better than 3.1Ghz Intel P3?
everytime i try to find info on the processor i get stuff that doesn't help me a single bit
im just curious cause i been playing the megaten mmo and the min. requirement is the 3.1Ghz Intel P3
and im running it fairly well although it is in low graphic specs(which doesnt bother me)

i have been bothered by this for awhile now and im just wonderign if any of you know anything on this.