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Topics - Dark_Kyu09

1
Hey there, everyone. Not really sure if this is the right place to post, so forgive me if I got it wrong. I do need some help here. I'm currently working on a game project on the RPG Maker VX Ace engine and I'm using one of Moghunter's script, the Battle Result.

So I've got it working, but I stumble into a major problem. It doesn't grant any EXP to the reserved party members. I've already ticked the 'Reserve Party Members' EXP' by the System Settings, but the result is still the same.

The script is in the following here:
Spoiler: ShowHide


#==============================================================================
# +++ MOG - Battle Result (2.0) +++
#==============================================================================
# By Moghunter
# https://atelierrgss.wordpress.com/
#==============================================================================
# Apresentação animada do resultado da batalha.
#==============================================================================
# Arquivos necessários. (Graphics/System)
#
# Result.png
# Result_Layout.png
# Result_Levelup.png
# Result_Levelword.png
# Result_Number_1.png
# Result_Number_2.png
#
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v2.0 - Correção do bug de não ativar o resultado em inimigos ocultos.
#==============================================================================
module MOG_BATLE_RESULT
  #Posição do EXP.
  RESULT_EXP_POSITION = [440,80]
  #Posição do GOLD.
  RESULT_GOLD_POSITION = [476,125]
  #Posição da palavra LeveL UP.
  RESULT_LEVELWORD_POSITION = [0,0]
  #Posição do Level.
  RESULT_LEVEL_POSITION = [230,-7]
  #Posição dos parâmetros
  RESULT_PARAMETER_POSITION = [70,70]
  #Posição da janela de skill.
  RESULT_NEW_SKILL_POSITION = [240,230]
  #Definição da animação de Level UP.
  RESULT_LEVELUP_ANIMATION_ID = 37
end

$imported = {} if $imported.nil?
$imported[:mog_battler_result] = true

#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
  attr_accessor :level_parameter
  attr_accessor :level_parameter_old
  attr_accessor :result
  attr_accessor :battle_end
  attr_accessor :battle_result
   
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  alias mog_result_initialize initialize
  def initialize
      @level_parameter = [] ; @level_parameter_old = []
      @result = false ; @battle_end = false ; @battle_result = false
      mog_result_initialize
  end

  #--------------------------------------------------------------------------
  # ● Sprite Visible
  #--------------------------------------------------------------------------   
  def sprite_visible
      return false if $game_message.visible
      return false if $game_temp.battle_end
      return true
  end   
 
end

#==============================================================================
# ■ Game Actor
#==============================================================================
class Game_Actor < Game_Battler

  #--------------------------------------------------------------------------
  # ● Display_level_up
  #--------------------------------------------------------------------------
  alias mog_result_display_level_up display_level_up
  def display_level_up(new_skills)
      if $game_temp.result
         $game_temp.level_parameter = [@level,new_skills]
         return
      end   
      mog_result_display_level_up(new_skills)
  end

end

#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
 
  #--------------------------------------------------------------------------
  # ● Process Victory
  #--------------------------------------------------------------------------
  def self.process_victory
      @phase = nil
      @event_proc.call(0) if @event_proc
      $game_temp.battle_result = true ;play_battle_end_me ; replay_bgm_and_bgs
      SceneManager.return
      return true
  end
 
end

#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------               
  alias mog_battle_result_pre_terminate pre_terminate
  def pre_terminate
      execute_result if can_enable_battle_result?
      mog_battle_result_pre_terminate
  end 
 
  #--------------------------------------------------------------------------
  # ● Can Enable Battle Result?
  #--------------------------------------------------------------------------   
  def can_enable_battle_result?
      return false if !$game_temp.battle_result
      return true
  end
   
  #--------------------------------------------------------------------------
  # ● Execute Result
  #--------------------------------------------------------------------------                 
  def execute_result
      $game_temp.battle_result = false
      result = Battle_Result.new
      $game_temp.combo_hit[2] = 0 rescue nil if $imported[:mog_combo_count]
      @status_window.visible = false
      if $imported[:mog_battle_command_ex]
         @window_actor_face.visible = false if @window_actor_face != nil
      end
      loop do
           result.update ; @spriteset.update
           Graphics.update ; Input.update
           break if result.victory_phase == 10
      end
      result.dispose
      $game_party.on_battle_end
      $game_troop.on_battle_end
      SceneManager.exit if $BTEST
  end 
 
end

#==============================================================================
# ■ Battle Result
#==============================================================================
class Battle_Result
  include MOG_BATLE_RESULT
 
  attr_accessor :victory_phase
   
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------     
  def initialize
      $game_temp.battle_end = true ; $game_temp.result = true
      @victory_phase = 0 ; @victory_wait_duration = 0
      @fade_result_window = false ; create_victory_sprites
  end
 
  #--------------------------------------------------------------------------
  # ● Create Victory Sprites
  #--------------------------------------------------------------------------   
  def create_victory_sprites
      @result_number = Cache.system("Result_Number_1")
      @result_number2 = Cache.system("Result_Number_2")
      @result_cw = @result_number.width / 10
      @result_ch = @result_number.height / 2         
      @result2_cw = @result_number2.width / 10
      @result2_ch = @result_number2.height / 2 
      create_victory_text ; create_victory_layout ; create_victory_exp
      create_victory_gold ; create_window_treasure
  end 

  #--------------------------------------------------------------------------
  # ● Victory Wait ?
  #--------------------------------------------------------------------------       
  def victory_wait?
      return false if @victory_wait_duration <= 0
      @victory_wait_duration -= 1
      return true
  end     
 
  #--------------------------------------------------------------------------
  # ● End Victory
  #--------------------------------------------------------------------------   
  def end_victory
      @victory_wait_duration = 10 ; dispose
  end
 
  #--------------------------------------------------------------------------
  # ● Create Victory Layout
  #--------------------------------------------------------------------------     
  def create_victory_layout
      return if @victory_layout_sprite != nil
      @victory_layout_sprite = Sprite.new
      @victory_layout_sprite.z = 1001
      @victory_layout_sprite.bitmap = Cache.system("Result_Layout")
      @victory_layout_sprite.zoom_x = 2.0
      @victory_layout_sprite.opacity = 0
  end 
 
  #--------------------------------------------------------------------------
  # ● Create Victory Text
  #--------------------------------------------------------------------------     
  def create_victory_text
      return if @victory_sprite != nil
      @victory_sprite = Sprite.new
      @victory_sprite.z = 1000
      @victory_sprite.bitmap = Cache.system("Result")
      @victory_sprite.ox = @victory_sprite.width / 2
      @victory_sprite.oy = @victory_sprite.height / 2
      @victory_sprite.x = @victory_sprite.ox
      @victory_sprite.y = @victory_sprite.oy
      @victory_sprite.zoom_x = 1.5
      @victory_sprite.zoom_y = 1.5
      @victory_sprite.opacity = 0   
  end 
 
end

#==============================================================================
# ■ Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------     
  def dispose
      $game_temp.result = false
      @victory_sprite.bitmap.dispose ; @victory_sprite.dispose
      @victory_layout_sprite.bitmap.dispose ; @victory_layout_sprite.dispose
      @exp_number.bitmap.dispose ; @exp_number.dispose
      @gold_number.bitmap.dispose ; @gold_number.dispose
      @result_number.dispose ; @window_treasure.dispose
      dispose_level_up ; @result_number.dispose ; @result_number2.dispose
      @tr_viewport.dispose
  end 
   
  #--------------------------------------------------------------------------
  # ● Dispose Result Actor Bitmap
  #--------------------------------------------------------------------------             
  def dispose_result_actor_bitmap
      return if @result_actor_sprite == nil
      return if @result_actor_sprite.bitmap == nil
      @result_actor_sprite.bitmap.dispose
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Level UP
  #--------------------------------------------------------------------------       
  def dispose_level_up
      return if @levelup_layout == nil
      @levelup_layout.bitmap.dispose ; @levelup_layout.dispose
      @levelup_word.bitmap.dispose ; @levelup_word.dispose
      @result_actor_sprite.bitmap.dispose ; @result_actor_sprite.dispose
      @parameter_sprite.bitmap.dispose ; @parameter_sprite.dispose
      @level_sprite.bitmap.dispose ; @level_sprite.dispose
      @new_skill_window.dispose if @new_skill_window
  end
 
end

#==============================================================================
# ■ Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ● Update
  #-------------------------------------------------------------------------- 
  def update
      $game_temp.battle_end = true
      if $mog_rgss3_pause != nil
         update_pause if MOG_PAUSE::PAUSE_SCENE_BATTLE
      end   
      return if @victory_phase == nil
      update_victory_fade if @fade_result_window
      return if victory_wait?
      case @victory_phase
         when 0;  update_victory_initial
         when 1;  update_victory_initial2
         when 2;  update_victory_initial3
         when 3;  update_victory_exp
         when 4;  update_victory_gold
         when 5;  update_victory_item
         when 6;  update_victory_levelup
         when 9;  update_skip_result
      end
      if Input.trigger?(:C)
         if @victory_phase == 10
            end_victory
         elsif @victory_phase.between?(1,5)
            Sound.play_cursor ; @victory_phase = 9
         end         
      end   
  end
 
  #--------------------------------------------------------------------------
  # ● Skip Result
  #--------------------------------------------------------------------------         
  def update_skip_result
      @victory_sprite.opacity -= 10
      @victory_sprite.visible = false
      @victory_layout_sprite.opacity += 10
      @victory_layout_sprite.zoom_x = 1.00
      @gold_number.opacity += 10
      @gold_number.zoom_x = 1.00
      @gold_number.zoom_y = 1.00
      @exp_number.opacity += 10
      @exp_number.zoom_x = 1.00
      @exp_number.zoom_y = 1.00     
      @window_treasure.contents_opacity += 10
      if @exp_old != @exp_total
         @exp_old = @exp_total
         refresh_exp_number
      end
      if @gold_old = @gold_total 
         @gold_old = @gold_total
         refresh_gold_number
      end   
      @window_treasure.x = 0
      update_victory_item if @window_treasure.contents_opacity == 255
  end 
 
  #--------------------------------------------------------------------------
  # ● Update Victory Fade
  #--------------------------------------------------------------------------       
  def update_victory_fade
      fade_speed = 10
      @victory_sprite.opacity -= fade_speed
      @victory_layout_sprite.opacity -= fade_speed
      @gold_number.opacity -= fade_speed
      @exp_number.opacity -= fade_speed
      @window_treasure.contents_opacity -= fade_speed
  end
 
  #--------------------------------------------------------------------------
  # ● Update Victory Initial
  #--------------------------------------------------------------------------     
  def update_victory_initial
      @victory_sprite.zoom_x -= 0.01
      @victory_sprite.zoom_y -= 0.01
      @victory_sprite.opacity += 10
      if @victory_sprite.zoom_x <= 1.00
         @victory_sprite.zoom_x = 1
         @victory_sprite.zoom_y = 1
         @victory_sprite.opacity = 255
         @victory_phase = 1
         @victory_wait_duration = 20
      end
  end

  #--------------------------------------------------------------------------
  # ● Update Victory Initial 2
  #--------------------------------------------------------------------------     
  def update_victory_initial2
      @victory_sprite.zoom_x += 0.01
      @victory_sprite.zoom_y += 0.01
      @victory_sprite.opacity -= 10
      if @victory_sprite.opacity <= 0
         @victory_sprite.zoom_x = 1
         @victory_sprite.zoom_y = 1
         @victory_sprite.opacity = 0
         @victory_phase = 2
      end
  end

  #--------------------------------------------------------------------------
  # ● Update Victory Initial 3
  #--------------------------------------------------------------------------       
  def update_victory_initial3   
      @victory_layout_sprite.zoom_x -= 0.02
      @victory_layout_sprite.opacity += 10
      if @victory_layout_sprite.zoom_x <= 1.00
         @victory_layout_sprite.zoom_x = 1
         @victory_layout_sprite.opacity = 255
         @victory_phase = 3
      end             
  end   
     
end

#==============================================================================
# ■ Battle Result
#==============================================================================
class Battle_Result

  #--------------------------------------------------------------------------
  # ● Create Victory Exp
  #--------------------------------------------------------------------------     
  def create_victory_exp
      @exp_number = Sprite.new
      @exp_number.bitmap = Bitmap.new(@result_number.width,@result_ch)
      @exp_number.z = 1002 ; @exp_number.y = RESULT_EXP_POSITION[1]
      @exp_number.zoom_x = 2 ; @exp_number.zoom_y = 2
      @exp_total = $game_troop.exp_total ; @exp_number.opacity = 0
      @exp_old = 0
      @exp_ref = ((1 * @exp_total) / 111).truncate rescue nil
      @exp_ref = 1 if @exp_ref < 1 or @exp_ref == nil     
      @exp_ref = 0 if @exp_total == 0
      refresh_exp_number
  end
 
  #--------------------------------------------------------------------------
  # ● Update Victory Exp
  #--------------------------------------------------------------------------       
  def update_victory_exp
      update_exp_sprite ; update_exp_number
  end
 
  #--------------------------------------------------------------------------
  # ● Update EXP Sprite
  #--------------------------------------------------------------------------         
  def update_exp_sprite
      @exp_number.opacity += 15
      if @exp_number.zoom_x > 1.00
         @exp_number.zoom_x -= 0.03
         @exp_number.zoom_x = 1.00 if @exp_number.zoom_x <= 1.00
      end
      @exp_number.zoom_y = @exp_number.zoom_x
      if (@exp_old >= @exp_total) and @exp_number.zoom_x == 1.00
         @victory_phase = 4
         Sound.play_cursor
      end   
  end

  #--------------------------------------------------------------------------
  # ● Refresh Exp Number
  #--------------------------------------------------------------------------       
  def refresh_exp_number
      @exp_number.bitmap.clear
      draw_result_exp(@exp_old, 0,0)     
  end

  #--------------------------------------------------------------------------
  # ● Update Exp_number
  #--------------------------------------------------------------------------
  def update_exp_number
      return if @exp_old == @exp_total
      @exp_old += @exp_ref
      @exp_old = @exp_total if @exp_old > @exp_total
      refresh_exp_number
  end

  #--------------------------------------------------------------------------
  # ● Draw Result EXP
  #--------------------------------------------------------------------------       
  def draw_result_exp(value,x,y)
      ncw = @result_cw ; nch = @result_ch ; number = value.abs.to_s.split(//)
      x2 = x - (number.size * ncw)
      @exp_number.ox = (number.size * ncw) / 2
      @exp_number.oy = @result_ch / 2
      @exp_number.x = (RESULT_EXP_POSITION[0] + @result_cw + @exp_number.ox) - (number.size * ncw)
      for r in 0..number.size - 1
          number_abs = number[r].to_i
          nsrc_rect = Rect.new(ncw * number_abs, 0, ncw, nch)
          @exp_number.bitmap.blt(x + (ncw *  r), y, @result_number, nsrc_rect)       
      end
  end

end

#==============================================================================
# ■ Battle Result
#==============================================================================
class Battle_Result

  #--------------------------------------------------------------------------
  # ● Create Victory Gold
  #--------------------------------------------------------------------------     
  def create_victory_gold
      @gold_number = Sprite.new
      @gold_number.bitmap = Bitmap.new(@result_number.width,@result_ch)
      @gold_number.z = 1002
      @gold_number.y = RESULT_GOLD_POSITION[1]
      @gold_number.opacity = 0
      @gold_number.zoom_x = 2
      @gold_number.zoom_y = 2     
      @gold_total = $game_troop.gold_total
      @gold_old = 0
      @gold_ref = ((1 * @gold_total) / 111).truncate rescue nil
      @gold_ref = 1 if @gold_ref < 1 or @gold_ref == nil     
      @gold_ref = 0 if @gold_total == 0
      $game_party.gain_gold($game_troop.gold_total)
      refresh_gold_number
  end   
 
  #--------------------------------------------------------------------------
  # ● Update Victory Gold
  #--------------------------------------------------------------------------       
  def update_victory_gold
      update_gold_sprite ; update_gold_number
  end
 
  #--------------------------------------------------------------------------
  # ● Update GOLD Sprite
  #--------------------------------------------------------------------------         
  def update_gold_sprite
      @gold_number.opacity += 15
      if @gold_number.zoom_x > 1.00
         @gold_number.zoom_x -= 0.03
         @gold_number.zoom_x = 1.00 if @gold_number.zoom_x <= 1.00
      end
      @gold_number.zoom_y = @gold_number.zoom_x
      if @gold_old >= @gold_total and @gold_number.zoom_x == 1.00
         @victory_phase = 5 ; Sound.play_cursor
      end   
  end 
 
  #--------------------------------------------------------------------------
  # ● Refresh gold Number
  #--------------------------------------------------------------------------       
  def refresh_gold_number
      @gold_number.bitmap.clear
      draw_result_gold(@gold_old, 0,0)     
  end
 
  #--------------------------------------------------------------------------
  # ● Update Gold Number
  #--------------------------------------------------------------------------
  def update_gold_number
      return if @gold_old == @gold_total
      @gold_old += @gold_ref
      @gold_old = @gold_total if @gold_old > @gold_total
      refresh_gold_number
  end       
 
  #--------------------------------------------------------------------------
  # ● Draw Result Gold
  #--------------------------------------------------------------------------       
  def draw_result_gold(value,x,y)
      ncw = @result_cw ; nch = @result_ch
      number = value.abs.to_s.split(//)
      x2 = x - (number.size * ncw)
      @gold_number.ox = (number.size * ncw) / 2
      @gold_number.oy = @result_ch / 2
      @gold_number.x = (RESULT_GOLD_POSITION[0] + @result_cw + @gold_number.ox) - (number.size * ncw)
      for r in 0..number.size - 1
          number_abs = number[r].to_i
          nsrc_rect = Rect.new(ncw * number_abs, @result_ch, ncw, nch)
          @gold_number.bitmap.blt(x + (ncw *  r), y, @result_number, nsrc_rect)       
      end
  end

end

#==============================================================================
# ■ Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ● Create Window Treasure
  #--------------------------------------------------------------------------           
  def create_window_treasure
      @tr_viewport = Viewport.new(-8, 164, Graphics.width + 32, 118)
      @tr_viewport.z = 1003
      @window_treasure = Window_Treasure.new
      @window_treasure.viewport = @tr_viewport
  end 
 
  #--------------------------------------------------------------------------
  # ● Update Victory Item
  #--------------------------------------------------------------------------         
  def update_victory_item
      @window_treasure.update
      @actor_level = []
      return if @window_treasure.x != 0 and @victory_phase >= 6
      @victory_phase = 6
      if $data_system.opt_extra_exp
         @result_member_max = $game_party.members.size
      else
         @result_member_max = $game_party.battle_members.size
      end
      @result_member_id = 0
  end
 
end

#==============================================================================
# ■ Window Treasure
#==============================================================================
class Window_Treasure < Window_Base

  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
      super(-Graphics.width,-10, Graphics.width + 32, 288)
      self.opacity = 0 ; self.contents_opacity = 0
      self.contents.font.size = 24 ; self.contents.font.bold = true
      self.z = 1003 ; @range_max = 256 ; @wait_time = 30 ; @scroll = false
      draw_treasure
  end

  #--------------------------------------------------------------------------
  # ● Draw_Treasure
  #-------------------------------------------------------------------------- 
  def draw_treasure
      contents.clear
      space_x = Graphics.width / 3
      $game_troop.make_drop_items.each_with_index do |item, index|
         xi = (index * space_x) - ((index / 3) * (space_x * 3))       
         yi = (index / 3) * 32
         $game_party.gain_item(item, 1)
         draw_item_name(item,xi, yi, true, 140)
     end
     @range_max = ($game_troop.make_drop_items.size / 3) * 32
     @scroll = true if $game_troop.make_drop_items.size > 12
  end 
 
  #--------------------------------------------------------------------------
  # ● Update
  #-------------------------------------------------------------------------- 
  def update
      super
      self.contents_opacity += 10
      if self.x < 0
         self.x += 15
        (self.x = 0 ; Sound.play_cursor) if self.x >= 0
      end
      if @scroll and self.contents_opacity == 255 and self.x == 0
         @wait_time -= 1 if  @wait_time > 0
         return if @wait_time > 0
         self.y -= 1
         self.y = 128 if self.y < -@range_max
         @wait_time = 30 if self.y == -10
      end
  end

end

#==============================================================================
# ■ Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ● Create Levelup
  #--------------------------------------------------------------------------           
  def create_levelup
      if @levelup_layout == nil
         @levelup_layout = Sprite.new ; @levelup_layout.z = 1000
         @levelup_layout.bitmap = Cache.system("Result_Levelup")
      end
      if @levelup_word == nil
         @levelup_word = Sprite.new ; @levelup_word.z = 1001
         @levelup_word.bitmap = Cache.system("Result_Levelword")
         @levelup_word.ox = @levelup_word.bitmap.width / 2
         @levelup_word.oy = @levelup_word.bitmap.height / 2
         @levelup_word.x = @levelup_word.ox + RESULT_LEVELWORD_POSITION[0]
         @levelup_word.y = @levelup_word.oy + RESULT_LEVELWORD_POSITION[1]
      end
      @levelup_word.blend_type = 1
      @levelup_word.zoom_x = 2 ; @levelup_word.zoom_y = 2       
  end 
 
  #--------------------------------------------------------------------------
  # ● Create Parameter Number
  #--------------------------------------------------------------------------             
  def create_parameter_number
      if @parameter_sprite == nil
         @parameter_sprite = Sprite.new
         @parameter_sprite.bitmap = Bitmap.new(250,220)
         @parameter_sprite.z = 1001
         @parameter_sprite.x = RESULT_PARAMETER_POSITION[0]
         @parameter_sprite.y = RESULT_PARAMETER_POSITION[1]
         @parameter_sprite.bitmap.font.size = 16
         @parameter_sprite.bitmap.font.bold = true         
      end
      refresh_parameter
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Parameter
  #--------------------------------------------------------------------------               
  def refresh_parameter
       @parameter_animation = 0
       @parameter_sprite.bitmap.clear
       @parameter_sprite.opacity = 0
       @parameter_sprite.x = RESULT_PARAMETER_POSITION[0] - 200
       actor_old = $game_temp.level_parameter_old
       draw_result_parameter(@actor_result.mhp,actor_old[1],0,28 * 0)
       draw_result_parameter(@actor_result.mmp,actor_old[2],0,28 * 1)
       draw_result_parameter(@actor_result.atk,actor_old[3],0,28 * 2)
       draw_result_parameter(@actor_result.def,actor_old[4],0,28 * 3)
       draw_result_parameter(@actor_result.mat,actor_old[5],0,28 * 4)
       draw_result_parameter(@actor_result.mdf,actor_old[6],0,28 * 5)
       draw_result_parameter(@actor_result.agi,actor_old[7],0,28 * 6)
       draw_result_parameter(@actor_result.luk,actor_old[8],0,28 * 7)
  end 
 
  #--------------------------------------------------------------------------
  # ● Draw Result EXP
  #--------------------------------------------------------------------------       
  def draw_result_parameter(value,value2,x,y)
      ncw = @result2_cw ; nch = @result2_ch ; number = value.abs.to_s.split(//)
      x2 = x + (number.size * ncw) + 16
      for r in 0..number.size - 1
          number_abs = number[r].to_i
          nsrc_rect = Rect.new(ncw * number_abs, 0, ncw, nch)
          @parameter_sprite.bitmap.blt(x + (ncw *  r), y, @result_number2, nsrc_rect)       
      end
      value3 = value - value2
      par = ""
      if value > value2
         par = "+"
         @parameter_sprite.bitmap.font.color = Color.new(50,255,255)
      elsif value < value2
         par = ""
         @parameter_sprite.bitmap.font.color = Color.new(255,155,100)
      end
      return if value == value2
      @parameter_sprite.bitmap.draw_text(x2,y - 8,100,32,par.to_s + value3.to_s,0)   
  end 
 
  #--------------------------------------------------------------------------
  # ● Create Result Actor
  #--------------------------------------------------------------------------           
  def create_result_actor
      if @result_actor_sprite == nil
         @result_actor_sprite = Sprite.new ; @result_actor_sprite.z = 999
      end
      dispose_result_actor_bitmap
      @result_actor_sprite.bitmap = Cache.picture("Actor" + @actor_result.id.to_s)
      @result_actor_org = [380 - (@result_actor_sprite.bitmap.width / 2), Graphics.height - @result_actor_sprite.bitmap.height]
      @result_actor_sprite.x = @result_actor_org[0] + 200
      @result_actor_sprite.y = @result_actor_org[1]
      @result_actor_sprite.opacity = 0
  end 

  #--------------------------------------------------------------------------
  # ● Check New Skill
  #--------------------------------------------------------------------------             
  def check_new_skill
      @new_skills = $game_temp.level_parameter[1] ; @new_skills_index = 0
  end
     
  #--------------------------------------------------------------------------
  # ● Show New Skill
  #--------------------------------------------------------------------------               
  def show_new_skill(start = false)
      Sound.play_recovery unless start
      @new_skill_window.draw_new_skill(@new_skills[@new_skills_index])
      @new_skills_index += 1
      if @new_skills_index == @new_skills.size or
         @new_skills[@new_skills_index] == nil
         @new_skills = nil
      end   
  end
 
  #--------------------------------------------------------------------------
  # ● Check Level UP
  #--------------------------------------------------------------------------           
  def check_level_up   
      if @new_skills != nil and !@new_skills.empty?
         show_new_skill
         return
       end 
      for battler_id in @result_member_id..@result_member_max
          actor_result = $game_party.members[@result_member_id] 
          $game_temp.level_parameter = []
          $game_temp.level_parameter_old = []
          $game_temp.level_parameter_old = [actor_result.level,actor_result.mhp,actor_result.mmp,
          actor_result.atk, actor_result.def, actor_result.mat, actor_result.mdf, actor_result.agi, actor_result.luk] rescue nil
          actor_result.gain_exp($game_troop.exp_total) rescue nil
          @result_member_id += 1 ; @new_skills = nil ; @new_skills_index = 0
          if @result_member_id > $game_party.battle_members.size
             $game_temp.level_parameter = []
             $game_temp.level_parameter_old = []
             next
          end
          if $game_temp.level_parameter != nil and !$game_temp.level_parameter.empty?
             show_level_result
             break
          end   
      end
      return if !$game_temp.level_parameter.empty?
      @victory_phase = 10 if @result_member_id >= @result_member_max
  end 
 
  #--------------------------------------------------------------------------
  # ● Create Level
  #--------------------------------------------------------------------------               
  def create_level
      if @level_sprite == nil
         @level_sprite = Sprite.new ; @level_sprite.bitmap = Bitmap.new(200,64)
         @level_sprite.z = 1002
      end     
      @level_sprite.bitmap.font.size = 48
      @level_sprite.bitmap.font.bold = true
      @level_sprite.x = RESULT_LEVEL_POSITION[0]
      @level_sprite.y = RESULT_LEVEL_POSITION[1]
      @level_sprite.bitmap.clear
      @level_sprite.bitmap.font.color = Color.new(255,255,255)
      @level_sprite.bitmap.draw_text(0,0,100,64,@actor_result.level,1)
      levelup = @actor_result.level - $game_temp.level_parameter_old[0]
      @level_sprite.bitmap.font.color = Color.new(50,255,255)
      @level_sprite.bitmap.font.size = 18
      @level_sprite.bitmap.draw_text(80,0,100,64,"+" + levelup.to_s ,0)
  end
 
  #--------------------------------------------------------------------------
  # ● Create New Skill Windos
  #--------------------------------------------------------------------------                 
  def create_new_skill_window
      @new_skill_window = Window_Result_Skill.new if @new_skill_window == nil
      @new_skill_window.x = RESULT_NEW_SKILL_POSITION[0]
      @new_skill_window.y = RESULT_NEW_SKILL_POSITION[1]
      check_new_skill
      if @new_skills != nil and !@new_skills.empty?
         show_new_skill
      else 
         @new_skill_window.x = -Graphics.width
      end
  end 
 
  #--------------------------------------------------------------------------
  # ● Show Level Result
  #--------------------------------------------------------------------------             
  def show_level_result
      Sound.play_cursor
      @actor_result = $game_party.members[@result_member_id - 1] rescue nil
      return if @actor_result == nil
      @actor_result.animation_id = RESULT_LEVELUP_ANIMATION_ID
      @fade_result_window = true
      create_levelup ; create_level ; create_parameter_number
      create_result_actor ; create_new_skill_window
  end 
 
end

#==============================================================================
# ■ Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ● Update Victory Item
  #--------------------------------------------------------------------------         
  def update_victory_levelup     
       check_level_up if Input.trigger?(:C)
       update_show_levelup
       if @levelup_layout == nil
          @window_treasure.update
       else
          @window_treasure.contents_opacity -= 15
       end
  end
 
  #--------------------------------------------------------------------------
  # ● Update Show Level UP
  #--------------------------------------------------------------------------           
  def update_show_levelup
      return if @levelup_layout == nil
      return if @result_actor_sprite == nil
      @new_skill_window.update
      if @result_actor_sprite.x > @result_actor_org[0]
         @result_actor_sprite.x -= 5
         @result_actor_sprite.opacity += 7
         if @result_actor_sprite.x <= @result_actor_org[0]
            @result_actor_sprite.x = @result_actor_org[0]
            @result_actor_sprite.opacity = 255
         end
      end
      if @levelup_word.zoom_x > 1.00
         @levelup_word.zoom_x -= 0.03
         if @levelup_word.zoom_x < 1.00
            @levelup_word.zoom_x = 1.00 ; @levelup_word.blend_type = 0
         end
      end
      @levelup_word.zoom_y = @levelup_word.zoom_x
      if @parameter_sprite.x < RESULT_PARAMETER_POSITION[0]
         @parameter_sprite.opacity += 13
         @parameter_sprite.x += 5
         if @parameter_sprite.x >= RESULT_PARAMETER_POSITION[0]
            @parameter_sprite.opacity = 255
            @parameter_sprite.x = RESULT_PARAMETER_POSITION[0]
         end   
      end 
  end   
 
end

#==============================================================================
# ■ Window Result Skill
#==============================================================================
class Window_Result_Skill < Window_Base

  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize
      super(0,0, 270, 58)
      self.opacity = 160 ; self.contents_opacity = 255
      self.contents.font.bold = true ; self.z = 1003 ; @animation_time = 999
      @org = [MOG_BATLE_RESULT::RESULT_NEW_SKILL_POSITION[0],MOG_BATLE_RESULT::RESULT_NEW_SKILL_POSITION[1]]
  end

  #--------------------------------------------------------------------------
  # ● DrawNew Skill
  #-------------------------------------------------------------------------- 
  def draw_new_skill(skill)
      contents.clear
      self.contents.font.size = 16
      self.contents.font.color = Color.new(100,200,100)
      contents.draw_text(0,0,100,32, "New Skill",0)
      self.contents.font.color = Color.new(255,255,255)
      draw_item_name_skill(skill,70,0, true, 170)
      self.x = @org[0] ; self.y = @org[1]
      @animation_time = 0 ; self.opacity = 0 ; self.contents_opacity = 0     
  end 
 
  #--------------------------------------------------------------------------
  # ● Draw Item Name
  #--------------------------------------------------------------------------
  def draw_item_name_skill(item, x, y, enabled = true, width = 172)
      return unless item
      draw_icon(item.icon_index, x, y, enabled)
      change_color(normal_color, enabled)
      draw_text(x + 24, y + 4, width, line_height, item.name)
  end
 
  #--------------------------------------------------------------------------
  # ● Update
  #-------------------------------------------------------------------------- 
  def update
      super
      return if @animation_time == 999 
      @animation_time += 1 if @animation_time != 999
      case @animation_time
          when 0..30
            self.y -= 1 ; self.opacity += 5 ; self.contents_opacity += 5                 
          when 31..60
            self.y += 1 ; self.opacity += 5 ; self.contents_opacity += 5                     
          else
            self.y = @org[1] ; self.opacity = 255 ; self.contents_opacity = 255
            @animation_time = 999     
      end
  end 
   
end



Can someone help edit the script?
2
General Discussion / Tips for Promoting RPG Maker Game
December 09, 2015, 07:36:10 pm
I hope I'm posting at the right place.

I do need some help. You see, I'm having big trouble trying to get more and more people to try out my game project. Sadly, not many people get to try out the game, both in Youtube and the forums I've been at. I was hoping to get some tips in how to promote the game, as in getting more and more guys to try it out.

Can anyone at least give me a few tips?
Thank you for your time :)
3
Welcome! / An apology and hello
September 28, 2015, 11:06:38 am
Should've done this years ago.

First of all, I really wanna apologize for not doing this sooner. I guess I was young back then and had a bad habit of rush into things too quickly.  :^_^': Now here, I'm thinking of coming back to this site with an introduction.

Anyway, hi there. My name is Dark_Kyu09.
Love playing video games and making them using RPG Maker (My main is none other than RPG Maker XP).
Currently, doing my life-long crossover game project.

Hope to get to know each other!  :)
4
New Projects / [XP] Cry of the Forbidden Ones
April 28, 2014, 11:45:16 am
Thought I should post this. This is actually my secondary project (my primary game project is Rakenzarn Tales). It's still under development.

The game is based on Umineko no Naku Koro Ni and mostly takes place in an alternate reality. In addition, there are also certain elements and characters from the Forgotten Realms series.




Story
Spoiler: ShowHide
The story takes place in the year 1990 where the realms of magic exists, but no one seems to be aware of it except for a very few people. Demons are capable of hunting humans without being seen, mages abuse their magic for their personal gains, a shadowy conspiracy working in secrets... It is indeed a world of chaos.

Fortunately, there are those who execute and right the wrongs. Enter the Ludicium Magicum, an organization that enforces and protect the law of both realms, mainly keeping secret from the real world as the people aren't ready to learn such existence. They usually send their 'Agents' and 'Inquisitors' to execute any beings that are considered as threats, arrest mages who abuse their gifts, etc.

You play as Kanon, the newest member and the youngest of the Ludicium Magicum. His past is shrouded in mystery and he can't remember anything from his past. His descent into the world of magic will force him to face ominous demons, witches, dark mages, and mysterious servants with magical properties known as Furniture while uncovering his past.



Main characters


Spoiler: ShowHide
Kanon

The 16-year-old boy who is the newest member of the organization. He possesses a mysterious gift that allow him to fight both supernatural and magic property. His primary weapon is a laser blade that he can summon with his bare hands.

As the game progresses, Kanon can use different variety of his laser blade, ranging from a long scythe to twin blades.



Khelben Blackstaff Arunsun
One of the most renowned Archmages from the Forgotten Realm series. He's actually from another realm but is tasked to be the leader of the Ludicium Magicum.

For those who don't know about the Forgotten Realms, it's actually a campaign for the Dungeons & Dragons (D&D) fantasy role-playing game. It's quite interesting with its stories and realms, which will play a role in the story.



Elise
The main character's Familiar in a form of a European Robin. She acts as the main character's voice of reason and guide as she tutors him. She's a bit sarcastic as she tends to insult the Rookie though she'll start to warm up to him.



Gabriel Cunningham
A veteran agent of the Ludicium Magicum and the main character's mentor. He's a smooth, slick type of character who has very bad luck with women. He's also quite fascinated with Japanese culture.

His appearance is that of a young man in his early 30s. He has a short, black, messy hair wearing a white T-Shirt with a trench coat and blue jeans.


Catherine
An agent of the Ludicium Magicum. She is a young woman who has some experience in combat. She wields a rapier.

Other characters from Umineko will also make their appearances in the game, but later on.



Features/Gameplay
Spoiler: ShowHide
The game will feature dark, gothic atmosphere with few elements of the supernatural and magic. Not to mention, a few references to the horror genre.

It mostly takes place in Europe with London being the main hub. The Rookie's home is an apartment owned by another member of the Ludicium Magicum.

The game will be part visual novel through Kanon's point of view as you go explore and solve various murders committed in the most bizarre (and sometimes downright disturbing) ways. It's also part RPG with dark, horror element mixed into it using Tigurus Fay's One-Player Battle system as you battle against a variety of enemies. There will be a total of five episodes with each takes place in different locations. In the very beginning, only one episode is unlocked. You have to complete one to unlock the other episodes. Other characters from the series will also make their appearances in the game.

There will also be a crafting system, inspired by the Forging System from Castlevania: Curse of Darkness. It allows players to create items and armors through forgery in "workshops," which are located throughout the episodes. Other times, it can allow Kanon to forge his energy blade; players can upgrade it and even change forms ranging from a standard blade to demonic claws. By defeating enemies, players can gain materials, which can be used to create new items in crafting. However, some materials can be only bought in shops.

Other feature includes dialogue trees that result in different outcomes (something I'm bringing back from my previous game project), face portraits for major characters in dialogue, and various music from the visual novel.


Screenshots
Spoiler: ShowHide

Episode selection






The character is created through Anonymous D.'s anime character creator




The battle system



So what do you think with this game's concept and story?

This is all I can show for now.
5
Script Requests / [RMXP] Team Assault
July 19, 2013, 03:32:28 am
Hello there, everyone.
I kinda need help in making a scrip here. You see, I'm working on my crossover project, Rakenzarn Tales, now I need a new addition for the battle system (just so you know, I'm using the RPG Maker XP's default battle system).

This addition is called 'Team Assault.'

How it would work


  • This will be available/unlocked in Chapter 6

  • There's a percentage number beneath Index 1. I'd like to call this the 'Assault Meter.' The meter can be increased by the party members' actions (Normal attack worths 5%, skill attack worths 7%, item usage worths 3%, and defend worths 1.5%). The meter will be decreased by 10% when a party member is KO'd. Once the percentage reaches 100%, you can finally execute Team Assault. Players can save this up for boss fights, though

  • When the Assault Meter is 100%, you can press the O button to call the Assault menu, where it shows you the list of attacks. Each Team Assault attack is different depending on who is in your party. For example, if Kanon (From Umineko) and Noel (From Blazblue) are in the party, they can perform 'Children of Fate' a powerful attack that hits one target. If Mario and Luigi are in, they can perform 'Mario Bros.' another powerful attack that hits all targets. Press O again to cancel the Team Assault menu.

  • Close-up view of the respective party members ala Persona 3 and 4's

  • The specific Team Assault skill will be disabled if the required party member is KO'd or suffers from a status ailment. For example, if Noel is KO'd, then players can't use 'Children of Fate'

  • The Assault Meter will be disabled (including the Team Assault) if you go solo




Scripts I'm using


  • Unlimited Levels - Blizzard

  • AMS (Advanced Message Script) - R4

  • Emotions Script - Ánemus

  • Advanced Time and Environment System (ATES) - Blizzard

  • Diary Scene - ForeverZer0

  • Full Reflection System - Blizzard

  • Easy LvlUp Notifier - Blizzard

  • Easy Party Switcher - Blizzard

  • Organized Quest System - KK20

  • Chaos Project Save Layout - Fantasist

  • Weapon Specific Skills Script - TerreAqua

  • Advanced Shop Status Window - RPG Advocate

  • CMS #5 (Custom Menu Scene #5) - Rune

  • Advanced Analyze System - Blizzard




Hope this is clear. So can anyone make this script for the game?
6
General Discussion / [XP] help with boss idea
March 20, 2013, 04:57:45 am
I don't know if this is the right place to post this, but I need to ask. How do you make this boss fight work in the RPG Maker XP's default turn-based battle system?

You see, in one of my project, there will be a boss fight that involves a villain holding a girl hostage.

The boss fight will have the party to fight the villain (armed with a weapon, of course) who also hold the bound girl as his shield. The player must be careful not to attack the hostage constantly, as it spells Game Over if the hostage gets killed.

There are hints, fortunately. If the villain doesn't taunt you, he let himself wide open for the attack. However, if he makes hints that he'll use the girl as a shield (for example, when he shouts, "Come and get me, you little runt!"), the player must NOT attack the villain or risk getting the hostage hurt.

Can this idea work at all? How do you make it work?
7
Resource Requests / [resolved] [XP]charset request
January 26, 2013, 03:19:39 am
Hello, everyone. I'm quite far with my game crossover project, Rakenzarn Tales, but right now, I'm stuck 'cause I'm missing a character sprite.

Can somebody make a charset of Electro from Spectacular Spider-man?
Electro: ShowHide




If Electro's sprite is too hard to make, then what about this one in his hazard suit?
Electro in hazard suit: ShowHide




I'll be able to continue the game with this sprite. If you can do it, please make the sprite.
8
Hello, everyone.
I'm looking for a particular script for the default battle system of the RPG Maker XP. You see, I'm trying to make an enemy who can counterattack.

How it would work


  • When a party member attacks the enemy with either normal or special attacks (including 'magic' attack), the said enemy will counterattack with a normal attack.

  • There is a chance of 90% the enemy will counter and 10% he won't

  • Counterattack during battle

  • Will not counterattack if the enemy is inflicted with three status ailments: Stun, Paralyze, and Down (the third is custom made by me)



Scripts I'm using


  • Unlimited Levels - Blizzard

  • AMS (Advanced Message Script) - R4

  • Emotions Script - Ánemus

  • Advanced Time and Environment System (ATES) - Blizzard

  • Diary Scene - ForeverZer0

  • Full Reflection System - Blizzard

  • Easy LvlUp Notifier - Blizzard

  • Easy Party Switcher - Blizzard

  • Organized Quest System - KK20

  • Chaos Project Save Layout - Fantasist

  • Weapon Specific Skills Script - TerreAqua

  • Advanced Shop Status Window - RPG Advocate

  • CMS #5 (Custom Menu Scene #5) - Rune



Hope this is clear. So can anyone make the script here?
9
Projects / Games / Rakenzarn Tales [Version 2 released]
September 22, 2012, 12:33:28 pm
Hello everyone, I'm making a fan-game based on several popular franchises for the RPG Maker XP engine. This is called Rakenzarn Tales.



Story: ShowHide

The story involves a boy named Kyuu Renjo (From Detective School Q). After a day of feeling weird, he comes across a book labeled Rakenzarn Tales. Though he finds this book freaky, his curiosity causes him to give it a glance and he soon finds himself teleported within the book.

Welcome to the world of Rakenzarn, where all fictional characters reside. Just as Kyuu begins to take in the enormity of this situation, it turns out Rakenzarn is in the midst of a crisis as an enemy organization called the Saint Lords have unleashed various plagues upon the land. Unable to go home and equally unable to ignore this problem, Kyuu soon finds himself joining a brigade to learn the reason behind these attacks and about the mysterious book which brought him here.

However, he is completely unaware of the book's dark history and his connection within, which may endanger his very own existence.


Characters: ShowHide

Kyuu



- The unusual main protagonist of the game from Detective Academy Q (also called Detective School Q or Tantei Gakuen Q) who found the titular storybook. He's a bit hyperactive, socially awkward, and childish at times, but he's actually very intelligent once he gets serious. Unfortunately, he is very weak due to his lack of experience in combat, so he needs to rely on his new friends while training to become stronger. To make up for his painful weakness, his deductive skills are absolutely amazing for a junior detective and he has a hidden talent of leadership. After finding it wrong to live in a world of fantasy, he goes on a journey to find the way back home while solving the mysteries surrounding the storybook.

Kite



- The deuteragonist of the game and the main character from the original .hack games. As the very first character who joins Kyuu, Kite acts the second-in-command of the party. While Kite is a potential leader, he strongly supports Kyuu sharing a brotherly friendship and usually acts as the voice of reason. Kite is both strong, fast, and capable to use a few basic spells, which makes him one of the most valuable allies. His weapon is a pair of blades.

Dark Magician Girl



- The tritagonist of the game and one of the famous characters from Yu-Gi-Oh! (she is not related to the anime or manga series) A magician-in-training, she's the second to join Kyuu's party. She is a Duel Monster spirit and gets constantly mistaken as a human girl due to her appearance. She shares another strong friendship with Kyuu and Kite. Although, unlike Kite, she gets very annoyed by Kyuu's childish antics. She knows a lot about magic spells though she's still learning them and her capability as a Black Mage makes her another valuable ally. Her weapon is a magic wand.

Sakura Kasugano



- The hyperactive, fight-loving character from Street Fighter. She is one of the main characters and also one of the first to join the party. Sakura recently moved into the Cyril Region where she makes friends with Kite and the others. She is known as the 'Ditto Fighter' due to her ability to use skills that most fighters use such as a Hadouken though it's self-taught. Her main weapon is her fists, but she can also use some gauntlets and brass knuckles.

Kanata Saionji



- The 'handsome, pretty boy' and main male lead of his series, Daa! Daa! Daa! (or also known as UFO Baby). He is quite popular with the girls due to his good looks and attitude. Not only does he excel in his studies, he is also good at sports. Apparently, he comes from a line of Buddhist monks until he moves into the Cyril Region where he befriends Kite and the others. He may initially appear as a Deadpan Snarker, but deep down, he's a kind, caring person. Among the first members of the party, Kanata is the 'jack-of-all-trades,' as he masters the basic sword skills (his main weapon is a katana.)

Nina Sakura



- a kind-hearted, very peppy, and perky character from Ultra Maniac. She is actually a magic girl (or a witch) who comes from a kingdom in another region. However, she proves to be a failure as her magic usually backfires save for a few white magic spells. As a result, she's sent to the Nutsy Guild as part of her training to improve her magic. She'll do absolutely anything to ensure that her friends are happy, even if it means suffering a little grief herself. Nina is the healer of the group. Her main weapon is a magic staff.

Noel Vermillion



- A shy, clumsy girl who tends to get worked up over the smallest things. She can be socially awkward at times, but this has actually served as an endearing trait. She quickly becomes close friends with the first members of the party, but it turns out that she already knows Kite and Kanon. In fact, the three of them are close friends. She is the 'Glass Cannon' of the group as a professional gunslinger capable of delivering critical damages on the enemies. Her weapon is a pair of handguns.

Kanon



- A mysterious young boy from Umineko no Naku Koro Ni (means When the Seagulls Cry). He appears to be sullen and quiet, usually doing his work in silence. He doesn't talk much either though he does voices his opinion during a discussion whenever he wants to. Apparently, he knows Kite and Noel for a long before meeting Kyuu and the others. There have been rumors that they're close friends as well. Kanon is supposedly the strongest among the first members of the brigade, known as the 'Lightning Bruiser.' His main weapons are a two-handed sword and a latex scimitar.


Players will meet other characters that reside in Rakenzarn, all from cartoons, video games, novels, and animes.


Current Screenshots: ShowHide

















Features: ShowHide


  • A massive crossover, featuring multiple characters from video game, anime, movies, etc. Also featuring characters from web series and even other RPG Maker games.
  • About 90 party members. You can recruit characters into joining your brigade.
  • New Battle feature using Blizzard's Chaos Rage Limit System
  • Storyline mixing with classic adventure, mystery, comedy, intension, and sometimes horror elements.
  • Character Alignment. This can align Kyuu to Lawful, Neutral, or Chaotic. The alignments can change Kyuu's inner thoughts and even his personality. Characters can also react differently depending on the alignment.
  • Multiple Endings. They're all highly depending on which alignment the players are in and their choices throughout the story.
  • Guild Quests.
  • Making use of the engine's default battle system. The main goal is to give each party member his or her strengths and weaknesses. That's also the same for the enemies (especially the bosses) so you have to be careful who to pick.
  • Ultra Bosses feature. Face extremely powerful bosses that require certain characters in your party.
  • Romance. Players can also date various girls from different series (mainly singles). This will not affect your alignment but it will reward you with an 'epilogue' moment.



I haven't finished the game due to lack of resources (sprites, still pictures for cutscenes, and battle pics), but I managed to finish a few chapters of the game. The game's current version is 2 Here's the link if you like to try it out:

https://www.dropbox.com/s/97bmzngup6ogzob/Rakenzarn%20Tales%20version%202.zip?dl=0

Once you play it, care to give me thoughts, reviews, and ideas for the game?
Also, I'll be very glad if any of you could help out with the game.
10
Resource Requests / Hadouken Animation
September 15, 2012, 08:39:40 pm
I'm using the RPG Maker XP and I need some Hadouken animations (the one from the Street Fighter series). Can someone make these animations for me?
11
I'm looking for a script that can customize the party member's name, HP, and SP display on the battle sequence for RPG Maker XP.

I need the name, HP, and SP to display beneath each party member's Battler picture. As for the state display beneath each Battle Picture, I kinda need it to disappear. However, when a party member gets inflicted with a status ailment (Venom, for example), the state will be displayed above the party member's Battle Picture until the party member is healed.

Can anyone customize this script?
12
Recruitment / Rakenzarn Tales [testers wanted]
July 02, 2011, 01:24:29 pm
Guys, I really need help.

You see, I'm making a fan-game based on several popular franchises for the RPG Maker XP engine. This is called Rakenzarn Tales.

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The story involves a boy named Kyuu Renjo (From Detective School Q) who stumbles on a mysterious storybook that sends him to the book's world where every fictional characters from the real world are real. Such as game characters (Sonic, Mario, Solid Snake), anime characters (Goku, Ichigo, Haruhi Suzumiya), and cartoon characters (Mickey Mouse, Donald Duck, Bugs Bunny, Daffy Duck). Kyuu, since he's from the real world, is able to recognized these characters and befriended with them.

At first, Kyuu enjoys his stay in this world but he soon begins to feel it's wrong to live in a 'fantasy world'. Not only that, he discovers this world is cursed by a mysterious plague that it slowly killing Rakenzarn. After giving some thoughts, he decides to find return home and thinks that by restoring this world, he might be able to go home. And so, he sets out on a journey to purify Rakenzarn with the aid of the characters he befriended. However, he is completely unaware of the book's dark history and his connection within, which may endanger his very own existence.
----

The game will feature:
- basic rpg with turn-based battle system
- 9 Original Characters from different authors
- a few 'guest stars' that will also appear in the game
- contain a 'dating system' with one of the girls from different franchises that can change the story's course
- contain multiple pathways and decisions that have different outcomes, rewards, and consenquences
- has numerous sidequests with different story arcs that are known as Side Stories
- Hero Alignment
[Chaotic] -- [Neutral] -- [Lawful]
Depending on your answers to certain questions and your actions, Kyuu's personality will change and his interactions with certain characters will be different.

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Sorry, I have to take out the old screenshots because of the game has been re-written, so everything in the previous screenshots are changed radically.
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I need people who can help me with the game to make the character sprites. In return, you may add your own sidequests/Side Stories for certain characters and add your own 'penultimate boss' before the 'true final' boss.

If you're interested with this game project, please reply.

For more information on the game, check my wikia website on this link:
http://rknztales.wikia.com/wiki/Rakenzarn_Tales_Wiki

Thanks.

P.S.
Take a look at the game's credits for scripts and the people who made them.
13
Resource Requests / another sprite request
April 15, 2011, 10:29:27 am
Hey guys, I could use a little help again.
I need someone who can make one more character sprite for me in the RPG Maker XP format.

I need the sprite of Nanael from Queen's Blade.
You can see how she looked like in the link below:

http://www.flyingbuffalo.com/gifs/nanael.jpg

If you mame the sprite, I'll properly credit you.
14
Resource Requests / need some sprites (RMXP)
March 21, 2011, 10:55:55 am
I could use a little help here.
I need someone who can make some character sprites for me. It's for the RPG Maker XP format.

I need Dark Magician and Dark Magician Girl sprites (both from Yu-Gi-Oh!). I'll be very grateful if you can make these two sprites and I'll properly credit you.
15
Script Requests / Critical hit state
March 14, 2011, 08:21:03 am
Can someone make a state that increases a party member's chance of critical hit for two turns only?

I really need it for my game project using the RPG Maker XP.