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Messages - edwardthefma

121
ok well my post is fixed :)  i hope sombody will like it :)
122
eash maby you guys can t read first of all this is not a request for any thing  second it is not a evented  system it is just a
mini game maid with events
123
New Projects / Re: lets kill fariys
May 16, 2009, 01:25:02 pm
dang hold on  it hant bean up 10 seconds lemme fix my post eash
124
THIS WAS MADE BY edwardthefma!
fairy killer minigame
Version: 1.0
Type: Miscellaneous



Introduction
ok you have 3 minuets to kill 110 fariys


Features


  • the fun of killing fairys



Screenshots

None needed


Demo

Megaupload


Instructions
this needs blizz abs to work and it also needs to be used with a bow or a ranged weapon
and the range of the weapon needs to be at least 20 spaces wen copying rember to have you variables set correctly


Credits and Thanks
blizzerd and juan and namkcor

  • edwardthefma



Author's Notes
none yet

125
ok it is some custom script a friend of myn did for me but it has a bug he is having trouble fixing
the scrip allows you to post a random photo from a list but in trying to make it not do back to back photos
we encountered a problem whare it rembers the entier list of photos and refuses to show any more once it has bean displayed
for this script he moded Game_System and Scene_Map and added 2 other small  scripts
he used the call $photo = 1 to call for a random photo
GAME_system http://www.megaupload.com/?d=ZK65WR9I is a demo
Spoiler: ShowHide
Game_System
  #--------------------------------------------------------------------------
  # * Variables Globales
  #--------------------------------------------------------------------------
  attr_reader   :map_interpreter          # Int�rprete de eventos en mapa
  attr_reader   :battle_interpreter       # Int�rprete de eventos en batalla
  attr_accessor :timer                    # Temporizador
  attr_accessor :timer_working            # Temporizador funcionando
  attr_accessor :save_disabled            # Llamada a Guardar deshabilitado
  attr_accessor :menu_disabled            # Llamada a Men� deshabilitado
  attr_accessor :encounter_disabled       # Encuentro de enemigos deshabilitado
  attr_accessor :message_position         # Opci�n de Mensaje:Posici�n de la Ventana
  attr_accessor :message_frame            # Opci�n de Mensaje: Marco
  attr_accessor :save_count               # Contador de Partidas Guardadas
  attr_accessor :magic_number             # N�mero de Magia
  attr_accessor :unshowedphotos
  attr_reader   :photos
  #--------------------------------------------------------------------------
  # * Inicio de Objetos (Aqu� se agrega el valor inicial a cada variable)
  #--------------------------------------------------------------------------
  def initialize
    @map_interpreter = Interpreter.new(0, true)
    @battle_interpreter = Interpreter.new(0, false)
    @timer = 0
    @timer_working = false
    @save_disabled = false
    @menu_disabled = false
    @encounter_disabled = false
    @message_position = 2
    @message_frame = 0
    @save_count = 0
    @magic_number = 0
    @photos = ['1.jpg','2.jpg','4.jpg',5jpg','6.jpg','7.jpg','8.jpg']
    @unshowedphotos = @photos
  end
  #--------------------------------------------------------------------------
  # * Play Background Music
  #     bgm : background music to be played
  #--------------------------------------------------------------------------
  def bgm_play(bgm)
    @playing_bgm = bgm
    if bgm != nil and bgm.name != ""
      Audio.bgm_play("Audio/BGM/" + bgm.name, bgm.volume, bgm.pitch)
    else
      Audio.bgm_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Stop Background Music
  #--------------------------------------------------------------------------
  def bgm_stop
    Audio.bgm_stop
  end
  #--------------------------------------------------------------------------
  # * Fade Out Background Music
  #     time : fade-out time (in seconds)
  #--------------------------------------------------------------------------
  def bgm_fade(time)
    @playing_bgm = nil
    Audio.bgm_fade(time * 1000)
  end
  #--------------------------------------------------------------------------
  # * Background Music Memory
  #--------------------------------------------------------------------------
  def bgm_memorize
    @memorized_bgm = @playing_bgm
  end
  #--------------------------------------------------------------------------
  # * Restore Background Music
  #--------------------------------------------------------------------------
  def bgm_restore
    bgm_play(@memorized_bgm)
  end
  #--------------------------------------------------------------------------
  # * Play Background Sound
  #     bgs : background sound to be played
  #--------------------------------------------------------------------------
  def bgs_play(bgs)
    @playing_bgs = bgs
    if bgs != nil and bgs.name != ""
      Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume, bgs.pitch)
    else
      Audio.bgs_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Fade Out Background Sound
  #     time : fade-out time (in seconds)
  #--------------------------------------------------------------------------
  def bgs_fade(time)
    @playing_bgs = nil
    Audio.bgs_fade(time * 1000)
  end
  #--------------------------------------------------------------------------
  # * Background Sound Memory
  #--------------------------------------------------------------------------
  def bgs_memorize
    @memorized_bgs = @playing_bgs
  end
  #--------------------------------------------------------------------------
  # * Restore Background Sound
  #--------------------------------------------------------------------------
  def bgs_restore
    bgs_play(@memorized_bgs)
  end
  #--------------------------------------------------------------------------
  # * Play Music Effect
  #     me : music effect to be played
  #--------------------------------------------------------------------------
  def me_play(me)
    if me != nil and me.name != ""
      Audio.me_play("Audio/ME/" + me.name, me.volume, me.pitch)
    else
      Audio.me_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Play Sound Effect
  #     se : sound effect to be played
  #--------------------------------------------------------------------------
  def se_play(se)
    if se != nil and se.name != ""
      Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch)
    end
  end
  #--------------------------------------------------------------------------
  # * Stop Sound Effect
  #--------------------------------------------------------------------------
  def se_stop
    Audio.se_stop
  end
  #--------------------------------------------------------------------------
  # * Get Playing Background Music
  #--------------------------------------------------------------------------
  def playing_bgm
    return @playing_bgm
  end
  #--------------------------------------------------------------------------
  # * Get Playing Background Sound
  #--------------------------------------------------------------------------
  def playing_bgs
    return @playing_bgs
  end
  #--------------------------------------------------------------------------
  # * Get Windowskin File Name
  #--------------------------------------------------------------------------
  def windowskin_name
    if @windowskin_name == nil
      return $data_system.windowskin_name
    else
      return @windowskin_name
    end
  end
  #--------------------------------------------------------------------------
  # * Set Windowskin File Name
  #     windowskin_name : new windowskin file name
  #--------------------------------------------------------------------------
  def windowskin_name=(windowskin_name)
    @windowskin_name = windowskin_name
  end
  #--------------------------------------------------------------------------
  # * Get Battle Background Music
  #--------------------------------------------------------------------------
  def battle_bgm
    if @battle_bgm == nil
      return $data_system.battle_bgm
    else
      return @battle_bgm
    end
  end
  #--------------------------------------------------------------------------
  # * Set Battle Background Music
  #     battle_bgm : new battle background music
  #--------------------------------------------------------------------------
  def battle_bgm=(battle_bgm)
    @battle_bgm = battle_bgm
  end
  #--------------------------------------------------------------------------
  # * Get Background Music for Battle Ending
  #--------------------------------------------------------------------------
  def battle_end_me
    if @battle_end_me == nil
      return $data_system.battle_end_me
    else
      return @battle_end_me
    end
  end
  #--------------------------------------------------------------------------
  # * Set Background Music for Battle Ending
  #     battle_end_me : new battle ending background music
  #--------------------------------------------------------------------------
  def battle_end_me=(battle_end_me)
    @battle_end_me = battle_end_me
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # reduce timer by 1
    if @timer_working and @timer > 0
      @timer -= 1
    end
  end
end

Scene_Map
Spoiler: ShowHide
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
################################################################################1
    @window_photo = Window_Photo.new
    @window_photo.visible = false
    @window_photo.active = false
    $photo = 0
################################################################################2
    # Transition run
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
   
  def update
################################################################################1
    if @window_photo.active == true
      if Input.trigger?(Input::C) or Input.trigger?(Input::B)
        $photo = 0
        @window_photo.visible = false
        @window_photo.active = false
      end
    else
################################################################################2
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
################################################################################1
      if $photo == 0
       @window_photo.visible = false
       @window_photo.active = false
      elsif $photo == 1
       @window_photo.refresh
       $photo = 2
      elsif $photo == 2
       @window_photo.visible = true
       @window_photo.active = true
      end
################################################################################2
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
################################################################################1
end
################################################################################2
  end
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end


put custom 1 and 2 above seen_map
custom 1
Spoiler: ShowHide
class Window_Photo < Window_Base

  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @photos = ['1.jpg','2.jpg','4.jpg',5jpg','6.jpg','7.jpg','8']
    @usedphotos = [21]
   
    choose
    #@bitmap = @photos[rand(@photos.length)]
    #@usedphotos.push(@bitmap)
   
    @showedphoto = RPG::Cache.picture(@bitmap)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
   
     choose
     
    @showedphoto = RPG::Cache.picture(@bitmap)
    self.contents.blt(x, y, @showedphoto, Rect.new(0, 0, 640, 480), 255)
  end
 
  def choose
    @bitmap = @photos[rand(@photos.length)]
    @usedphotos.push(@bitmap)
  end
 
end

custom 2
Spoiler: ShowHide
class Window_Photo < Window_Base

  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    #$photos = ['photo1', 'photo2', 'photo3', 'photo4']         
    #@unshowedphotos = $photos
    @bitmap = ""
    @showedphoto = RPG::Cache.picture(@bitmap)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if  $photo == 1 or $photo == 2
     choose
   
    @showedphoto = RPG::Cache.picture(@bitmap)
    self.contents.blt(x, y, @showedphoto, Rect.new(0, 0, 640, 480), 255)
    end
  end
 
  def choose
    @bitmap = $game_system.unshowedphotos[rand($game_system.unshowedphotos.length) - 1]
    begin
  @delphoto = $game_system.unshowedphotos.rindex(@bitmap)
  $game_system.unshowedphotos.slice!(@delphoto)
  rescue
    print "No more pictures"
    @bitmap = ""
    end
  end
end


put custom 1 and 2 above seen_map