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Messages - Zare

1
RMXP Script Database / Re: [XP] Blizz-ABS Battle Music
December 29, 2011, 06:07:01 pm
Really Nice Script, but after a battle the battle music keeps playing for me. Is there any Solution to change that?
2
Bump again, first Post has been updated since 2 requests have been solved, so just one left :D Please help with that^^
3
Script Requests / Re: 3 Requests :3
February 15, 2010, 09:20:59 am
bump! anyone else? please ?  :naughty:
4
Script Requests / Re: 3 Requests :3
February 13, 2010, 02:22:14 pm
awesome, thy so much! :D

yeah the prob of the second request is, that the second script is written without the sdk and it's aliased differently, means that the part with

def command_new_game

and the part with
$data_actors        = load_data("Data/Actors.rxdata")
$data_classes       = load_data("Data/Classes.rxdata")
....

is aliased, but in the first one it isn't. Now I want the second one to aliase everything like the first one^^ (reason is, that the second one overwrites something and produces an error)

And the 1. Request I think is a whole script request, because I don't think there is a script like that (maybe it is but I didn't find it)

ty, Zare
5
Hello guys^^ I had 3 requests, 2 are already solved (many thx to lilbrudder917 and Jaberwocky) so just this request is left:


I have 2 different versions of mogs animated title.
The first one works properly and gives no errors but the second one rewrites the new game class so it gives me an error. Could someone edit the second one so it works like the first one and doesn't rewrite one of the classes? The first one does not aliase the new_game_command or anything, and this is what I want the second one to work like.


1. One (works properly)
#============================================================================
# ** Moghunter's Animated Title (Celes)
#----------------------------------------------------------------------------
# Moghunter : Kurisu
# 10/5/2007
# Version: 1.01
# SDK Version : (2.2) - Part 3
#---
# Intructions:
# ~ COMMANDFILENAME :The filename   (Commands)
# ~ COMMAND_X       :The X Position (Commands)
# ~ COMMAND_Y       :The Y Position (Commands)
# ~ COMMAND_Z       :The Z Position (Commands)
# ~ TITLEFILENAME   :The Filename   (TitleBack)
# ~ TITLEFRAMES     :Total Frames   (TitleBack)
# ~ TITLESPEED      :Frames Speed   (TitleBack)
#---
# Credits:
# ~ Originally Created by      : Moghunter
# ~ Rewrote by                 : Kurisu
# ~ Many Thanks to             : Trickster
#============================================================================

#--------------------------------------------------------------------------
# * Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('Mog Animated Title', 'Moghunter / Kurisu', 2.2, '10/5/07')
#--------------------------------------------------------------------------
# Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.2, [3])
#--------------------------------------------------------------------------
# * Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('Mog Animated Title')
 
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
COMMANDFILENAME = 'Com'
COMMAND_X       = 0
COMMAND_Y       = 0
COMMAND_Z       = 100
TITLEFILENAME   = 'Title'
TITLEFRAMES     = 0
TITLESPEED      = 3

class Scene_Title
 #--------------------------------------------------------------------------
 # * Aliases
 #--------------------------------------------------------------------------
 alias_method :mog_animated_title_title_main_sprite, :main_sprite
 alias_method :mog_animated_title_title_main_window, :main_window
 alias_method :mog_animated_title_title_update,      :update
 #--------------------------------------------------------------------------
 # * Main_Sprite
 #--------------------------------------------------------------------------
 def main_sprite
   mog_animated_title_title_main_sprite
   # Animated Background
   @mog_animated_title         = Sprite.new
   @mog_animated_title.bitmap  = RPG::Cache.title('')
   @mog_animated_title_frames  = 0
   @mog_animated_title_speed   = 0
   # Command Sprites
   @mog_sprite_command = Sprite.new
   @mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_01')
   @mog_sprite_command.x = COMMAND_X
   @mog_sprite_command.y = COMMAND_Y
   @mog_sprite_command.z = COMMAND_Z
 end
 #--------------------------------------------------------------------------
 # * Main_Window
 #--------------------------------------------------------------------------
 def main_window
   mog_animated_title_title_main_window
   @command_window.visible = false
 end
 #--------------------------------------------------------------------------
 # * Update
 #--------------------------------------------------------------------------
 def update
   mog_animated_title_title_update
   case @command_window.index
   when 0
     @mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_01')      
   when 1
     @mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_02')      
   when 2
     @mog_sprite_command.bitmap = RPG::Cache.title(COMMANDFILENAME + '_03')
   end
   @mog_animated_title_speed    += 1
   if @mog_animated_title_speed > TITLESPEED
     @mog_animated_title_frames += 1
     @mog_animated_title_speed   = 0
   end
   if @mog_animated_title_frames > TITLEFRAMES
     @mog_animated_title_frames  = 0
   end  
   @mog_animated_title.bitmap  = RPG::Cache.title(TITLEFILENAME + @mog_animated_title_frames.to_s)
 end
end
#--------------------------------------------------------------------------
# * End SDK Enabled Check
#--------------------------------------------------------------------------
end


2. One (doesn't work properly)

#_________________________________________________
# MOG_Animated Title Sofia V1.1            
#_________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Auto Fullscreen.  
FULL_SCREEN = true
#Logo Picture Name.
LOGO_PIC = "logo"
#Logo Time.
LOGO_TIME = 220
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = true
#Set Random Music.
MUSIC1 = "062-Slow05"
MUSIC2 = "058-Slow01"
MUSIC3 = "030-Town08"
#Active Title BGS.  
BGS_ON = false
#Set Title BGS.  
BGS = "004-Wind04"
#Set BGS volume.  
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 60
#Texto para acessar o menu de opções(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posição do texto na horizontal.(Press any Key)
T_B_X = 250
#Posição do texto na vertical.(Press any Key)
T_B_Y = 300
#Som ao apertar a tecla.(Press any Key)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de opções de comando.
#É necessário ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo
#-----------------
PIC_FD = "Back"#Nome da imagem.
PIC_FD_OX = 1  #Velocidade de movimento na horizontal.
PIC_FD_OY = 0  #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transparência da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-----------------
# Letras do Titulo
#-----------------
PIC_TEXTO = "Texto"#Nome da imagem.
PIC_TEXTO_OX = 0  #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0  #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 0 #Transparência Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog01" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 100  #Time para mudar de direção.
PIC_FOG_OX_01 = 2  #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 2  #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 3  #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 3 #Prioridade da imagem.
PIC_FOG1_BLEND = 1 #Tipo de Blend.
PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "Fog02" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 100 #Time para mudar de direção.  
PIC_FOG2_PRIOR = 2 #Prioridade da imagem.
PIC_FOG2_BLEND = 1 #Tipo de Blend.
PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 50  #Transparência da imagem.
#-----------------
# Imagem Camada 3
#-----------------
PIC_FOG3 = "Tree"  #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de direção.  
PIC_FOG3_PRIOR = 7 #Prioridade da imagem.
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "Leaf01" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200  #Time para mudar de direção.
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem.
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transparência da imagem.
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "Leaf02" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de direção.
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem.
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transparência da imagem.
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma opção de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redução da Transparência imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = -6
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0.02
DIS_PIC1_ZOOMY = 0.02
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0
DIS_PIC5_ZOOMX = 0.004
DIS_PIC5_ZOOMY = 0.004
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title  
 def main
   if $BTEST
     battle_test
     return
   end
   $full_screen += 1
   if MOG::FULL_SCREEN == true and $full_screen == 1
   $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' '
   $showm.call(18,0,0,0)
   $showm.call(13,0,0,0)
   $showm.call(13,0,2,0)
   $showm.call(18,0,2,0)
   end        
   $data_actors        = load_data("Data/Actors.rxdata")
   $data_classes       = load_data("Data/Classes.rxdata")
   $data_skills        = load_data("Data/Skills.rxdata")
   $data_items         = load_data("Data/Items.rxdata")
   $data_weapons       = load_data("Data/Weapons.rxdata")
   $data_armors        = load_data("Data/Armors.rxdata")
   $data_enemies       = load_data("Data/Enemies.rxdata")
   $data_troops        = load_data("Data/Troops.rxdata")
   $data_states        = load_data("Data/States.rxdata")
   $data_animations    = load_data("Data/Animations.rxdata")
   $data_tilesets      = load_data("Data/Tilesets.rxdata")
   $data_common_events = load_data("Data/CommonEvents.rxdata")
   $data_system        = load_data("Data/System.rxdata")
   $game_system = Game_System.new
   s1 = ""
   s2 = ""
   s3 = ""
   @command_window = Window_Command.new(160, [s1, s2, s3])
   @command_window.opacity = 0
   @command_window.x = 0 - @command_window.width / 2
   @command_window.y = 0
   @command_window.visible = false
   @command_window.active = false    
   @mb01 = Plane.new
   @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
   @mb01.opacity = MOG::PIC_FD_OPA
   @mb01.z = MOG::PIC_FD_PRIOR
   @mb01.blend_type = MOG::PIC_FD_BLEND
   @mb02 = Plane.new
   @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
   @mb02.z = MOG::PIC_TEXTO_PRIOR
   @mb02.opacity = MOG::PIC_TEXTO_OPA
   @mb02.blend_type = MOG::PIC_TEXTO_BLEND    
   @mb03 = Plane.new
   @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
   @mb03.z = MOG::PIC_FOG1_PRIOR
   @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX
   @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY
   @mb03.blend_type = MOG::PIC_FOG1_BLEND
   @mb03.opacity = MOG::PIC_FOG1_OPA
   @mb04 = Plane.new
   @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
   @mb04.z = MOG::PIC_FOG2_PRIOR
   @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX
   @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY
   @mb04.blend_type = MOG::PIC_FOG2_BLEND
   @mb04.opacity = MOG::PIC_FOG2_OPA
   @mb05 = Plane.new
   @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
   @mb05.z = MOG::PIC_FOG3_PRIOR
   @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX
   @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY
   @mb05.blend_type = MOG::PIC_FOG3_BLEND
   @mb05.opacity = MOG::PIC_FOG3_OPA
   @mb07 = Plane.new
   @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
   @mb07.z = MOG::PIC_LEAF1_PRIOR
   @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX
   @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY    
   @mb07.blend_type = MOG::PIC_LEAF1_BLEND  
   @mb07.opacity = MOG::PIC_LEAF1_OPA
   @mb08 = Plane.new
   @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
   @mb08.z = MOG::PIC_LEAF2_PRIOR
   @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX
   @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY    
   @mb08.blend_type = MOG::PIC_LEAF2_BLEND      
   @mb08.opacity = MOG::PIC_LEAF2_OPA    
   @bot = Sprite.new
   @bot.bitmap = Bitmap.new(160,100)
   @bot.x = MOG::T_B_X
   @bot.y = MOG::T_B_Y
   @bot.z = 9999
   @bot.opacity = 0
   @bot.bitmap.font.size = MOG::T_B_FONT
   @bot.bitmap.font.bold = true
   @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
   @bot2 = Sprite.new
   @bot2.bitmap = Bitmap.new(160,100)
   @bot2.x = MOG::T_B_X
   @bot2.y = MOG::T_B_Y
   @bot2.z = 9998
   @bot2.opacity = 0
   @bot2.bitmap.font.size = MOG::T_B_FONT
   @bot2.bitmap.font.bold = true
   @bot2.color.set(0,0,0)
   @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
   @com = Sprite.new
   @com.bitmap = RPG::Cache.title(MOG::COM + "_01")
   @com.z = 10000
   @com.opacity = 0
   @com.y = 300
   @logo = Plane.new
   @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
   @logo.z = 999999
   @logo.opacity = 0    
   @time = 0
   @time_zoom = 0
   @time_music = 0
   @time_logo = MOG::LOGO_TIME
   @logo_r = 0
   @rs = 0
   @mb01.visible = false      
   @mb02.visible = false  
   @mb03.visible = false  
   @mb04.visible = false  
   @mb05.visible = false  
   @mb07.visible = false  
   @mb08.visible = false  
   @com.visible = false  
   @logo.visible = true
   @continue_enabled = false
   for i in 0..3
     if FileTest.exist?("Save#{i+1}.rxdata")
       @continue_enabled = true
     end
   end
   if @continue_enabled
     @command_window.index = 1
   else
     @command_window.disable_item(1)
   end
   Audio.bgm_stop
   Audio.me_stop
   Audio.bgs_stop
   if MOG::BGS_ON == true
   Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
   end
   Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   if MOG::DIS_MOV == true
   for i in 1..MOG::DIS_TIME
   @mb01.opacity -= MOG::DIS_PIC1_OPA      
   @mb02.opacity -= MOG::DIS_PIC2_OPA
   @mb03.opacity -= MOG::DIS_PIC3_OPA
   @mb04.opacity -= MOG::DIS_PIC4_OPA
   @mb05.opacity -= MOG::DIS_PIC5_OPA
   @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
   @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
   @com.opacity -= MOG::DIS_PIC2_OPA
   @mb01.ox += MOG::DIS_PIC1_OX
   @mb01.oy += MOG::DIS_PIC1_OY
   @mb02.ox += MOG::DIS_PIC2_OX
   @mb02.oy += MOG::DIS_PIC2_OY
   @mb03.ox += MOG::DIS_PIC3_OX
   @mb03.oy += MOG::DIS_PIC3_OY
   @mb04.ox += MOG::DIS_PIC4_OX
   @mb04.oy += MOG::DIS_PIC4_OY
   @mb05.ox += MOG::DIS_PIC5_OX
   @mb05.oy += MOG::DIS_PIC5_OY
   @mb07.ox += MOG::DIS_PIC_LEAF1_OX
   @mb07.oy += MOG::DIS_PIC_LEAF1_OY
   @mb08.ox += MOG::DIS_PIC_LEAF2_OX
   @mb08.oy += MOG::DIS_PIC_LEAF2_OY
   @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX
   @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY
   @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX
   @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY
   @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX
   @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY
   @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX
   @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY
   @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX
   @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY
   @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX
   @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY
   @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX
   @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
   @bot.opacity -= 10
   @bot2.opacity -= 10
   Graphics.update
   end
   end
   Graphics.freeze
   @command_window.dispose
   @mb01.dispose
   @mb02.dispose
   @mb03.dispose
   @mb04.dispose
   @mb05.dispose
   @mb07.dispose
   @mb08.dispose
   @bot.dispose
   @bot2.dispose
   @com.dispose
   @logo.dispose
 end
 def update
   @time_logo -= 1
   if @time_logo <= 0
      @time_logo = 0
   end  
   if @logo.opacity < 30 and @logo_r == 1
      @logo.visible = false
      @logo.opacity = 0
      @logo.bitmap = RPG::Cache.title("")
   end
   if @bot.opacity < 30 and @command_window.active == true
      @bot.visible = false
      @bot2.visible = false
      @bot.bitmap.draw_text(0, 0, 32, 32,"")
      @bot2.bitmap.draw_text(0, 0, 32, 32,"")
   end  
   if @logo_r == 0 and @logo.opacity <= 250
   @logo.opacity += 2  
   elsif @time_logo <= 0  
   @logo_r = 1
   @logo.opacity -= 2
   @mb01.visible = true    
   @mb02.visible = true  
   @mb03.visible = true  
   @mb04.visible = true  
   @mb05.visible = true  
   @mb07.visible = true  
   @mb08.visible = true
   @com.visible = true
   @bot.opacity += 2
   @bot2.opacity +=  2
   Audio.me_fade(500)
   if @bot.opacity >= 255
      @bot.opacity = 255
      @bot2.opacity = 255        
   end  
   end  
   if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
   @rs += 1
   case rand(3)
   when 0
   Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
   when 1
   Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
   when 2  
   Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 100, 100)
   end
   else    
   if @logo_r == 1 and @rs == 1
   $game_system.bgm_play($data_system.title_bgm)
   @rs += 1
   end  
   end      
   if @command_window.active == true
   @bot.opacity -= 5
   @bot2.opacity -=  5
   @bot.x -= 5
   @bot2.x += 5
   @com.opacity += 2
   if @com.y > 0
      @com.y -= 5      
   elsif @com.y < 0
      @com.y = 0
      @com.opacity = 255
   end
   end
   r = rand(100) + 150
   g = rand(100) + 150
   b = rand(100) + 150
   @command_window.update
   @time += 2
   @time_zoom += 1
   if @time_zoom > 1000
      @time_zoom = 0
   end
   if @time_zoom > 500 and MOG::BACK_ZOOM == true
   @mb01.zoom_x += 0.004
   @mb01.zoom_y += 0.004
   if @mb01.zoom_x >= 2
      @mb01.zoom_x = 2
      @mb01.zoom_y = 2  
   end
   elsif MOG::BACK_ZOOM == true
   @mb01.zoom_x -= 0.004
   @mb01.zoom_y -= 0.004
   if @mb01.zoom_x <= 1
      @mb01.zoom_x = 1
      @mb01.zoom_y = 1  
   end
   end  
   @mb01.ox -= MOG::PIC_FD_OX
   @mb01.oy -= MOG::PIC_FD_OY
   @mb02.ox -= MOG::PIC_TEXTO_OX
   @mb02.oy -= MOG::PIC_TEXTO_OY
   @mb02.opacity += 2
   Graphics.frame_rate = MOG::PER
   if  @time < MOG::PIC_LEAF1_MOV and  MOG::PIC_LEAF1_RAND == true
   @mb07.ox += MOG::PIC_LEAF1_OX2
   @mb07.oy -= MOG::PIC_LEAF1_OY2
   else
   @mb07.ox -= MOG::PIC_LEAF1_OX1
   @mb07.oy -= MOG::PIC_LEAF1_OY1
   end  
   if  @time < MOG::PIC_LEAF2_MOV and  MOG::PIC_LEAF2_RAND == true
   @mb08.ox -= MOG::PIC_LEAF2_OX2
   @mb08.oy -= MOG::PIC_LEAF2_OY2
   else
   @mb08.ox += MOG::PIC_LEAF2_OX1
   @mb08.oy -= MOG::PIC_LEAF2_OY1
   end  
   if @time < MOG::PIC_FOG_MOV and  MOG::PIC_FOG_RAND == true
   @mb03.ox -= MOG::PIC_FOG_OX_02
   @mb03.oy -= MOG::PIC_FOG_OY_02  
   else
   @mb03.ox += MOG::PIC_FOG_OX_01
   @mb03.oy -= MOG::PIC_FOG_OY_01    
   end    
   if @time < MOG::PIC_FOG2_MOV and  MOG::PIC_FOG2_RAND == true
   @mb04.ox -= MOG::PIC_FOG2_OX_02
   @mb04.oy -= MOG::PIC_FOG2_OY_02
   else
   @mb04.ox -= MOG::PIC_FOG2_OX_01
   @mb04.oy -= MOG::PIC_FOG2_OY_01
   end
   if @time < MOG::PIC_FOG3_MOV and  MOG::PIC_FOG3_RAND == true
   @mb05.ox -= MOG::PIC_FOG3_OX_02
   @mb05.oy -= MOG::PIC_FOG3_OY_02
   else
   @mb05.ox -= MOG::PIC_FOG3_OX_01
   @mb05.oy -= MOG::PIC_FOG3_OY_01
   end
   @bot.color.set(r,g,b)    
   if @time > 400
      @time = 0
   end        
   if @rs == 0
   Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
   @rs += 1
   end
   if @logo.opacity <= 100 and @logo_r == 1
   if Input.trigger?(Input::C) and @command_window.active == true
     case @command_window.index
     when 0  
       command_new_game
     when 1
       command_continue
     when 2  
       command_shutdown
     end
   elsif Input.trigger?(Input::C) and @command_window.active == false or
     Input.trigger?(Input::B) and @command_window.active  == false
     Audio.se_play("Audio/SE/" + MOG::T_B_SE)
     @command_window.active = true
   end
   end
   case @command_window.index
    when 0      
    @com.bitmap = RPG::Cache.title(MOG::COM + "_01")    
    when 1      
    @com.bitmap = RPG::Cache.title(MOG::COM + "_02")
    when 2      
    @com.bitmap = RPG::Cache.title(MOG::COM + "_03")    
    end
 end
 def command_new_game
   Audio.bgs_fade(800)
   $game_system.se_play($data_system.decision_se)
   Audio.bgm_stop
   Graphics.frame_count = 0
   $game_temp          = Game_Temp.new
   $game_system        = Game_System.new
   $game_switches      = Game_Switches.new
   $game_variables     = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen        = Game_Screen.new
   $game_actors        = Game_Actors.new
   $game_party         = Game_Party.new
   $game_troop         = Game_Troop.new
   $game_map           = Game_Map.new
   $game_player        = Game_Player.new
   $game_party.setup_starting_members
   $game_map.setup($data_system.start_map_id)
   $game_player.moveto($data_system.start_x, $data_system.start_y)
   $game_player.refresh
   $game_map.autoplay
   $game_map.update
   $scene = Scene_Map.new
 end
 def command_continue
   unless @continue_enabled
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   Audio.bgs_fade(800)
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_Load.new
 end
 def command_shutdown
   $game_system.se_play($data_system.decision_se)
   Audio.bgm_fade(800)
   Audio.bgs_fade(800)
   Audio.me_fade(800)
   $scene = nil
 end
 def battle_test
   $data_actors        = load_data("Data/BT_Actors.rxdata")
   $data_classes       = load_data("Data/BT_Classes.rxdata")
   $data_skills        = load_data("Data/BT_Skills.rxdata")
   $data_items         = load_data("Data/BT_Items.rxdata")
   $data_weapons       = load_data("Data/BT_Weapons.rxdata")
   $data_armors        = load_data("Data/BT_Armors.rxdata")
   $data_enemies       = load_data("Data/BT_Enemies.rxdata")
   $data_troops        = load_data("Data/BT_Troops.rxdata")
   $data_states        = load_data("Data/BT_States.rxdata")
   $data_animations    = load_data("Data/BT_Animations.rxdata")
   $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
   $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
   $data_system        = load_data("Data/BT_System.rxdata")
   Graphics.frame_count = 0
   $game_temp          = Game_Temp.new
   $game_system        = Game_System.new
   $game_switches      = Game_Switches.new
   $game_variables     = Game_Variables.new
   $game_self_switches = Game_SelfSwitches.new
   $game_screen        = Game_Screen.new
   $game_actors        = Game_Actors.new
   $game_party         = Game_Party.new
   $game_troop         = Game_Troop.new
   $game_map           = Game_Map.new
   $game_player        = Game_Player.new
   $game_party.setup_battle_test_members
   $game_temp.battle_troop_id = $data_system.test_troop_id
   $game_temp.battle_can_escape = true
   $game_map.battleback_name = $data_system.battleback_name
   $game_system.se_play($data_system.battle_start_se)
   $game_system.bgm_play($game_system.battle_bgm)
   $scene = Scene_Battle.new
 end
end


-----------------------------------------------------------------------------------------

Any questions left? Don't mind asking me.^^
6
RMXP Script Database / Re: [XP] Atlas Script
February 09, 2010, 04:03:06 pm
yay but they're about 400 xD but I think I will do it like that, so thank you :3
7
RMXP Script Database / Re: [XP] Atlas Script
February 09, 2010, 03:38:06 pm
the problem is, that I have many white squares in my worldmap (had terrainproblems to solve xD), which you can't see ingame. I thought I saw a script long time ago where you could save maps as pictures, but maybe this was when I was using RMVX (about 3 years ago xD)
8
RMXP Script Database / Re: [XP] Atlas Script
February 08, 2010, 04:14:46 pm
yeah perfect :D great work, lvld you up  :-*
Now I have to find a solution how to make a screen of my 320*220 Worldmap  :wacko:
9
RMXP Script Database / Re: [XP] Legacy Atlas Script
February 08, 2010, 03:42:38 pm
yep i tried the demo :D but I need a "real time location". So it's just one map and the position on this map is changing with every step^^
10
RMXP Script Database / Re: [XP] Legacy Atlas Script
February 08, 2010, 03:01:10 pm
great script, lvled you up already, also if this is not what I am looking for xD Could this be configured like this:
I have a worldmap and I want a picture map (Atlas) in the proportion of the worldmap, so you current location is shown in the atlas
11
New Projects / Re: Doodle Quest
February 02, 2010, 10:09:52 am
looks really cool :D and btw the UMS was made by Ccoa^^
12
Script Requests / Re: Reach level 100
January 30, 2010, 05:30:00 pm
thx for the kgc script but my exp bars are messing up with it. so first I wait for yours Blizz
13
Recruitment / Re: The Storyline Service. Epic Stories.
January 04, 2010, 06:11:52 am
Yeah the translation isn't the best, it was about 4 in the morning xD I am thinkin about to make a whole new story with these chars, game in english, nothing about gods. But I have not that much ideas, i need really much help xD and the japanese names and english names I thought it would be good, because of the different regions in Exaroth^^ So a whole new story would be great^^ A story that also makes sense...#

thx for reading and helping me Daxisheart

EDIT: So i have a few ideas, maybe someone could help me making a good story of these and my chars. But please do this through MSN: Kauvin@hotmail.de, icq 311501713 or PM. Of course you will also be credited in my game for the main part of the story!! So here the ideas:
-there should be an organisation with different bad guys
-the story should be about different kingdoms ruled by kings
-probably the story should be about a conflict between these kingdoms
-and last but not least: it is not really a FF fan game, so it has not to be like every FF game! But the time, in which the story takes place is like in FF games - influenced of past but also of future elements.

So please PM me or write through icq or msn, I would really appreciate your help^^  :-* xD

if you add me in msn or icq, please pm me even then to tell me, that you did^^ because i use trillian and sometimes he doesn't add friends to my list... as just right now. someone added me, if that was someone from here, please add me again^^ or write a message! ty

EDIT: Ok thx to Diokatsu for helping me^^
14
Recruitment / Re: The Storyline Service. Epic Stories.
January 03, 2010, 09:22:48 pm
Great Topic! I have a story, even for my chars, but the problem is, that it's in german, this is a bad translation of me i just made^^So please gimme your opinion and tipps and help me how i could go on^^
So here we go:

Spoiler: ShowHide
Legend of Gods - The Endless Fight

Prologue - The Endless Fight of two Gods

There are 8 Gods, born out of planets, so 2 gods control each other. Gaia (Earth) and Aevia (Heaven), Leviathan (Water) and Raika (Thunder),
Amaterasu (Light) and Shin (Darkness), Flare (Fire) and Wypior (Ice) controlls each other. Together they created a new world, called Exaroth.
Only Raika can go in the world of the "humans", without transferring in an human body, because he is the guardian of Exaroth. So the other gods would lose their immortality and their power as gods. Wypior is the brother of Shin, so he has a bad influence. Also has Wypior an advantage - with his Ice Power he learned himself Illusions. so with this power he could be the first god, who could break the balance between him and Flare. Shin for example would also like to follow his bad plans, but he can't break the balance between him and Amaterasu. So the normal fight between Wypior persists for ages, but Wypior got better and better with his illusions. And someday, the balance was broken. Flare couldn't do anything, Wypior had an advantage and so he banned Flare in his world of Illusions, in and tower where Flare should never come out (Flare=god=immortal, so he didn't kill him instead). Wypior expanded his world of illusions and also he went to Exaroth and launched his own organisation. With this he wants to rule Exaroth and gain almighty power! ok the last sentence comes from missing ideas for this :(

So the only one who could stop Wypior would be Flare. Flares Body is moveless, but his spirit isn't. His spirit searched for years for somebody to help him, and that day shall come! His Spirit reaches Azora. Azora is a Pirat, navigates his Pirateship alone. Actually he didn't. Azora wanted ever to be an Air Pirate. But Airships are rare in Exaroth and Azoras biggest dream is to get an airship and have it's own airship crew. so he went away from home, searched for a crew and a pirate ship. After he found a great crew and had an ship, they sailed to the big city Racza, where the heaven and ocean meet each other.  But on the way something horrible happens: A huge storm came and took of the whole crew from the ship. Azora and his steerer survived, but there was nothing to eat and to drink left. So the steerer died a few days later, and Azora was also short before to die.
-Prologue ends-


Spoiler: ShowHide
Chapter One - The uncharted voice

Actually Here starts the real game, the prologue will be explained bit by bit later in the story.

So Azora is alone on his ship, suddenly a voice calls his name. Azora thinks he gets insane. Then he falls asleep.

Later he wakes up in a wet spot in a desert. Azora realizes that his ship is away and he is in a desert, although he was on the ocean.
So he drinks a bit out of the water spot and follows the easiest path. He heard the voice again, thought he was dreaming, but he wasn't.
After a short trip, he found himself in front of a tower. With his lost ship in mind, he hoped to get compensation for his lost ship and went into the tower. On the top of this tower, he finds a floating guy with red hair. Suddenly, he attacks Azora. Azora somehow could beat him and the guy was free. The guy was Flare. After a little conversation Flare can remember the fight with Wypior and what happened. So he tells that it was Flares fault that Azora is here now and the voice was his voice.
So the quest for Flare: Escape from the wold of illusions and go to Exaroth to beat Wypior. Azora and Flare escaped through a gap. Wypiors Illusions aren't perfect, so there are gaps, dimensional gaps. Both could flee through a gap like that and so they landed in Exaroth.

So i think that's almost everything for now...


So here the chars:

Spoiler: ShowHide
 Name      age   job    weapons          miscellaneous
Azora Nakaro, 22, pirate, Greatswords, wants to be air pirate, cheerful, friendly, explorer&adventurer
Flare, God of Fire, ????, Firegod, scythes, temperamental, gets fast flared up (but only against foes)
Serah Shania, 20, Whitemage, Seals, merciful, little naive, comes from a little island where the people don't like strangers, only she does,
                                                   can summon Esper
Zephyr Aeras, 28, Gunslinger, Guns, not many friends and lucky with that, doesn't speak much, mysterious, searches for his determination
Rydia Laaza, 15, Monk, Claws, Half Cat, Half Human, --------------missing Story^^---------------
Yitan Kouzara, 25, Berserker, Longaxe, Can Transform into monsters -> people don't like him except Azora, his first real friend

from here there are some Final Fantasy Chars i wanna implement into my story:

     Name      age   job    weapons          miscellaneous
Cid Highwind, 32, Dragoon, Spear, owns an airship!, depressive -> his dream came true, he has an airship, but he doesn't know what comes
                                                                                         next, thinks his live has nothing else for him
Squall Leonhart, 19, Mercenary, Gunblade, was mercenary, but lost his reputation as soldier, so he doesn't get any job because of a guy of
                                                         Wypiors gangbang organisation. To survive he assaults people and takes their money. until he
                                                         meets Azora. he tries to assault him too, but loses. Azora tells him to join the crew and restore
                                                         his reputation through beating the guy and Wypior. So He joins.
Adelbert Steiner, 48, Knight, Shortswort,--------------missing Story^^---------------
Vivi Orunitia, 9, Blackmage, Rod, --------------missing Story^^---------------
15
Resource Requests / Re: Sprite request
January 03, 2010, 03:40:55 pm
awesome Oo can i use it, too? looks really badass xD i'll give credit to you of course (DeathLock for making, Kagutsuchi for requesting)
16
Resource Requests / Title Screen for my Game :)
January 03, 2010, 03:24:05 pm
EDIT: I am about to rewrite the story, so be patient, i will post a new discription soon^^
Maybe the Title will be a Final Fantasy like title.
17
Script Requests / Re: Reach level 100
January 03, 2010, 01:01:02 pm
Yes I do xD ty^^
18
Script Requests / Re: Reach level 100
January 03, 2010, 11:51:57 am
Quote from: Blizzard on January 03, 2010, 10:45:03 am
Also, that script is horrible. Manually setting up the values? It'll take days, maybe even weeks to set up the values for just a few characters that can go up to level 1000.


Yes right, but I just need one level :D but there is still a problem. as soon as i switch to the menu screen and a person is lvl 99 there is an error with my game_actor. and if this actor is at an lower level it messes up with the slanted bars script by sephirothspawn... i think i keep using the 99 lvl limit, even if it looks not good for me xD yeah i know it sounds weird but i think it is so^^

but ty both, lvl up^^
19
Script Requests / Re: Reach level 100
January 03, 2010, 07:15:33 am
ok sounds cool but it looks like there is something missing. If i start a new game, there is an error in line 196, that says undefined method 'maxhp_rate'

ty
20
works perfect, ty so much^^