Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Rune

201
Welcome! / Re: It be me
March 23, 2008, 05:38:04 pm
*dances in joy*

I just need to convert that into British currency now :)
Quote from: UltaFlame on March 23, 2008, 05:36:08 pm
i have a strange feeling you like Rune more than me.

*brags*
202
Welcome! / Re: It be me
March 23, 2008, 05:32:24 pm
@Starrodkirby86 - Thanks ;)
I'm not the kind of person to be cruel or obnoxious especially, only if I really have to, which a rarely do, and yes, I am a scripter. Basic, mind you, (CMSes, Status screen edits, etc).

Btw, just seeing that cookie makes me feel sick xD I'm all full up on chocolate, thanks anyway! ;)
203
New Projects / Re: Apocalypse
March 23, 2008, 05:09:50 pm
Quote from: Calintz16438 on March 23, 2008, 05:06:22 pm
Looks decent.
You using the same battlers as Blizz's battlers, or are they just placeholders??

They're the battlers I'm using, though I may get them changed to avoid copyright claims, etc.
Though that may cause complications regarding a slight twist. Is Rune's battler originally yours Blizzard? Because I'm sure I've seen it on a Japanese site before. Same with Verné's battler, I've seen different versions of him around. Is the version I'm using an edit of yours?

If so, is it okay if I use them? I'll give credit of course ;)

Quote from: Starrodkirby86 on March 23, 2008, 05:07:10 pm
Rune and Verne look too similar on their Face set. And it's eerily similar. I mean, with the Face Maker, all you did was change the hair. The eyes, face, and even the nose are the same. It gave me an impression that they were twins. If they are, then they're pretty close twins, I must say.

I love the maps, though on the shop one I feel there is something wrong. Don't count on me, but I'm noticing two abnormalities, especially where Basil and the bald man are. Who's Basil? Default Hero 2, that's who. Anyway...on the table, especially nearest to Basil, there's a stray tile that makes it look ugly. The second one is at the walls above the two shopkeepers, I'm believing that it should be the center wall the whole way. I'm not 100% sure about that.

I love the menu by the way, and I'll look forward to this.

The faces are another reason I'm considering changing Verné's battler.
And thanks for pointing that first mapping error out  :D That'll be sorted. The second 'error' you found was intentional, there's nothing wrong there in my eyes. ;)

Thanks for the comments guys, keep 'em coming ;D
204
Welcome! / Re: It be me
March 23, 2008, 04:55:22 pm
Thanks guys :D I'm sure I'll settle in here just fine ;)
205
RMXP Script Database / [XP] Rune's CMS
March 23, 2008, 04:30:57 pm
Rune's CMS #5
Authors: Rune
Version: 1.0.0
Type: Menu System
Key Term: Custom Menu System



Introduction

Thought I'd kick-start my stay here at Chaosproject with a script.
This is my fifth released CMS, and I have to say, I think it's my best yet.


Features


  • Battler Display
  • Equipment Display
  • Cool Font (imo)
  • Location Display
  • Put your game name into it



Screenshots

Command Menu Active
Spoiler: ShowHide


Status Window Active
Spoiler: ShowHide



Demo

None needed


Script

Simply replace your current Scene_Menu with this:
Spoiler: ShowHide
#======================#
#     > CMS #5         #
#      > By Rune       #
#       > Ver. 1       #
#======================#

#---------------------Window_Base---------------------
#---------------------Battler display---------------------

class Window_Base
  def draw_actor_battler(actor, x, y, opacity)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end

#---------------------Name + Class display---------------------

  def draw_actor_name_menu(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 160, 32, actor.name, 1)
  end 
  def draw_actor_class(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 160, 32, actor.class_name, 1)
  end

#---------------------Level display---------------------

  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Lv:")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 24, y, 24, 32, actor.level.to_s, 2)
  end

#---------------------EXP display---------------------

  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 608 / 4, 32, "EXP")
    self.contents.font.color = normal_color
    self.contents.draw_text(x - 16, y + 16, 84, 32, actor.exp_s, 2)
    self.contents.draw_text(x + 68, y + 16, 12, 32, "/", 1)
    self.contents.draw_text(x + 80, y + 16, 84, 32, actor.next_exp_s)
  end

#---------------------Equipment display---------------------

  def draw_item_name_menu(item, x, y)
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 608 / 4 - 28, 32, item.name)
  end
end


#---------------------Window_MenuStatus---------------------

class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = i * 608 / 4
      y = 0
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x + 12, y + 64)
      draw_actor_battler(actor, x + 75, y + 256, 160)
      self.contents.font.size = 28
      self.contents.font.name = "Monotype Corsiva"
      draw_actor_name_menu(actor, x - 10, y)
      self.contents.font.size = 24
      draw_actor_class(actor, x - 10, y + 32)
      draw_actor_level(actor, x + 2, y + 64)
      draw_actor_state(actor, x + 50, y + 64)
      draw_actor_hp(actor, x + 2, y + 208)
      draw_actor_sp(actor, x + 2, y + 224)
      draw_actor_exp(actor, x + 2, y + 240)
      self.contents.draw_text(0, 270, 608, 32, "=========================================================================================================================")
      draw_item_name_menu($data_weapons[actor.weapon_id], x + 2, y + 288)
      draw_item_name_menu($data_armors[actor.armor1_id], x + 2, y + 320)
      draw_item_name_menu($data_armors[actor.armor2_id], x + 2, y + 352)
      draw_item_name_menu($data_armors[actor.armor3_id], x + 2, y + 384)
      draw_item_name_menu($data_armors[actor.armor4_id], x + 2, y + 416)
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 608 / 4, 0, 608 / 4, self.height - 32)
    end
    if Input.repeat?(Input::RIGHT)
      if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
          @index < @item_max - @column_max
        $game_system.se_play($data_system.cursor_se)
        @index = (@index + @column_max) % @item_max
      end
    end
    if Input.repeat?(Input::LEFT)
      if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
          @index >= @column_max
        $game_system.se_play($data_system.cursor_se)
        @index = (@index - @column_max + @item_max) % @item_max
      end
    end
  end
end


#---------------------Window_Gold---------------------

class Window_Gold < Window_Base
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 24
    self.contents.draw_text(0, 32, 128, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 128, 32, $data_system.words.gold)
  end
end


#---------------------Window_PlayTime---------------------

class Window_PlayTime
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 24
    self.contents.draw_text(4, 0, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
end


#---------------------Window_Command---------------------

class Window_Command
  def refresh
    self.contents.clear
    for i in 0...@item_max
      self.contents.font.name = "Monotype Corsiva"
      self.contents.font.size = 24
      draw_item(i, normal_color)
    end
  end
end


#---------------------Window_Location---------------------

$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_Location < Window_Base
  def initialize
    super(0, 0, 320, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 24
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 80, 32, "Location:")
    self.contents.font.color = normal_color
    name = $data_mapinfos[$game_map.map_id].name 
    self.contents.draw_text(96, 0, 192, 32, name)
  end
end

#---------------------Window_GameName---------------------

class Window_GameName < Window_Base
  def initialize
    super(0, 0, 320, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.name = "Monotype Corsiva"
    self.contents.font.size = 24
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 288, 32, "Insert Name Of Game", 1)
  end
end


#---------------------Scene_Menu---------------------

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save Game"
    s6 = "End Game"
    @status_window = Window_MenuStatus.new
    @status_window.x = 0
    @status_window.y = 0
    @status_window.contents_opacity = 44
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 160
    @playtime_window.y = 320
    @playtime_window.visible = true
    @gold_window = Window_Gold.new
    @gold_window.x = 320
    @gold_window.y = 320
    @gold_window.visible = true
    @loc_window = Window_Location.new
    @loc_window.x = 0
    @loc_window.y = 416
    @loc_window.visible = true
    @gn_window = Window_GameName.new
    @gn_window.x = 320
    @gn_window.y = 416
    @gn_window.visible = true
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.x = 240
    @command_window.y = 128
    @command_window.height = 32 * 6 + 1
    @command_window.visible = true
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @loc_window.dispose
    @gn_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  def update
    @command_window.update
    @loc_window.update
    @gn_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @command_window.visible = false
        @gold_window.visible = false
        @playtime_window.visible = false
        @loc_window.visible = false
        @gn_window.visible = false
        @status_window.contents_opacity = 256
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @command_window.visible = false
        @gold_window.visible = false
        @playtime_window.visible = false
        @loc_window.visible = false
        @gn_window.visible = false
        @status_window.contents_opacity = 256
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @command_window.visible = false
        @gold_window.visible = false
        @playtime_window.visible = false
        @loc_window.visible = false
        @gn_window.visible = false
        @status_window.contents_opacity = 256
        @status_window.active = true
        @status_window.index = 0
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @command_window.visible = true
      @gold_window.visible = true
      @playtime_window.visible = true
      @loc_window.visible = true
      @gn_window.visible = true
      @status_window.contents_opacity = 64
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end



Instructions

Plug-n-play, except the game name.
Ctrl + f to search through the script for "Insert Name Of Game". Replace the text inside the quotation marks with the name of your game.

If you can't see the font, download it, and put it in your computer's 'Fonts' folder.
Linky >> http://www.newfonts.net/index.php?pa=show_font&id=130



Compatibility

No known incompatibility issues.


Credits and Thanks


  • Just me



Author's Notes

Any problems, or queries, reply here, or contact me via PM. ;)
206
Welcome! / It be me
March 23, 2008, 04:00:05 pm
Hey, some of you may remember me from the old forum, or other forums.
So, a little background information:

Name:
Alias(es):
Age:
Education:
RPG Maker skills: Basic scripter
Religion: Atheist
Dating/Marital status: Single
Sexual orientation: Straight

So, hi everyone :P
207
New Projects / Re: Apocalypse
March 23, 2008, 03:40:51 pm
Updated, added map and title screenshots.
208
New Projects / Re: Apocalypse
March 18, 2008, 06:57:12 pm
Quote from: Blizzard on March 15, 2008, 11:56:32 am
QuoteMax Party Size and max HP - Blizzard

Can't remember when I made that. O_o


You helped me with it, but you didn't make it  :P
And i'll post some map screens A.S.A.P ;)
209
New Projects / Apocalypse
March 15, 2008, 07:08:53 am


[Created in RMXP]

Due to the constant criticism I've been having about this game, and the fact that the players weren't the only ones that thought the game was a whole pile of shite, I've decided to remake this game.
This time around will carry across most of the character names from the previous game, but will follow a similar, but very different storyline. This time around I am determined not to give up and I am determined to make people think "Holy shit, this game rocks!" instead of "... What the fuck did I just waste precious hours of my life playing?" So, let's proceed.

None of the following is final

Characters:

Rune
Weapon - Rapier
Age - 19
Home - DeJääré Castle
Specialty - Sword Skills
Bio - TBC

Verne DeJääré
Weapon - Rod
Age - 27
Home - DeJääré Castle
Specialty - Black Magi
Bio - TBC

Jiira Lité
Weapon - Bow & Arrow
Age - 21
Home - TBC
Specialty - Enemy Skills
Bio - TBC

Lode O'teris
Weapon - Broad Sword
Age - 40
Home - TBC
Specialty - Sword Skills
Bio - TBC

Koren
Weapon - Staff
Age - Unknown
Home - TBC
Specialty - White Magi
Bio - Unknown

Balt Taraki
Weapon - Poleaxe
Age - 37
Home - TBC
Specialty - Status Skills
Bio - TBC

[Sub-Characters]

Disciples Of Vai

Tsein: TBC
Jéjin: TBC
Käunaught: TBC
Sval: TBC
Guyver: TBC
Neima: Twin sister of Oparia.
Oparia: Twin sister of Neima.
Folne: TBC
Lucio: TBC

Other Characters

Klinos: TBC

Master: The name given to the lord of DeJääré Castle

Others to be confirmed[/spoiler]

Story:
Spoiler: ShowHide
TBC. The game is still in the planning stages.


Scripts Used and Credit:

Spoiler: ShowHide
None. The game is still in the planning stages.


Graphics:

Spoiler: ShowHide
 None. The game is still in the planning stages.


Audio:

Spoiler: ShowHide
 None. The game is still in the planning stages.


If I've missed anyone, please shoot me.

Screenies:

Spoiler: ShowHide

None. The game is still in the planning stages.


Demo:
None. The game is still in the planning stages.