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Topics - Blulightning

1
Welcome! / Got to go for now
December 16, 2008, 09:50:44 am
I'm having some  MAJOR computer issues, not to mention loads and loads of school work now that midterms are approaching. I hope to come back after the christmas break, but nothing's for sure. Until next time!!

P.S. i'll stop by every now and then to check on you guys :P
2
Express your Creativity / Chaos Project Gone Cursor
November 29, 2008, 02:34:21 pm
I had some spare time, and decided to turn some of those pictures people posted of themselves into... CURSORS!! Here's whose heads have been turned into mouse cursors:

Blizzard
Darklight
Galatea
Nortos
SRK
Download the Cursors

If you want to be added to the pack, post a GOOD PICTURE of your head here!
For those who don't know how to change your system:
Spoiler: ShowHide
1. Click on the Start Menu
2. Click on the Control Panel
3. Click 'Printers and Other Hardware'
4. Click 'Mouse'
5. Click 'Pointers'
6. Select the cursor you want to change, click 'Browse', and find the cursor you want to change it to.
(If this isn't clear, let me know, and i'll fix it :P)

3
Chat / Clicky Forum Games Click Station
November 18, 2008, 07:51:47 pm
What's a clicky forum game? A game were you post little images/links in posts/signatures, and the more clicks you get, the more stuff that happens. I think lots of people play pokeplushies here. Anyway, I figured we could use a topic with links to every single person's pokemon/egg/whatever, and thus create an unbeatable team of Chaos Project Clickers. If you post the game, and the link to your clicky thing, (more than one allowed), I will add it to this page.

Dragon Cave

Eggs


Hatchlings


PokePlushie


Click here to feed me!
4
Resource Requests / Spriteset Details
November 07, 2008, 12:53:50 pm
I have a bunch of sprite sets that I pieced together, but they have little to no shading and are in general kind of crappy. I've started adding details and fixing them up, but if someone wanted to help me... That'd be awesome. It's for a game i've yet to post anything about (oooh!!), and I want to do all custom sprites. Like I said, I just need some details done on maybe 5, and I can take it from there. Here's a particularly shitty one:



It's bad, right? Lol anyway if anyone wants to give a helping hand, and get their name in big letters in the project, that'd be great.
5
Resource Requests / Blizz ABS weapons
October 28, 2008, 05:08:03 pm
Anyone have a bunch of these? I looked around a bit, and couldn't find any :(
6
Rules for speaking:

Talking: Quotes
Quote from: Blake Says:What's going on here?


Thinking: Quotes
Quote from: Blake Thinks:Strange...


Describing: Normal Text
As he walked, he noticed that it was absolutely silent.

I will add the story in a bit :)



7
NOTE: kind of sort of based off of Stephen King's The Stand and George R. Stewart's Earth Abides
NOTE: we need one more character before we can actually start

Storyline:
A pandemic has killed off 98% of the human population. The disease was a super germ created by scientists in an attempt to improve biological warfare. It causes a rash on the skin similar to chicken pox, and it causes an increased production in stomach acid. Effectively, your body eats itself from the inside out. You, the survivors, must fight for your life every day. The future is grim. The people are being divided into good and evil, and you must choose your side. Time is running out before a clash between Good and Evil. Those who survived the plague were left with strange genetic side effects, giving them powers that could alter the course of history.

Character Criteria:

Name:
Gender:
Age:
Alliance: TRY and choose a side, don't be "Neutral", you can put undecided, etc, so long as you choose later on. It's imperative to the game.
Power: Not too intense. Only one per person. no multiple powers. They should be biological, no elemental powers, etc. Examples: Strength, Shape-Shifting, Invisibility, etc.
Other:

Characters so Far:

Blake- (Blulightning)
Haria- (Ulta)
Kassandra- (Diokatsu)
Reiko- (ninjakyler)
Tia- UltaFlame

My Character:
Name: Blake
Gender: Male
Age: 19
Alliance: Undecided
Power: Shape-shifter
Other: Blake was studying at Princeton University when the disease hit. His friend, Benjamin, a science major, injected him with an experimental serum that cured him. However, Benjamin was killed in the madness following the plague, and his secret cure died along with him. Blake is traveling to New York in an attempt to find a scientist who can decipher the code Benjamin gave him as he lay dying.
8
Script Requests / Bank Script
September 03, 2008, 11:05:49 am
I found a bank script that is full of bugs and errors, and, being not much of a scriptor myself, I couldn't fix it. If anyone wants to make a new bank script, it'd be great! I will include the old one here as a model if you want it.


#==============================================================================
# Banking System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (12.05.05)
# Last Updated: 12.06.05
#==============================================================================

#==============================================================================
# ** Scene_Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias Command: New Game
#--------------------------------------------------------------------------
alias bank_command_new_game command_new_game
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
$game_bank = Game_BankSystem.new
bank_command_new_game
end
end

#==============================================================================
# ** Window_RefreshCommand
#==============================================================================
class Window_RefreshCommand < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands)
# Compute window height from command quantity
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(commands = @commands)
@commands = commands
@item_max = commands.size
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.contents = Bitmap.new(width - 32, @item_max * 32)
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
self.contents.draw_text(0, 32 * index, self.contents.width - 8, 32, @commands[index], 1)
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Undisable Item
# index : item number
#--------------------------------------------------------------------------
def undisable_item(index)
draw_item(index, normal_color)
end
end

#==============================================================================
# ** Game_BankSystem
#==============================================================================
class Game_BankSystem
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :account_balance
attr_accessor :interest_rate
attr_accessor :saving_bonds
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@account_balance = 0
@interest_rate = 1
@saving_bonds = []
@last_interest_time = 0
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
# Updates Deposited Amount
interest_time = (Graphics.frame_count / Graphics.frame_rate - @last_interest_time) / 3600.0
interest_amt = (@account_balance * @interest_rate / 100.0 * interest_time).to_i
if interest_amt > 0
@last_interest_time = Graphics.frame_count / Graphics.frame_rate
@account_balance += interest_amt
# Refreshes Data Windows
$scene.refresh_windows
end
end
#--------------------------------------------------------------------------
# * Deposit
#--------------------------------------------------------------------------
def deposit(amount)
$game_party.lose_gold(amount)
@account_balance += amount
end
#--------------------------------------------------------------------------
# * Withdraw
#--------------------------------------------------------------------------
def withdraw(amount)
@account_balance -= amount
$game_party.gain_gold(amount)
end
#--------------------------------------------------------------------------
# * Add Savings Bond
#--------------------------------------------------------------------------
def add_bond(bond)
@saving_bonds.push(bond)
@saving_bonds.sort! {|a, b| a.name <=> b.name}
end
end

#==============================================================================
# ** Savings_Bond
#==============================================================================
class Savings_Bond
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :name
attr_accessor :cost
attr_accessor :interest_rate
attr_accessor :length
attr_accessor :time_bought
attr_accessor :time_finished
attr_accessor :mature_value
#--------------------------------------------------------------------------
# * Object Initialization
# name : Savings Bond Name
# cost : Savings Bond Cost
# interest_rate : Savings Bond Interest Rate (In Percent)
# length : Length of Hours until Mature
#--------------------------------------------------------------------------
def initialize(name, cost, interest_rate, length)
@name = name
@cost = cost
@interest_rate = interest_rate
@length = length
@mature_value = (@cost * (1+ @interest_rate / 100.0)).to_i
end
#--------------------------------------------------------------------------
# * Set Times
#--------------------------------------------------------------------------
def set_times
@time_bought = Graphics.frame_count / Graphics.frame_rate
@time_finished = @time_bought + @length * 3600
end
#--------------------------------------------------------------------------
# * Make Time to HH:MM:SS
#--------------------------------------------------------------------------
def return_time(time)
hours = time / 60 / 60
minutes = time / 60 % 60
seconds = time % 60
return sprintf("%02d:%02d:%02d", hours, minutes, seconds)
end
end

#==============================================================================
# ** Window_BankNumber
#==============================================================================
class Window_BankNumber < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(640, 272, 240, 192)
self.opacity = 175
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Refresh
# money : Gold being...
# type : Deposit or Withdraw
#--------------------------------------------------------------------------
def refresh(money, type)
contents.clear
# Deposit or Withdraw
contents.font.color = system_color
contents.draw_text(0, 0, contents.width, 24, "Amount to #{type}", 1)
if type == "Deposit"
# Draws Game Party Gold
contents.draw_text(4, 48, contents.width, 24, "Current #{$data_system.words.gold}:")
contents.font.color = normal_color
contents.draw_text(-4, 48, contents.width, 24, $game_party.gold.to_s, 2)
else
# Draws Account Balance
contents.draw_text(4, 48, contents.width, 24, "Account Balance:")
contents.font.color = normal_color
contents.draw_text(-4, 48, contents.width, 24, $game_bank.account_balance.to_s, 2)
end
# Draws Money Being Deposited or Withdrawn
contents.font.color = system_color
contents.draw_text(4, 72, contents.width, 24, "#{type} Amount:")
contents.font.color = normal_color
contents.draw_text(-4, 72, contents.width, 24, "- #{money}", 2)
# Draws Line
line = ""
while contents.text_size(line).width < contents.width
line += "-"
end
contents.draw_text(0, 96, contents.width, 24, line, 2)
# Draws Game Party Gold Amont
contents.font.color = system_color
contents.draw_text(4, 112, contents.width, 32, "#{$data_system.words.gold} After:")
amount = $game_party.gold
amount += type == "Deposit" ? -money : money
contents.font.color = normal_color
contents.draw_text(-4, 112, contents.width, 32, amount.to_s, 2)
# Draws Deposit Amont
amount = $game_bank.account_balance
amount += type == "Deposit" ? money : -money
contents.font.color = system_color
contents.draw_text(4, 136, contents.width, 32, "Balance After:")
contents.font.color = normal_color
contents.draw_text(-4, 136, contents.width, 32, amount.to_s, 2)
end
end

#==============================================================================
# ** Window_BankBio
#==============================================================================
class Window_BankBio < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(-240, 272, 240, 192)
self.opacity = 175
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
# Deposit or Withdraw
contents.font.color = system_color
# Draws Actor Name in Postition 1
contents.font.color = normal_color
contents.draw_text(0, 0, contents.width, 24, "#{$game_party.actors[0].name}", 1)
# Draws Game Party Gold
contents.font.color = system_color
contents.draw_text(4, 32, contents.width, 24, "Current #{$data_system.words.gold}:")
contents.font.color = normal_color
contents.draw_text(-4, 32, contents.width, 24, $game_party.gold.to_s, 2)
# Draws Account Balance
contents.font.color = system_color
contents.draw_text(4, 56, contents.width, 24, "Account Balance:")
contents.font.color = normal_color
contents.draw_text(-4, 56, contents.width, 24, $game_bank.account_balance.to_s, 2)
# Draws Number of Savings Bond's
contents.font.color = system_color
contents.draw_text(4, 80, contents.width, 24, "Bonds Owned:")
contents.font.color = normal_color
contents.draw_text(-4, 80, contents.width, 24, $game_bank.saving_bonds.size.to_s, 2)
# Draws Value of Savings Bond's
value = 0
$game_bank.saving_bonds.each { |x| value += x.mature_value}
contents.font.color = system_color
contents.draw_text(4, 104, contents.width, 24, "Bonds Value:")
contents.font.color = normal_color
contents.draw_text(-4, 104, contents.width, 24, value.to_s, 2)
# Draws Current Interest Rate
contents.font.color = system_color
contents.draw_text(4, 136, contents.width, 24, "Interest Rate:")
contents.font.color = normal_color
contents.draw_text(-4, 136, contents.width, 24, "#{$game_bank.interest_rate} %", 2)
end
end

#==============================================================================
# ** Window_Bond
#==============================================================================
class Window_Bond < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(-240, 264, 240, 200)
self.opacity = 175
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Refresh
# bond : Savings Bond
#--------------------------------------------------------------------------
def refresh(bond, bought = false)
contents.clear
unless bond == nil
# Draws Bond Name
contents.font.color = system_color
contents.draw_text(0, 0, contents.width, 24, bond.name, 1)
# Draws Bond Cost
contents.font.color = system_color
contents.draw_text(4, 24, contents.width, 24, "Bond Cost:")
contents.font.color = normal_color
contents.draw_text(-4, 24, contents.width, 24, bond.cost.to_s, 2)
# Draws Bond Mature Value
contents.font.color = system_color
contents.draw_text(4, 48, contents.width, 24, "Mature Value:")
contents.font.color = normal_color
contents.draw_text(-4, 48, contents.width, 24, "#{bond.mature_value}", 2)
# Draws Bond Interest Rate
contents.font.color = system_color
contents.draw_text(4, 72, contents.width, 24, "Interest Rate:")
contents.font.color = normal_color
contents.draw_text(-4, 72, contents.width, 24, "#{bond.interest_rate} %", 2)
# Draws Length until Maturity
contents.font.color = system_color
contents.draw_text(4, 96, contents.width, 24, "Maturity Time:")
contents.font.color = normal_color
contents.draw_text(-4, 96, contents.width, 24, "#{bond.length} Hours", 2)
# Display only if Purchased CD
if bought
# Draws Time Bought
contents.font.color = system_color
contents.draw_text(4, 120, contents.width, 24, "Time Bought:")
contents.font.color = normal_color
contents.draw_text(-4, 120, contents.width, 24, bond.return_time(bond.time_bought), 2)
# Draws Time Finished
contents.font.color = system_color
contents.draw_text(4, 144, contents.width, 24, "Time Finished:")
contents.font.color = normal_color
contents.draw_text(-4, 144, contents.width, 24, bond.return_time(bond.time_finished), 2)
end
end
end
end

#==============================================================================
# ** Scene_Bank
#==============================================================================
class Scene_Bank
#--------------------------------------------------------------------------
# * Object Initialization
# interest rate : Changes Current Interest Rate (Leave 0 for no Change)
# bonds : Avaliable CD's For Purchasing
#--------------------------------------------------------------------------
def initialize(interest_rate = $game_bank.interest_rate,
bonds = [ Savings_Bond.new("CD-7", 100, 7.5, 7), Savings_Bond.new("CD-14", 500, 15, 14)])
$game_bank.interest_rate = interest_rate unless interest_rate == 0
@bonds = bonds
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Current Phase
@phase = -1
# Refreshing Variables
@amount, @depositing = 0, true
@current_bond, @bond_bought = nil, false
# Make sprite set
@spriteset = Spriteset_Map.new
# Help Window
@help_window = Window_Help.new
@help_window.y, @help_window.opacity = -64, 175
@help_window.set_text("Welcome to the Bank", 1)
# Bank Bio
@bank_bio_window = Window_BankBio.new
# Avaliable Bond Information Display Window
@av_bond_display_window = Window_Bond.new
# Owned Bond Information Display Window
@own_bond_display_window = Window_Bond.new
# Main Command
@main_command = Window_RefreshCommand.new(180, [
"Deposit #{g_word = $data_system.words.gold}",
"Withdraw #{g_word}", "Purchase Bond", "Get Mature Bond", "Exit"])
@main_command.x, @main_command.y, @main_command.opacity = 644, 272, 175
@main_command.active = false
# Bank Number Window
@bank_number_window = Window_BankNumber.new
# Avaliable Bonds Command
commands = []
@bonds.each {|x| commands.push(x.name)}; commands.push("Back")
@av_bond_command = Window_RefreshCommand.new(180, commands)
@av_bond_command.x, @av_bond_command.y = 644, 272
@av_bond_command.height, @av_bond_command.opacity = 192, 175
@av_bond_command.active = false
# CD's Have
@own_bond_command = Window_RefreshCommand.new(180, get_cd_list)
@own_bond_command.x, @own_bond_command.y = 644, 272
@own_bond_command.height, @own_bond_command.opacity = 192, 175
@own_bond_command.active = false
# Scene Objects
@objects = [@spriteset, @help_window, @bank_bio_window, @av_bond_display_window,
@own_bond_display_window, @main_command, @bank_number_window,
@av_bond_command, @own_bond_command]
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Update Objects
@objects.each {|x| x.update}
# Updates Bank System
$game_bank.update
# Frame update
update
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@objects.each {|x| x.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Splits Phases Up
case @phase
when -1 # Intro Phase
intro_update
when 0 # Main Phase
main_update
when 1 # Deposit or Withdraw Phase
account_update
when 2 # Buy CD Phase
buy_bond_update
when 3 # Get Mature CD Phse
get_bond_update
when 99 # Exit Phase
exit_update
end
end
#--------------------------------------------------------------------------
# * Intro Update
#--------------------------------------------------------------------------
def intro_update
# Moves Window Down
@help_window.y += 4 if @help_window.y < 0
if @help_window.y == 0
# Input Processing
if Input.trigger?(Input::cool.gif
$game_system.se_play($data_system.cancel_se)
# Returns to Scene
@phase = 99
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
# Switchs to Main Phase
@phase = 0
end
end
end
#--------------------------------------------------------------------------
# * Main Update
#--------------------------------------------------------------------------
def main_update
# Turns On Main Command
@main_command.active = true
# Turns Off Other Command Windows
@av_bond_command.active = @own_bond_command.active = false
# Moves In Active Windows
@bank_bio_window.z = @main_command.z = 9999
@bank_bio_window.x += 32 if @bank_bio_window.x < 16
@main_command.x -= 25 if @main_command.x > 444
# Moves Out Inactive Windows
@av_bond_display_window.x -= 32 if @av_bond_display_window.x > - 240
[@av_bond_display_window, @own_bond_display_window, @bank_number_window,
@av_bond_command, @own_bond_command].each {|window| window.z = 9995}
[@av_bond_command, @own_bond_command].each {|command|
command.x += 25 if command.x < 644}
@own_bond_display_window.x -= 25 if @own_bond_display_window.x > - 240
@bank_number_window.x += 32 if @bank_number_window.x < 640
# Sets Help Window
case @main_command.index
when 0; @help_window.set_text("Deposit Money Into your Account", 1)
when 1; @help_window.set_text("Withdraw Money From your Account", 1)
when 2; @help_window.set_text("Purchase a Savings Bond", 1)
when 3; @help_window.set_text("Take Out Mature Savings Bond", 1)
when 4; @help_window.set_text("Exit Bank", 1)
end
# Input Processing
if Input.trigger?(Input::cool.gif # Returns to Map
$game_system.se_play($data_system.cancel_se)
@phase = 99
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
case @main_command.index
when 0 # Deposit
@amount, @depositing = 0, true
refresh_windows
@help_window.set_text("Deposit #{@amount} #{$data_system.words.gold}", 1)
@phase = 1
when 1 # Withdraw
@amount, @depositing = 0, false
refresh_windows
@help_window.set_text("Withdraw #{@amount} #{$data_system.words.gold}", 1)
@phase = 1
when 2 # Buy CD
@current_bond = @bonds[@av_bond_command.index]
@bond_bought = false
refresh_windows
@phase = 2
when 3 # Get CD
@current_bond = $game_bank.saving_bonds[@own_bond_command.index]
@bond_bought = true
refresh_windows
@phase = 3
when 4 # Exit Bank
@phase = 99
end
end
end
#--------------------------------------------------------------------------
# * Accpunt Update
#--------------------------------------------------------------------------
def account_update
# Turns Off Command Windows
@main_command.active = @av_bond_command.active = @own_bond_command.active = false
# Moves In Active Windows
@bank_bio_window.z = @bank_number_window.z = 9999
@bank_bio_window.x += 32 if @bank_bio_window.x < 16
@bank_number_window.x -= 32 if @bank_number_window.x > 384
# Moves Out Inactive Windows
@av_bond_display_window.z = @own_bond_display_window.z =
@main_command.z = @av_bond_command.z = @own_bond_command.z = 9995
@av_bond_display_window.x -= 32 if @av_bond_display_window.x > - 240
[@own_bond_display_window].each {|window| window.x -= 25 if window.x > - 240}
[@main_command, @av_bond_command, @own_bond_command].each {|command|
command.x += 25 if command.x < 644}
# Input Processing
if Input.trigger?(Input::cool.gif
$game_system.se_play($data_system.cancel_se)
@phase = 0
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
if @depositing
$game_bank.deposit(@amount)
refresh_windows
@phase = 0
else
$game_bank.withdraw(@amount)
refresh_windows
@phase = 0
end
elsif Input.repeat?(Input::LEFT) && Input.press?(Input::LEFT)
if @amount > 0
$game_system.se_play($data_system.cursor_se)
@amount -= 1
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.repeat?(Input::RIGHT) && Input.press?(Input::RIGHT)
if @depositing
if @amount < $game_party.gold
$game_system.se_play($data_system.cursor_se)
@amount += 1
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
else
$game_system.se_play($data_system.buzzer_se)
end
else
if @amount < $game_bank.account_balance
$game_system.se_play($data_system.cursor_se)
@amount += 1
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
else
$game_system.se_play($data_system.buzzer_se)
end
end
elsif Input.repeat?(Input::UP) && Input.press?(Input::UP)
if @amount == 0
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.cursor_se)
@amount > 10 ? @amount -= 10 : @amount = 0
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
end
elsif Input.repeat?(Input::DOWN) && Input.press?(Input::DOWN)
if @depositing
if @amount < $game_party.gold
$game_system.se_play($data_system.cursor_se)
@amount < $game_party.gold - 10 ? @amount += 10 : @amount = $game_party.gold
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
else
$game_system.se_play($data_system.buzzer_se)
end
else
if @amount < $game_bank.account_balance
$game_system.se_play($data_system.cursor_se)
@amount < $game_bank.account_balance - 10 ? @amount += 10 : @amount = $game_bank.account_balance
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
else
$game_system.se_play($data_system.buzzer_se)
end
end
elsif Input.repeat?(Input::L) && Input.press?(Input::L)
if @amount == 0
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.cursor_se)
@amount > 100 ? @amount -= 100 : @amount = 0
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
end
elsif Input.repeat?(Input::R) && Input.press?(Input::R)
if @depositing
if @amount < $game_party.gold
$game_system.se_play($data_system.cursor_se)
@amount < $game_party.gold - 100 ? @amount += 100 : @amount = $game_party.gold
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
else
$game_system.se_play($data_system.buzzer_se)
end
else
if @amount < $game_bank.account_balance
$game_system.se_play($data_system.cursor_se)
@amount < $game_bank.account_balance - 100 ? @amount += 100 : @amount = $game_bank.account_balance
refresh_windows
@help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
else
$game_system.se_play($data_system.buzzer_se)
end
end
end
end
#--------------------------------------------------------------------------
# * Buy Bond Update
#--------------------------------------------------------------------------
def buy_bond_update
# Turns On Avaliable Bond Window
@av_bond_command.active = true
# Turns Off Other Command Windows
@main_command.active = @own_bond_command.active = false
# Moves In Active Windows
@av_bond_display_window.z = @av_bond_command.z = 9999
@av_bond_display_window.x += 32 if @av_bond_display_window.x < 16
@av_bond_command.x -= 25 if @av_bond_command.x > 444
# Moves Out Inactive Windows
[@bank_bio_window, @bank_number_window, @own_bond_display_window,
@main_command, @own_bond_command].each {|window| window.z = 9995}
@bank_bio_window.x -= 32 if @bank_bio_window.x > - 240
@bank_number_window.x += 32 if @bank_number_window.x < 640
@own_bond_display_window.x -= 25 if @own_bond_display_window.x > - 240
[@main_command, @own_bond_command].each {|command| command.x += 25 if command.x < 644}
# Input Processing
if Input.trigger?(Input::cool.gif
$game_system.se_play($data_system.cancel_se)
@phase = 0
elsif Input.trigger?(Input::C)
if @av_bond_command.index == @bonds.size
$game_system.se_play($data_system.cancel_se)
@phase = 0
else
current_bond = @bonds[@av_bond_command.index].dup
if current_bond.cost > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
$game_party.lose_gold(current_bond.cost)
current_bond.set_times
$game_bank.add_bond(current_bond)
refresh_windows
@phase = 0
end
end
# Updates Current Bond
elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@current_bond = @bonds[@av_bond_command.index]
refresh_windows
end
end
#--------------------------------------------------------------------------
# * Get Bond Update
#--------------------------------------------------------------------------
def get_bond_update
# Turns On Avaliable Bond Window
@own_bond_command.active = true
# Turns Off Other Command Windows
@main_command.active = @av_bond_command.active = false
# Moves In Active Windows
[@own_bond_display_window, @own_bond_command].each {|window| window.z = 9999}
@own_bond_display_window.x += 32 if @own_bond_display_window.x < 16
@own_bond_command.x -= 25 if @own_bond_command.x > 444
# Moves Out Inactive Windows
[@bank_bio_window, @av_bond_display_window, @main_command, @bank_number_window,
@av_bond_command].each {|window| window.z = 9995}
[@bank_bio_window, @av_bond_display_window].each {|window|
window.x -= 32 if window.x > - 240}
[@main_command, @av_bond_command].each {|window|
window.x += 25 if window.x < 640}
@bank_number_window.x += 32 if @bank_number_window.x < 640
# Input Processing
if Input.trigger?(Input::cool.gif
$game_system.se_play($data_system.cancel_se)
@phase = 0
elsif Input.trigger?(Input::C)
if @own_bond_command.index == $game_bank.saving_bonds.size
$game_system.se_play($data_system.cancel_se)
@phase = 0
else
current_bond = $game_bank.saving_bonds[@own_bond_command.index]
if current_bond.time_finished > Graphics.frame_count / Graphics.frame_rate
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("Savings Bond Not Mature Yet!", 1)
else
$game_system.se_play($data_system.decision_se)
$game_party.gain_gold(current_bond.mature_value)
$game_bank.saving_bonds.delete_at[@own_bond_command.index]
refresh_windows
@phase = 0
end
end
elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@current_bond = $game_bank.saving_bonds[@own_bond_command.index]
refresh_windows
end
end
#--------------------------------------------------------------------------
# * Exit Update
#--------------------------------------------------------------------------
def exit_update
# Moves Out Windows
@help_window.y -= 4 if @help_window.y > - 64
[@bank_bio_window, @av_bond_display_window].each {|window| window.x -= 32 if window.x > - 240}
[@own_bond_display_window].each {|window| window.x -= 25 if window.x > - 240}
[@main_command, @bank_number_window, @av_bond_command,
@own_bond_command].each {|window| window.x += 25 if window.x < 640}
# Checks To Make Sure All Windows Are Out
if @help_window.y <= - 64 && @bank_bio_window.x <= - 240 && @av_bond_display_window.x <= - 240 &&
@own_bond_display_window.x <= - 240 && @main_command.x >= 644 &&
@bank_number_window.x >= 640 && @av_bond_command.x >= 640 && @own_bond_command.x >= 640
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# * Get CD List
#--------------------------------------------------------------------------
def get_cd_list
commands = []
$game_bank.saving_bonds.each {|x| commands.push(x.name)}
commands.push("Back")
return commands
end
#--------------------------------------------------------------------------
# * Refresh Windows
#--------------------------------------------------------------------------
def refresh_windows
@bank_bio_window.refresh
@av_bond_display_window.refresh(@current_bond, @bond_bought)
@own_bond_display_window.refresh(@current_bond, @bond_bought)
@bank_number_window.refresh(@amount, @depositing ? "Deposit" : "Withdraw")
@own_bond_command.refresh(get_cd_list)
end
end
9
Resource Requests / Charset Merge
September 01, 2008, 12:26:46 pm
I was wondering if anyone is interested in combining two chars for me. I will credit you in the game of course!! The charsets are one I found, and the 004-fighter RTP.





I'd like the fighter to have the wings and look kinda... evil
10
New Projects / Destiny's Corpse
August 21, 2008, 06:09:54 pm
NOTE: This is a game in progress, and I will be adding more screenshots, etc as time goes on.

DESTINY'S CORPSE

Basic Storyline:

Heaven:

You start out in Heaven. There is an Angel there, who set's up some ingame preferences with you. While there, you choose your name and your appearance. There's also some tutorials there. When you are ready to go, you step through an archway, and the Angel tells you about the troubled world. (See Fig.1)

Cresh:
This is the town you are sent to. You have no recollection of the Angel and Heaven.

Port Cresh:

Go fishing with your best friend and MAYBE, if you talk to some people, cool stuff will happen. MAYBE.

Kurva:
A desert town. You go here on your first mission for the Resistance Order.

Characters
Main Character:
Name: You name them!
Age: Around 18
Info: Placed on Earth to save Earth from the Demons of Hell. Isn't aware that he is blessed by Angels. Lives in Cresh, a Port City, where the evil King Gordon has his summer palace. He becomes more aware of Angels and Demons when he meets a King Gordon Resistance Group
Main Character's Friend:
Name: You get to name him too!
Age: Around 18
Info: Main character's best friend. They grew up together. Now, they own a small fishing boat. When Main Character discovers the resistance group, he joins too. He becomes the Main Character's Acolyte, or helper.

Kor:
Name: Kor
Age:24
Info: A member of the resistance group. You join the group because of him. He is a bit mysterious.

Welf
Name:Welf
Age: 29
Info: When you join the Order, you become his charge, and it is his job to train you.

Cynthia
Name: Cynthia
Age: 19
Info: The neighborhood brat. Turns out she's in the order as well. She is a know it all, but unfortunately for you, she joins you on your mission to Kurva.


Features:

~ABS
~Custom Menu Screen
~Quest Journal
~Name yourself!
~Choose appearance
~Custom Stat Distribution
~And MUCH MUCH MORE!!!


Screenshots:

Home Sweet Home:[/u]



Name Yourself, and your friends!!




So tell me what you think, check back often, because a DEMO is coming! Yay!


CREDITS:
~Blizzard
~Prexus
~Sthrattoff
11
Script Requests / Harvest Moon Type Script
August 20, 2008, 02:29:07 pm
Version: RMXP

In the game Harvest Moon, you can meet people, and, depending on what you say to them, they like you, or they don't like you? I figure I could do this kind of a thing with eventing and variables, but I'd much rather use a script. I'd like if it had a window screen that shows your relationships with everyone. MUST be compatable with Blizz's ABS and StormTronics CMS. Thanks!!
12
I saw this on another website, unfortunately the script had been taken off but the description left on. It was called 'Blue Magic', and what it did was it created a Skill that allowed you to learn an enemies skill in battle. I don't know how it could work along with the RO Skills/Jobs script, but it could, maybe? Anyways, if possible, could someone make this script? It would be kind of like Blizzards Analyze script, I think.
13
Resources / Blu's RM2k/3k Character Workshop
July 26, 2008, 03:55:20 pm
What I do:
~Charsets
~Facesets
~Battlers

What I DO NOT do:
~Tilesets

What I'll try:
~Systems/Windowskins
~Recolors

Make requests, and I will do my best to fill them. You can use my work, but please credit me.

Some Examples:

Spoiler: ShowHide

Daniel:









Spoiler: ShowHide

Flyn:











More Examples coming soon!
14
Recruitment / Beta Tester Destiny
July 25, 2008, 02:10:57 pm
BETA TESTER

I need someone to periodically play my game. All you would have to do is:

~ Play it, and make sure it works
~ Evaluate Appearances (Such as maps and character sprites)
~ Make suggestions (If you think there should be more minigames, say so!)

Of course, I'd like someone with a pretty good knowledge of RMXP so they can make relative and helpful critiques.


Thanks!
~Blu
   
Pancho
   Blulightning
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Oh jeez I almost forgot to tell you about the game!! Here it is:

When you start, you get to pick one of 4 available characters. I'll tell you about the one I have nearly finished.

Start: In a city underground, called Under City. Your name is Nyd, and you are are a giant rat-like thing. You dream of leaving Under City and seeing the world. The City's healer introduces you to a young man named Zuo who is from Beyerwood, a forest in the north. He needs an escort to return there. She tells you to go and get some goods from the store to trade in Beyerwood. Also in Under City, you can learn to make weapons and armor, and fight in an arena. When you leave to go to Beyerwood you must coplete a series of puzzles. In Beyerwood, you trade your goods and continue on to other places such as the Desert, and the Ice Plains. Along the way you meet other characters like Zuo, who join you on your journey around the world.

There will be a sequal in which you and your 'Band' of new friends discover a force threatening to poison the world with Black Magic and hate, and you must defeat it. If you take the position of Beta Tester for the first game, then you can beta test the second as well. Again, the second is in the FAR future.