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Topics - cstb

1
Resource Requests / Blizz-ABS Request
June 21, 2009, 08:22:15 am
I have seen a lot of weapon sprites for Blizz-ABS but not many for character stances like attacking and defending.There is not many skill sprites either. I know Blizz is working on an RTP but I think most people here forgot completely about the skills!My request is that there will be a few skills like fire,blizzard,water and others like that.I see almost no magic being made :(
2
I have seen the level up/down item script by game_guy and if anybody is willing to I would like a script like it but for changing the graphics.
3
RMXP Script Database / [XP] cstb's 3 Actor CMS
November 27, 2008, 06:41:52 am
cstb's 3 Actor CMS
Authors: cstb
Version: 1.0
Type: CMS with add ons
Key Term: Custom Menu System



Introduction

This CMS features showing the map name and notes in the menu.


Features


  • Can take notes
  • Shows map name
  • Unique Style



Screenshots

I am kinda lazy to go make a photobucket account to show some screenes and I don't have alot of time now anyways


Demo

None Needed.


Script

Spoiler: ShowHide
#=============================================================================#
# ** cstb's 3 Actor Menu System                                               #
#-----------------------------------------------------------------------------#
# This is my first script and wont work with any other CMS out there.         #
#I changed the places of some windows and added a map name box.to use the map #
#name box put an event into the map and have it type in the name of actor 10. #
#                                                                             #
#=============================================================================#
#==============================================================================
# ** Window_Notes
#------------------------------------------------------------------------------
#  This window can be used to take notes.
#==============================================================================
class Window_Notes < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 643, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Notes:")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 250, 32, $game_actors[11].name, 2)
    self.contents.draw_text(4, 0, 450, 32, $game_actors[12].name, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#==============================================================================
# ** Window_OtherStatus
#------------------------------------------------------------------------------
#  This window displays Other Stats in your game.
#==============================================================================
class Window_OtherStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 170, 150)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Map")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_actors[10].name, 2)
    self.contents.font.color = system_color
    self.contents.font.color = system_color
    self.contents.draw_text(4, 64, 120, 32, "Step Count")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 96, 120, 32, $game_party.steps.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Notes"
    s6 = "Save"
    s7 = "Quit Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    @command_window.x = 475
    @command_window.y = 150
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Make Playtime window
    @time_window = Window_PlayTime.new
    @time_window.x = 150
    @time_window.y = 335
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 300
    @gold_window.y = 365
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 0
    # Make Stat window
    @stat_window = Window_OtherStatus.new
    @stat_window.x = 475
    # Make Note window
    @notes_window = Window_Notes.new
    @notes_window.y = 425
    # Execute transition
    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 windows
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @stat_window.dispose
    @notes_window.dispose
    @time_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @gold_window.update
    @status_window.update
    @stat_window.update
    @notes_window.update
    @time_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # Notes Line 1
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $game_temp.name_actor_id = 11 # The actor id the database
        $game_temp.name_max_char = max_character_in_length = 15#this cannot exceed 16
        $scene = Scene_Name.new
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 6  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
    end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(400, 0, 475, 360)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x + 0, y + 50)
      draw_actor_name(actor, x - 50, y)
      draw_actor_class(actor, x + 200, y)
      draw_actor_level(actor, x + 100, y)
      draw_actor_state(actor, x + 90, y + 32)
      draw_actor_exp(actor, x + 100, y + 64)
      draw_actor_hp(actor, x + 200, y + 32)
      draw_actor_sp(actor, x + 236, y + 42)
    end
  end
  #--------------------------------------------------------------------------
  # * Cursor Rectangle Update
  #--------------------------------------------------------------------------
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
    end
  end
end



Instructions
Showing Map:
Step 1:To show the map name you need slot 10 in your actors slot free.
Step 2:Make a event in every map to change the name of actor 10 to the name of the map.
Making Notes:
Step 1:Make Actors 11 & 12 available.
Now for every important event/side quest change actor 12's name to a note for that quest.
Actor 11 is there for you to make manual notes.Select Notes from the menu to make some notes!


Compatibility

I have tried with alot of scripts and it will work with any script out there other than something that interferes with the CMS other than tons.


Credits and Thanks


  • Me for creating the system
  • Juan for helping with the notes system



Author's Notes

Im sorry for making all these requests so i decided to contribute!
4
Script Requests / A Few Things Mixed Plz
November 06, 2008, 05:24:46 pm
In requesting a FF8 Battle system  :o.But instead of the 3D animated battlers stuff I want it to be displaying the 
battlers.And all this probably won't work with Tons and CRLS but if it can make it so.Once again read the title.
This could probably be impossible for anyone here.If you're gonna try...Good Luck  :P.
5
Script Troubleshooting / [RESOLVED]How do i...?
September 24, 2008, 07:51:20 pm
...show the change name event command in scripting?Cuz im making a note system and i want to know how...So i can take notes in the game.
6
Script Troubleshooting / Extracting from Tons...
September 23, 2008, 08:16:51 pm
I want to know how to extract some scripts from tons cuz if i use the whole tons script its self i cant use SP potions on my game.
7
Script Troubleshooting / [XP]Simple RGSS Question
September 19, 2008, 03:50:25 pm
How can I Show the name of the actors weapon and shield?cuz i want it so when i go to block it shows block with (insert shield here) and when i go to weapon it shows attack with (insert weapon here).
8
New Projects / [XP] Caves Of Magiks:A Lost Power
September 16, 2008, 07:36:48 pm
The Caves Of Magiks Series is a series of games that each tell different stories in the Caves Of Magiks world :D.
Story:
Spoiler: ShowHide
None yet

Characters:
Spoiler: ShowHide
???(you)
Age:Unknown
HomeTown:MerryMore
Bio:Apparently you have been taken by a group of people called organization XIIII.They have studied you and discovered that you are not a normal human.You are gifted by god with the strength to stop organization XIIII.
???(your brother and sister)
Age:18
HomeTown:MerryMore
Bio:Is going to help destroy organization XIIII.Plays an important role as do you.

Scripts:
Spoiler: ShowHide

  • Tons of Addons

  • Stat Distribute

  • RTAB

  • Bestairy


There won't be screenies till I can get off my ass and post them up.RESPECT LAZYNESS!
9
I'm in need of a  battle system thats like the default system but with a bar below hp and sp bars and when the bar fills up then allow the player to control that actor and if 2 or more actors have the bar filled up then you can press left and right to switch between members and have the actors attack automatically when u select your attack.also if you can make there be combos and make defend block 30% of attack power from enemy's until their bar fills up again.sry if this is too much.
10
Resource Requests / Big Boss Battler
August 21, 2008, 10:11:18 am
I want a big boss that is the size of the enemy screen.I need him to look partially undead,partially swordsman,partially a magical hand and he needs a sword that looks like it has all elements.sry i cant provide any mockups.
11
Welcome! / Hello!Im Cstb!
August 20, 2008, 08:12:41 pm
Hi Everyone!Im Cstb :haha:.Im Here To Learn Some Stuff About Resources and Event Systems For My Game "Caves Of Magiks:A Lost Power".
12
Script Requests / [RESOLVED]Battle Arrangement Script
August 19, 2008, 08:34:36 am
I'm Requesting a simple part from the battle system used in chaos project where if theres 3 actors on the team then one is in the middle and the other 2 are on the side.also can the first actor be in the middle?I'm Using a CMS Made By Stormtronics,tons of add ons and the easy party changer.I'm sry if this is not organized.
13
Event Systems / Event System WorkShop
August 17, 2008, 05:38:25 pm
Im new to chaos project and i saw some event systems and i need ideas for some so im taking requests!u can request anything event related and not script RELATED. :haha:
EDIT: I have a event System For Jumping and one for airship coordinates is being made.