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.

Topics - G_G

6
An update for RPG Maker MV came out recently and in honor of it, they decided to put it on sale. 30% off on Steam until March 14th.

http://store.steampowered.com/app/363890/
8
RMMV Script Database / [MV] More Self Switches
October 25, 2015, 03:53:27 am
More Self Switches
Authors: gameus
Version: 1.0
Type: Event Add-on
Key Term: Environment Add-on



Introduction

Allows you to use infinite self switches in any event.


Features


  • Add as many self switches to any event as you want




Screenshots

Spoiler: ShowHide

Spoiler: ShowHide



Demo

N/A


Script

MoreSelfSwitches.Js


Instructions

Place the script in a file and save it in your 'plugins' folder. Name the file 'MoreSelfSwitches.js'

To create a custom self switch, you must first check the self switch box
on any page. Then add a comment at the top of the page and follow the format

switch:custom_switch_name

After that, use the Plugin Command and call

SelfSwitch custom_switch_name true/false

Thus allowing as many self switches as you want, with whatever name!


Compatibility

Not tested with any other plugins but should work in most cases.


Credits and Thanks


  • gameus




Author's Notes

My first RPG Maker MV script. Woo hoo! While a simple script, this was created as a learning experience to learn a bit how this engine works.
9
RPG Maker Scripts / Snippet for RGB to Hex
October 25, 2015, 01:30:09 am
Since MV now uses Hex values for colors, here's a snippet that can convert RGB to Hex. Makes things friendlier for devs and end users.

function toHex(n) {
   n = parseInt(n,10);
   if (isNaN(n)) return "00";
   n = Math.max(0,Math.min(n,255));
   return "0123456789ABCDEF".charAt((n-n%16)/16)
       + "0123456789ABCDEF".charAt(n%16);
};

function rgbToHex(rgb) {
   nrgb = rgb.replace(/\s+/g, '');
   nrgb = nrgb.split(',');
   return ("#" + toHex(nrgb[0]) + toHex(nrgb[1]) + toHex(nrgb[2]));
};


Usage:
var rgb_value = "255, 0, 255"; // Uses string format for plugin properties
var hex_value = rgbToHex(rgb_value) // Outputs #FF00FF


EDIT: Gonna leave this here for people to look at but I realized that you don't have to use Hex in MV. It just requires css formatted colors. Which could be hex or could be "rgb( r, g, b )". Also a function that already exists in the engine "rgbToCssColor( r, g, b )".
10
RMMV Script Database / [MV] Timer Enhancements
October 25, 2015, 01:13:46 am
Timer Enhancements
Authors: gameus
Version: 1.0
Type: Graphic Enhancement
Key Term: Misc Add-on



Introduction

Adds a few options to change up the timer. Adds the option to change position, manually or automatically, change the color, text size, and even add a background image.


Features


  • Change position of timer

  • Change the color and size of the text

  • Add a background image




Screenshots

Spoiler: ShowHide



Demo

N/A


Script

TimerEnhancements.Js


Instructions

Place the script in a file and save it in your 'plugins' folder. Name the file 'TimerEnhancements.js'


Compatibility

Not tested with any other plugins but should work in most cases.


Credits and Thanks


  • gameus




Author's Notes

My first RPG Maker MV script. Woo hoo! While a simple script, this was created as a learning experience to learn a bit how this engine works.
11
General Discussion / Huge RPG Maker Sale
February 24, 2015, 03:58:19 pm
There's a huge RPG Maker sale over at Bundle Stars. This includes the engines and a shit load of add-on resources. Enjoy guys!

http://www.bundlestars.com/collections/rpg-maker/
12
Electronic and Computer Section / Pirate Bay Seized
December 09, 2014, 11:43:16 pm
As most of you probably know by now, The Pirate Bay servers have been seized. Actual physical server and computer equipment has been confiscated, leaving our beloved torrent site to be gone for quite awhile. As far as offsite backups go, the only one I know of is a collection of all magnet links, titles, and comments made back in Feb 2013 and you can actually download it for under a gig, which is incredible considering the amount of torrents that exist on the site. To be honest, as much as I hate to say it, I think the sites down for good, luckily there are a handful of other sites just like it out there that are just as good.

As far as I can tell, the only way to access anything from the site is using the trusty Google cache.
Spoiler: ShowHide

Click Text Only

Profit


More on what actually happened here.
http://torrentfreak.com/swedish-police-raid-the-pirate-bay-site-offline-141209/

So, for those of you who do pirate the occasional movie/show here and there, or even those who use P2P more frequent than others, what are your thoughts? Do you think the site will come back? What other sites are out there that you personally use? (NO DIRECT LINKS. NAMES OF SITES ALLOWED.) Does/will this affect your lifestyle at all? Any and all speculation is welcome.
13
General Discussion / RPG Maker Deals on Bundle Stars
November 27, 2014, 10:06:35 am
So there's a pretty great deal right on both RPG Maker XP and VX Ace. Both engines are 80% off.

On top of that, you can use this voucher code to get an additional 25% off.
SUPERNOVA25


RPG Maker VX Ace $13.99 (With voucher $10.49)
http://www.bundlestars.com/store/rpg-maker-vx-ace/

RPG Maker XP $4.99 (With Voucher $3.74)
http://www.bundlestars.com/store/rpg-maker-xp/

I know the majority of the users here are XP users and if you don't own a copy of XP, now's your chance to get it dirt cheap.
14
Sea of Code / Steam Key Distributor
August 31, 2014, 11:24:54 am
Okay, so a few days ago I posted about a different method of distributing Steam keys to people without me actually being online to send out PMs to everyone. I've come up with a possible idea and would like some opinions, advice, and possible help with cookies and HTTP requests. Mostly wondering if I can login to CP with C# and store cookies allowing my software to send out PMs and modify a post. But let's get on with the software.

Instead of creating a web page or software that allows people to request Steam keys, I simply create a web scraper. It'll watch the topic and keep track of posts. Granted, I'll have to enforce people to start requesting in a certain way e.g. "REQUEST: Sanctum 2". The web scraping is the easy part and keeping track of posts would also be easy. I'd store every parsed post into a database so the software wouldn't accidentally do the same request. It'd also track dates to prevent multiple requests. It'd also be the database for all the keys I have so when someone asks for a key and we don't have it, simply have the software post "Sorry, we don't have that key." Also keeping track of multiple keys for the same game. Everytime a PM would get sent out, it'll modify the original post with the list of remaining games.

Things it'll do in order to keep the rules and fairness of Steam keys

  • Read topic every X minutes to check for new posts

  • Parse all unread posts according to the software, store them as read so we don't parse them again. Check post body for request.

  • Check last three REQUEST posts, to make sure the post hasn't requested recently, also check to see if 48 hours have passed since last post

  • If request is legitimate, get username and send out a PM.

  • Remove key from database, generate new topic, modify the original post with list

  • Software will ignore any posts that don't have REQUEST: Game Name so normal discussions and questions can still go on.

  • Machine will ignore all posts made by my account for obvious reasons.



Obviously, I'll throw in a few more checks and timers to make sure the system works properly. And I'll also do some tests with the machine in SPAM before making it go public obviously. Before I go into this, I remember Blizzad said that something shouldn't really need to be done as the system in place works now. It just takes time for me to send out keys when I'm working a lot.
15
Video Games / 3DS Homebrew Finally Coming
August 26, 2014, 07:55:56 am
For awhile now, Smealum (a fairly popular 3DS hacker) has been working on a homebrew loader for the 3DS. He's found an exploit in a particular game that works on firmwares 4.5 to 8.1 (as of writing this). He'll be releasing the homebrew loader soon, but it does require owning a specific game. This game is available in physical retail or digital over on the eShop. As for that game? He has yet to release the name of the game but it'll be sometime this week. This particular exploit is known as a usermode exploit, which means it has limited access, and cannot lead to piracy (well, other than the slight possible piracy from emulating older consoles).

According to his twitter, he's already gotten a SNES emulator to run on the 3DS. This opens up a huge door to the 3DS scene, mostly for emulators taking advantage of the 3DS's hardware over using standard DS flashcarts and emulating with an onboard CPU.

I'd keep an eye out on his twitter, and I'll post back once the name of the game is announced.

https://twitter.com/smealum

What do you guys think about it? Anyone else excited about homebrew reaching the 3DS? It's been awhile since a decent exploit's been found. At least since the 4.xx firmware era, which did lead to piracy.
16
Electronic and Computer Section / New PC Build
July 11, 2014, 09:46:49 pm
So I'm getting the opportunity to build myself a new computer. This rig is going to be amazing and so much better than my current one (though my current computer is a beast and has lasted me the last two years). Thankfully I have GAX to answer computer questions for me and I finally agreed on a final build. My dad is buying my current computer off of me for $1,000 so I only have to shell out about $500 to make this possible. I am taking a few parts from my current build to save myself some money. Dad's perfectly okay with it since he's also buying a couple of additional parts for it.








































Case
NZXT Phantom 530$109.99
Motherboard
ASUS Z97-A ATX$143.99
CPU
Intel Core i7-4790k$339.99
Graphics Card
EVGA GeForce GTX780$499.99
Power Supply
EVGA SuperNOVA 750G2 Modular$112.99
SSD
Kingston Digital 60GB$57.03
RAM
Kingston HyperX Beast 16 GB 2133Mhz$176.74
Cooling
NZXT 140mm Case Fan x2$13.70
ARCTIC Freezer i11 CPU Cooler$22.99
Storage
2TB HDD 7200 RPM$0 (From Current Build)
3TB HDD 7200 RPM$0 (From Current Build)
DVD Drive
ASUS 24x DVD-RW$0 (From Current Build)
Wireless Card
ASUS Dual-Band Wireless$0 (From Current Build)
Total Cost with Free 2-Day Shipping$1,477.14
Total Cost for 1-Day Shipping$1,531.31



Future Plans

  • Add Liquid Cooling

  • Get 2nd GTX 780 for SLI

  • Get more storage and hookup RAID

  • Add another 16GB RAM

  • Possibly More



I'll be updating this post when I order the parts. I'll also update it when I get the parts and actually post pictures on the building process this time. I never did do it for my last build.
17
News / Suggestions / Feedback / RPGRevolution
June 23, 2014, 11:03:56 am
RPGRevolution seems to be down or no more. It redirects to this "ActivePro" site. Dunno if you wanted to remove the affiliate link at the bottom or not.

EDIT: Yep, they shut it down.

Spoiler: ShowHide


https://www.facebook.com/rpgrevolution
18
Entertainment / Takeout Robbery
June 21, 2014, 11:16:42 am
https://www.youtube.com/watch?v=2mO-tf0NRac

TomSka, creator of the asdf movies, also does some pretty funny skits. Found this to be fairly entertaining.

EDIT: Sorry, just watched this one, had to share it. https://www.youtube.com/watch?v=ynek8DL3WuU
19
Gameus' Holiday Giveaway
Week 4 - Become the Creator



Okay, only one lucky winner this week. Whoever wins gets a free copy of RPG Maker XP through Steam. It's a gift sent through steam and can easily be given to someone else if you already own it.



Rules

This week, just the same as every week, you'll get 7 chances to win. The rules are simple, simply post a screenshot, resource, map or script , or anything RM related each day to get an entry.

  • Resources, scripts, screenshots, etc.. can be something you've already posted/shared/created.

  • It doesn't have to be fantastic or great or nice or efficient. As long as its something. This is not a skills contest, it's a random drawing, so anything submitted counts.

  • There isn't a post limit so anyone can participate.



Unfortunately, only one person will win, but I hope this doesn't stop people from participating!


Disclaimer

This is the final drawing and ends my holiday giveaway. I hope everyone had fun!

Since it's new years, the topic will be locked sometime January 7th 6-8PM Mountain Standard Time. Winner will be announced that same night or the next day.
20
Gameus' Holiday Giveaway
Week 3 - Action, action, action!


And the winners are....
Ryex
Colonel Blinx
neoend
adytza001
stripe103
Zexion
locowhiteknight



(sorry about not posting week 2's winners yet! Fell asleep, will be recording video shortly!)

This week I'll be giving away tons more games! All more or less shooters/action games.


  • Half-Life Complete Collection - Gift through Steam (will be sent to you through steam)

  • The Ship (two copies, so two people can win this) - Gift through Steam

  • Sanctum 1 Collectio (Sanctum 1 + DLC) - Gift Link

  • Sanctum 2 - Gift Link

  • Natural Selection 2 - Gift Link

  • Hard Reset - Extended Edition

  • Serious Sam 1, 2, and 3 - Two Steam keys and one Gift Link (If you win this and already have one of the games, feel free to share it with a friend!)

  • System Shock 2 - Steam Key


This week, instead of one person getting games, nine people will have a chance. Unless we don't get enough contestants, if only a handful of people are participating, then I'll decide how to split the prizes after the weeks over. Or they might even carry over to my free steam keys.


Rules

Each week, the rules will be different. And you'll have to do different things to be entered into the drawing. This weeks rules:

  • Can have any number of posts, so if you're new, don't be shy!

  • You can get up to 7 entries yet again, however some effort is required.

  • Sunday - Post a badass/action post/photo of your favorite video game character(s)

  • Monday - Share your favorite action/shooter video game (does not necessarily have to be an FPS)

  • Tuesday - What's your favorite action movie to watch? If you don't have one just post a movie!

  • Wednesday - CHRISTMAS DAY - This day, you can get any number of entries, each post on Wednesday counts as an entry, except, you must wait for two replies before you can reply again. This day you can post about anything!

  • Thursday - Gifts! What kind of gifts did you get/give? If you don't participate in Christmas, post something you usually do around this time of year.

  • Friday - What's your overall favorite genre of video games?

  • Saturday - Last day for this week! For one last entry, post about your plans for new years!



This is a BIG giveaway. Lots of games so come on community! Join on in! With 9 prizes getting handed out!
This one will work like last week, first winner will get first pick, and so on so fourth.


Disclaimer

This weeks contest is still complete chance. The winner will be randomly selected. Every week will be different and some weeks will have bigger prizes, some weeks will have multiple winners. I also meant to start this giveaway on December 1st, but I got preoccupied, so the giveaway will probably leak into January.

If you happen to already have these particular games, you can give the giftable links to anyone you want.

Drawings will take place December 28th, around 6-8 PM Mountain Time, once the topic is locked, there won't be anymore entries. There will be one final reply to this topic with the winner, whom I will PM with the prize. Every Sunday, there will be a new giveaway topic until the giveaway is over.
21
Gameus' Holiday Giveaway
Week 2 - Role-play week
locowhiteknight
Colonel Blinx
Zexion
Ryex





(posting this one a bit early, I'll be busy most of Sunday so I won't be able to post it early in the morning)

This week, I'll be giving away some fun RPG games, all which are through Steam. So how do you get a chance to win these awesome games? Read below!



  • Magicka - Gift Link

  • Final Fantasy VII - Gift through Steam (I will send it to your e-mail)

  • Knights of Pen and Paper - Steam Key

  • Anodyne - Steam Key



This week, instead of one person getting games, four people will have a chance. Unless we don't get enough contestants, if only two-three people are participating, then I'll decide how to split the prizes after the weeks over.


Rules

Each week, the rules will be different. And you'll have to do different things to be entered into the drawing. This weeks rules:

  • Can have any number of posts, so if you're new, don't be shy!

  • You can get up to 7 entries yet again, however some effort is required.

  • Sunday/Monday - Post your favorite Holiday song(s) (Post once each day to get two entries

  • Tuesday/Wednesday - Share your favorite Holiday treat(s) (Same as above)

  • Thursday - What's your favorite part about the Holiday season?

  • Friday - What are you doing for the Holidays?

  • Saturday - Favorite Holiday Memory



The way the drawings will work for this one is, first person picked gets first pick at a game.
Second person gets second pick and so on and so fourth. Each winner will be PM'd requesting which game they'd like.


Disclaimer

This weeks contest is still complete chance. The winner will be randomly selected. Every week will be different and some weeks will have bigger prizes, some weeks will have multiple winners. I also meant to start this giveaway on December 1st, but I got preoccupied, so the giveaway will probably leak into January.

If you happen to already have these particular games, you can give the giftable links to anyone you want.

Drawings will take place December 21st, around 6-8 PM Mountain Time, once the topic is locked, there won't be anymore entries. There will be one final reply to this topic with the winner, whom I will PM with the prize. Every Sunday, there will be a new giveaway topic until the giveaway is over.
22
Gameus' Holiday Giveaway
Week 1 Winner - Zexion!
obligatory video proof of random winner....

Week 1 - Batman Arkham Asylum and City GOTY



This week, I'll be giving away Batman Arkham Asylum and City GOTY. These games are redeemable through Steam via Humble Bundle gift links. So how do you get a chance to win these awesome games? Read below!



Rules

Each week, the rules will be different. And you'll have to do different things to be entered into the drawing. This weeks rules:

  • Must have a minimum of 25 posts.

  • To enter, you must reply to this topic.

  • You can get up to 7 entries by posting in this topic once per day.




Disclaimer

This weeks contest is complete chance. The winner will be randomly selected. Every week will be different and some weeks will have bigger prizes, some weeks will have multiple winners. I also meant to start this giveaway on December 1st, but I got preoccupied, so the giveaway will probably leak into January.

If you happen to already have these particular games, you can give the giftable links to anyone you want.

Drawings will take place December 14th, around 6-8 PM Mountain Time, once the topic is locked, there won't be anymore entries. There will be one final reply to this topic with the winner, whom I will PM with the prize. Every Sunday, there will be a new giveaway topic until the giveaway is over.
23
Sea of Code / Reading Ruby's Marshal Format
December 07, 2013, 11:17:13 pm
So I've been trying to study Ruby's Marshal binary format. And I've figured out a few things and I'm still trying to figure a couple of things out, maybe some of you guys can help. I've only serialized a few data types and identified a few key bytes.

Here's some code.
class ZObject
 attr_accessor :data
 def initialize(obj = nil)
   @data = obj
 end
end

 obj = [ZObject.new(true), ZObject.new(false)]
 file = File.open("format.bin", "wb")
 Marshal.dump([5, 6, 7, 8], file)
 Marshal.dump(obj, file)
 file.close


Here's the output in bytes and the respective characters

04 08 5B 09 69 0A 69 0B 69 0C 69 0D 04 08 5B 07 - ..[.i.i.i.i...[.
6F 3A 0C 5A 4F 62 6A 65 63 74 06 3A 0A 40 64 61 - o:.ZObject.:.@da
74 61 54 6F 3B 00 06 3B 06 46                   - taTo;..;.F


I read somewhere that the first two bytes are the Marshal's Major and Minor version. So in this case, It would be 4.8.
Arrays are identified with the byte 0x5B, the byte afterwards is the number of entries in the array. However, what's odd, integers are serialized as 5 higher than they should. 0x09 is the size of the array, subtract 5 and you get 4. Integers are identified with the byte 69 (giggity) and the byte(s) following are the actualy integer. Again, following the 5 higher than the real value. Not sure why it is yet, and I've only done small so far, I haven't done 255 or higher. There are no bytes identified as separators. One thing I found out, everytime Marshal.dump is called, it dumps the version number again, as you'll see, after the first array was dumped, you'll find the bytes 04 and 08 again.

True is identified as a capitol T (0x54) while False, capitol F (0x46).

Now let's look at bytes 6F, 3A, 0C, at the beginning of the 2nd line. I'm not entirely sure, but I've narrowed 6F to tell Ruby it's a serialized class. The byte afterwards 3A, I'm not too sure about, I think it specifies a symbol, class, variable, because right after is the size of the class name/variable name. 0C is the value size of the class name, 0C is 12, minus 5, is 7, which is the number of characters in ZObject. The byte right after ZObject, 06, I'm not quite sure what this one means. When a variable is serialized, the data belonging to the variable is immediately serialized. If an integer, it'll be writtien as an i then the number.

Now onto something that I noticed, if an object has already been serialized in the same Marshal.dump call, it gets more compressed.

6F 3B 00 06 3B 06 46 - o;..;.F

These last bytes in the file are the 2nd ZObject, so it gets more compressed. What I'm trying to understand here, is how these list of bytes is equivalent to the first serialized ZObject. Other than @data being set to true rather than false. Is it generating a checksum?

So I added a new class with the same variable name and discovered something else. When serializing data, to reduce space, it seems to generate a byte declaring the name of a class, symbol, variable.
New Code (Only serializes two objects, one ZObject and one SObject. Each has a variable named @data)
Spoiler: ShowHide
class ZObject
 def initialize(obj = nil)
   @data = obj
 end
end
class SObject
 def initialize(obj = nil)
   @data = obj
 end
end
begin
 obj = [ZObject.new(true), SObject.new(false)]
 file = File.open("format.bin", "wb")
 Marshal.dump(obj, file)
 file.close
 exit
rescue
 puts $!
 gets
 exit
end


It generates this. (Pay attention to the highlighted areas)

04 08 5B 07 6F 3A 0C 5A 4F 62 6A 65 63 74 06 3A - ..[.o:.ZObject.:
0A 40 64 61 74 61 54 6F 3A 0C 53 4F 62 6A 65 63 - .@dataTo:.SObjec
74 06 3B 06 46                                  - t.;.F


As you can see, the bytes highlighted in green are @data serialized in the ZObject, however, when declared and serialized in the SObject, they don't come out the same. You can tell they're getting more compressed. I'm still unsure what the byte 06 is identified as (the one that comes right after the last character in a class name).

I'm wondering if anyone can help me figure out or knows anything about how they decide how to compress it.
24
Since a lot of people here like his music, you can get any of his albums 50% off using the code "TopSecretCode2" (minus the quotes).

http://jessevalentinemusic.bandcamp.com/
25
Script & Line Counter
Authors: gameus
Version: 1.1
Type: Line Counting Utility
Key Term: Scripting Tool



Introduction

Ever wonder how many lines of code are in your game? Or just in a particular script? Look no further! This script counds all the lines of code, comments and empty lines for every script in your project. It writes everything to a file. Also counts the number of scripts in your project.


Features


  • Counts code, empty lines, and comments and total scripts

  • Can omit scripts

  • Can count only certain scripts

  • Writes everything to a file

  • Now detects quote blocks (=begin =end)




Screenshots

The result of a default project scan (with this script added).
Spoiler: ShowHide
Game_Temp
-Lines of Code: 94
-Comments:      12
-Empty Lines:   1
-Total:         107

Game_System
-Lines of Code: 124
-Comments:      86
-Empty Lines:   1
-Total:         211

Game_Switches
-Lines of Code: 17
-Comments:      18
-Empty Lines:   1
-Total:         36

Game_Variables
-Lines of Code: 17
-Comments:      18
-Empty Lines:   1
-Total:         36

Game_SelfSwitches
-Lines of Code: 11
-Comments:      18
-Empty Lines:   1
-Total:         30

Game_Screen
-Lines of Code: 110
-Comments:      37
-Empty Lines:   1
-Total:         148

Game_Picture
-Lines of Code: 105
-Comments:      50
-Empty Lines:   1
-Total:         156

Game_Battler 1
-Lines of Code: 198
-Comments:      108
-Empty Lines:   1
-Total:         307

Game_Battler 2
-Lines of Code: 178
-Comments:      115
-Empty Lines:   1
-Total:         294

Game_Battler 3
-Lines of Code: 224
-Comments:      129
-Empty Lines:   1
-Total:         354

Game_BattleAction
-Lines of Code: 94
-Comments:      50
-Empty Lines:   1
-Total:         145

Game_Actor
-Lines of Code: 410
-Comments:      184
-Empty Lines:   1
-Total:         595

Game_Enemy
-Lines of Code: 179
-Comments:      137
-Empty Lines:   1
-Total:         317

Game_Actors
-Lines of Code: 14
-Comments:      13
-Empty Lines:   1
-Total:         28

Game_Party
-Lines of Code: 197
-Comments:      159
-Empty Lines:   1
-Total:         357

Game_Troop
-Lines of Code: 44
-Comments:      39
-Empty Lines:   1
-Total:         84

Game_Map
-Lines of Code: 262
-Comments:      156
-Empty Lines:   1
-Total:         419

Game_CommonEvent
-Lines of Code: 36
-Comments:      33
-Empty Lines:   1
-Total:         70

Game_Character 1
-Lines of Code: 182
-Comments:      119
-Empty Lines:   1
-Total:         302

Game_Character 2
-Lines of Code: 255
-Comments:      95
-Empty Lines:   1
-Total:         351

Game_Character 3
-Lines of Code: 302
-Comments:      181
-Empty Lines:   1
-Total:         484

Game_Event
-Lines of Code: 146
-Comments:      79
-Empty Lines:   1
-Total:         226

Game_Player
-Lines of Code: 166
-Comments:      111
-Empty Lines:   1
-Total:         278

Sprite_Character
-Lines of Code: 49
-Comments:      27
-Empty Lines:   1
-Total:         77

Sprite_Battler
-Lines of Code: 93
-Comments:      37
-Empty Lines:   1
-Total:         131

Sprite_Picture
-Lines of Code: 43
-Comments:      28
-Empty Lines:   1
-Total:         72

Sprite_Timer
-Lines of Code: 31
-Comments:      21
-Empty Lines:   1
-Total:         53

Spriteset_Map
-Lines of Code: 111
-Comments:      44
-Empty Lines:   1
-Total:         156

Spriteset_Battle
-Lines of Code: 85
-Comments:      46
-Empty Lines:   1
-Total:         132

Window_Base
-Lines of Code: 198
-Comments:      122
-Empty Lines:   1
-Total:         321

Window_Selectable
-Lines of Code: 110
-Comments:      92
-Empty Lines:   1
-Total:         203

Window_Command
-Lines of Code: 25
-Comments:      23
-Empty Lines:   1
-Total:         49

Window_Help
-Lines of Code: 37
-Comments:      23
-Empty Lines:   1
-Total:         61

Window_Gold
-Lines of Code: 15
-Comments:      11
-Empty Lines:   1
-Total:         27

Window_PlayTime
-Lines of Code: 25
-Comments:      14
-Empty Lines:   1
-Total:         40

Window_Steps
-Lines of Code: 14
-Comments:      11
-Empty Lines:   1
-Total:         26

Window_MenuStatus
-Lines of Code: 33
-Comments:      14
-Empty Lines:   1
-Total:         48

Window_Item
-Lines of Code: 77
-Comments:      26
-Empty Lines:   1
-Total:         104

Window_Skill
-Lines of Code: 57
-Comments:      25
-Empty Lines:   1
-Total:         83

Window_SkillStatus
-Lines of Code: 15
-Comments:      12
-Empty Lines:   1
-Total:         28

Window_Target
-Lines of Code: 32
-Comments:      16
-Empty Lines:   1
-Total:         49

Window_EquipLeft
-Lines of Code: 42
-Comments:      18
-Empty Lines:   1
-Total:         61

Window_EquipRight
-Lines of Code: 36
-Comments:      19
-Empty Lines:   1
-Total:         56

Window_EquipItem
-Lines of Code: 65
-Comments:      28
-Empty Lines:   1
-Total:         94

Window_Status
-Lines of Code: 51
-Comments:      12
-Empty Lines:   1
-Total:         64

Window_SaveFile
-Lines of Code: 62
-Comments:      28
-Empty Lines:   1
-Total:         91

Window_ShopCommand
-Lines of Code: 21
-Comments:      15
-Empty Lines:   1
-Total:         37

Window_ShopBuy
-Lines of Code: 66
-Comments:      26
-Empty Lines:   1
-Total:         93

Window_ShopSell
-Lines of Code: 69
-Comments:      24
-Empty Lines:   1
-Total:         94

Window_ShopNumber
-Lines of Code: 60
-Comments:      26
-Empty Lines:   1
-Total:         87

Window_ShopStatus
-Lines of Code: 79
-Comments:      27
-Empty Lines:   1
-Total:         107

Window_NameEdit
-Lines of Code: 67
-Comments:      36
-Empty Lines:   1
-Total:         104

Window_NameInput
-Lines of Code: 120
-Comments:      42
-Empty Lines:   1
-Total:         163

Window_InputNumber
-Lines of Code: 60
-Comments:      33
-Empty Lines:   1
-Total:         94

Window_Message
-Lines of Code: 218
-Comments:      63
-Empty Lines:   1
-Total:         282

Window_PartyCommand
-Lines of Code: 24
-Comments:      17
-Empty Lines:   1
-Total:         42

Window_BattleStatus
-Lines of Code: 39
-Comments:      22
-Empty Lines:   1
-Total:         62

Window_BattleResult
-Lines of Code: 36
-Comments:      14
-Empty Lines:   1
-Total:         51

Window_DebugLeft
-Lines of Code: 39
-Comments:      17
-Empty Lines:   1
-Total:         57

Window_DebugRight
-Lines of Code: 46
-Comments:      22
-Empty Lines:   1
-Total:         69

Arrow_Base
-Lines of Code: 36
-Comments:      28
-Empty Lines:   1
-Total:         65

Arrow_Enemy
-Lines of Code: 36
-Comments:      20
-Empty Lines:   1
-Total:         57

Arrow_Actor
-Lines of Code: 25
-Comments:      19
-Empty Lines:   1
-Total:         45

Interpreter 1
-Lines of Code: 184
-Comments:      127
-Empty Lines:   1
-Total:         312

Interpreter 2
-Lines of Code: 243
-Comments:      42
-Empty Lines:   1
-Total:         286

Interpreter 3
-Lines of Code: 262
-Comments:      150
-Empty Lines:   1
-Total:         413

Interpreter 4
-Lines of Code: 226
-Comments:      100
-Empty Lines:   1
-Total:         327

Interpreter 5
-Lines of Code: 241
-Comments:      202
-Empty Lines:   1
-Total:         444

Interpreter 6
-Lines of Code: 172
-Comments:      136
-Empty Lines:   1
-Total:         309

Interpreter 7
-Lines of Code: 157
-Comments:      123
-Empty Lines:   1
-Total:         281

Scene_Title
-Lines of Code: 143
-Comments:      73
-Empty Lines:   1
-Total:         217

Scene_Map
-Lines of Code: 168
-Comments:      116
-Empty Lines:   1
-Total:         285

Scene_Menu
-Lines of Code: 137
-Comments:      75
-Empty Lines:   1
-Total:         213

Scene_Item
-Lines of Code: 127
-Comments:      77
-Empty Lines:   1
-Total:         205

Scene_Skill
-Lines of Code: 146
-Comments:      85
-Empty Lines:   1
-Total:         232

Scene_Equip
-Lines of Code: 145
-Comments:      76
-Empty Lines:   1
-Total:         222

Scene_Status
-Lines of Code: 41
-Comments:      36
-Empty Lines:   1
-Total:         78

Scene_File
-Lines of Code: 65
-Comments:      45
-Empty Lines:   1
-Total:         111

Scene_Save
-Lines of Code: 47
-Comments:      36
-Empty Lines:   1
-Total:         84

Scene_Load
-Lines of Code: 56
-Comments:      36
-Empty Lines:   1
-Total:         93

Scene_End
-Lines of Code: 62
-Comments:      45
-Empty Lines:   1
-Total:         108

Scene_Battle 1
-Lines of Code: 222
-Comments:      100
-Empty Lines:   1
-Total:         323

Scene_Battle 2
-Lines of Code: 140
-Comments:      80
-Empty Lines:   1
-Total:         221

Scene_Battle 3
-Lines of Code: 237
-Comments:      189
-Empty Lines:   1
-Total:         427

Scene_Battle 4
-Lines of Code: 308
-Comments:      143
-Empty Lines:   1
-Total:         452

Scene_Shop
-Lines of Code: 230
-Comments:      99
-Empty Lines:   1
-Total:         330

Scene_Name
-Lines of Code: 59
-Comments:      42
-Empty Lines:   1
-Total:         102

Scene_Gameover
-Lines of Code: 31
-Comments:      27
-Empty Lines:   1
-Total:         59

Scene_Debug
-Lines of Code: 124
-Comments:      65
-Empty Lines:   1
-Total:         190

Script Counter
-Lines of Code: 58
-Comments:      75
-Empty Lines:   6
-Total:         139

Main
-Lines of Code: 11
-Comments:      11
-Empty Lines:   1
-Total:         23

Total Scripts:       91
Scripts Counted:     91
Total Lines of Code: 9754
Total Comments:      5506
Total Empty Lines:   96
Total Lines:         15356



Demo

N/A


Script

Spoiler: ShowHide

#===============================================================================
# Script & Line Counter
# Version 1.1
# Author gameus
#-------------------------------------------------------------------------------
# Intro:
# Ever wonder how many lines of code are in your game? Or just in a particular
# script? Look no further! This script counds all the lines of code, comments
# and empty lines for every script in your project. It writes everything to a
# file.
#
# Features:
# Counts code, empty lines, and comments and total scripts
# Can omit scripts
# Can count only certain scripts
# Writes everything to a file
# Now recognizes =begin =end quote blocks
#
# Instructions:
# There are a couple of options.
#
# When enabled, this option will close the game after counting is done.
#    EXIT_ON_DONE = true/false
# When enabled, only scripts marked with {COUNT} will be counted.
#    COUNT_SELECT = true/false
#
# There might be some scripts you want to omit (not count), like this one, or
# Main. All you have to do is put {OMIT} in the title. That's it!
#
# Notes:
# -Lines that look like this
#   attr_reader: @variable: # insert comment here
#   Will be treated as a line of code since the comment is not in front.
# -All scripts that aren't counted will be marked in the file as "Skipped"
# -This script counts every comment, line, and empty line for every script
# -All omitted scripts will still be counted towards total scripts, however,
#   it will not contribute to Total Lines, Comments, or Empty Lines
# -Empty lines in comment blocks wrapped in =begin and =end will still be
#   counted as empty lines.
#
# Final note. This is a useless utility, it doesn't do anything functional for
# your game, only counts code.
#
# Compatibility:
# Will literally work with everything. It could technically wrok
# when placed after Main, but then it'll only count your code if your game
# was exited properly.
#
# It's recommended to place this script at the top and put {OMIT} in it's name.
#
# Credits:
# gameus ~ For making it.
# LiTTleDRAgo ~ Inspiring me when he asked how to count lines in a script
#===============================================================================

# Options
EXIT_ON_DONE   = true
COUNT_SELECT   = false
# End Options

class String
 
 #---------------------------------------------------------
 # -Removes spaces and tab characters from the beginning
 #  of a line
 #---------------------------------------------------------
 def remove_open
   # create copy of self
   string = self
   # check for tab and space
   while string[0] == 32 || string[0] == 13
     # remove it
     string = string[1..string.size - 1]
   end
   # return modified string
   return string
 end
 
end

# Set variables
total_lines    = 0
total_scripts  = 0
scripts_count  = 0
total_comments = 0
total_empty    = 0
file = File.open("script count.txt", "w")

# Loop through all scripts
$RGSS_SCRIPTS.each { |array|
 # Remove {OMIT} & {COUNT} from script name
 name = array[1].gsub(/{OMIT}/, "").gsub(/{COUNT}/, "")
 # Increment total scripts
 total_scripts += 1
 # Check for COUNT_SELECT and {COUNT}
 if COUNT_SELECT && !array[1].include?("{COUNT}")
   file.write("#{name} - Skipped\n\n") if file != nil
   next
 # Check for {OMIT}
 elsif array[1].include?("{OMIT}")
   file.write("#{name} - Skipped\n\n") if file != nil
   next
 end
 # Split script into an array of lines
 lines = array[3].split("\n").to_a
 # Reset current script's variables
 comments = empty = line_count = 0
 # Reset comment flag
 comment_block = false
 # Increment scripts counted
 scripts_count += 1
 # Loop through lines
 lines.each { |line|
   line = line.remove_open
   # Check for =begin, =end comment blocks
   if line[0] != nil && line[0].chr == '=' && line.include?("=begin")
     comment_block = true
   end
   if line == "" # Check for empty
     empty += 1
     total_empty += 1
   # Check for comment
   elsif line[0] != nil && line[0].chr == '#'
     comments += 1
     total_comments += 1
   # Check for line of code
   elsif line != "" && line[0].chr != '#'
     if comment_block
       comments += 1
       total_comments += 1
     else
       line_count += 1
       total_lines += 1
     end
   end
   if line[0] != nil && line[0].chr == '=' && line.include?("=end")
     comment_block = false
   end
 }
 # Write current script's info
 file.write("#{name}\n" +
   "-Lines of Code: #{line_count}\n" +
   "-Comments:      #{comments}\n" +
   "-Empty Lines:   #{empty}\n" +
   "-Total:         #{line_count + empty + comments}\n\n")
}
# Write all the total info
file.write(
 "Total Scripts:       #{total_scripts}\n" +
 "Scripts Counted:     #{scripts_count}\n" +
 "Total Lines of Code: #{total_lines}\n" +
 "Total Comments:      #{total_comments}\n" +
 "Total Empty Lines:   #{total_empty}\n" +
 "Total Lines:         #{total_empty + total_lines + total_comments}")
# Close the file
file.close
# Exit if EXIT_ON_DONE
exit if EXIT_ON_DONE



Instructions

While this can be placed anywhere, it's recommended to be placed at the very top. It's also recommended that you put "{OMIT}" in the name of the script to not count it's code. Explanation of script and options (including omitting scripts and counting only select scripts) are all in the script itself.


Compatibility

Will literally work with anything.


Credits and Thanks


  • gameus ~ For making it.

  • LiTTleDRAgo ~ Inspiring me when he asked how to count lines in a script




Author's Notes

Lines that look like this
Code: ruby
attr_reader: @variable # insert comment here

Will be treated as a line of code since the comment is not in front.

All scripts that aren't counted will be marked in the file as "Skipped"

This script counts every comment, line, and empty line for every script

All omitted scripts will still be counted towards total scripts, however, it will not contribute to Total Lines, Comments, or Empty Lines

Empty lines that are in quote blocks (=begin =end) will still be counted as empty lines

Final note. This is a useless utility, it doesn't do anything functional for your game, only counts code.
26
2-Week RPG Jam



About

This is a contest in RPG Maker (any edition) with real prizes. Three winners will be able to choose from three games that are gifted through Steam. Contestants will have two weeks to make the best game in RPG Maker they can, with restrictions and guidelines to follow. Anyone can enter and anyone can win. There will be a few select judges and note that they can be as strict as they please.

Why am I hosting this? Because I think it's high time we get the community active again, and this time with some motivation.


Prizes

There are three games. The top three games will get to choose one, and for obvious reasons, there will be no team signups. The prizes are

  • Borderlands 2 - Missed out on the half off special, looking for new game

  • Half Life Collection

  • Final Fantasy VII


Winners will receive the game through Steam. First place gets first pick, second gets second pick, and third place gets the last game.


Rules & Guidelines


  • Must use RPG Maker (any edition)

  • No team signups

  • RTP Styled graphics that match the engine you're using (XP RTP for XP, Ace RTP with Ace) (e.g. inquisitors tilesets wouldn't be allowed)

  • The above rule is omitted for title screens, battlers, and windowskins

  • Custom scripts are allowed

  • Gameplay should have at least a good half hour of gameplay (not including random encounters)

  • Credit must be given for all used resources and scripts, unless it's absolutely not possible

  • Games must be sent to judges unencrypted and must be sent within 48 hours of the deadline

  • All games submitted will be released to the public, encrypted of course

  • Some sort of progress must be posted every few days or so. I'm requiring that each contestant post at least three different times posting progress/screenshots




Judging Points

Each game will be judged in four categories. Each category a scale of 1-10. After each judge calculates the score, your final score will be an average. The points will then be added up and winners will be judged by highest score. Max possible points 40 and minimum would be 4.

Gameplay
How fun is the gameplay? This can include dungeons, puzzles, battles, etc... Gameplay should advance pretty smoothly and shouldn't drag on and feel repetitive. Your game will be judged around these points.

Story
Story is pretty important. Players should feel apart of the story, possibly suspenseful or exciting. Twists and turns and unexpected surprises. The story needs to keep the players playing.

Design
This includes map, menu, and title screens. How far did you go to avoid the default menu look? How far did you go to customize it and make it look unique and out of the ordinary.

Effort
Judges will be able to tell how much effort was put into the game by judging the previous three categories and playing through the entire game. This is more based on all categories as a whole, so work hard.


Game Guidelines

I am looking for a particular kind of game. I want some good old fashioned JRPG driven games with turn based battles and random encounters and puzzles and dungeons and the whatnot.

  • I'm looking for a good JRPG driven game, turn based battles, puzzles, random encounters, ya know, the sorts

  • Turn based battle system only. Do whatever you want to make it pretty or more functional. (Sorry BABS fans)

  • A decent story with a plot, hero, villian, and a goal in mind.

  • Will be updated as I think of more




Deadlines

October 8th: Signup Start
October 15th: Signup End
October 30th: Game Must Be Submitted
November 6th: Judging Results will Be Posted


Signups

All you gotta do is post here saying you want to signup. If you're interested in being a judge, let me know, though I'll probably only select a few judges and I'll probably be very choosy on who judges.


  • Colonel Blinx

  • DigitalSoul

  • Zexion

  • Neoend




Judges


  • gameus

  • Blizzard

  • KK20




Last Notes

If the topic does not get enough contestants the contest will close. I'm aiming for an absolute minimum of five people, but I would like more. As the contest host I have the right to cancel it at anytime. The aim of this contest is to jumpstart the community for a bit. So come on people! Join in! :)
27
Video Games / Free Steam Keys
June 26, 2013, 12:19:03 am
So Steam Key Management is now under a bot's control and no longer managed within the forum. In order to ask for a Steam key, you must be apart of our Discord Server. You can read about it in the main topic here.

Old Topic
Spoiler: ShowHide

About
Blizzard has officially taken this over for me. If the situation occurs, I might return to manage it again. In the meantime, all requests will be fulfilled by Blizzard. If you have any extra keys, be sure to send them his way.

I've bought so many Humble Bundles. I've literally bought every single one of them except One, Two, and I missed a few weekly sales. I went through all the bundles again and found a bunch of Steam keys I don't need. This topic is for that. Here's a list of games that I have keys for.
When more Humble Bundles come out or whenever I get some extra keys, expect them to be posted here.

Games


Rules

  • Anyone can ask for a game

  • Once you've asked, you must wait for 48 hours to pass with no one asking or 3 people to ask for a game

  • This is a first come first serve basis and you can't reserve a game while you wait for your next turn

  • If a key doesn't happen to work (e.g. accidentally already used it or I copied it wrong, or whatever) you may choose another without having to wait



Contributors

  • gameus

  • Blizzard

  • Stripe

  • Want your name here? PM Blizzard any extra keys you have and he'll add them here.

28
Hey Blizzy, your affiliate gmaker.org changed their domains, right now it redirects, but the bottom image isn't showing anymore.
29
RMXP Script Database / [XP] Skill Categories
April 13, 2013, 01:18:15 am
Skill Categories
Authors: gameus
Version: 1.3
Type: Skill Organization Script
Key Term: Battle Add-on



Introduction

Adds Skill Categories to the Default Battle System. For every Skill Category your actor gets a new command, assuming they know skills from that category. Actors also get their default "Skill" command.


Features


  • Adds new battle commands for each category

  • Separates all skills from every other category/normal category

  • All skills still display in the normal Skill Scene

  • Have as many categories as you want




Screenshots

Spoiler: ShowHide

Spoiler: ShowHide

Spoiler: ShowHide



Demo

Demo 1.3


Script

Place this below all of Blizzard's scripts. It should have compatibility with all of his stuff.
Spoiler: ShowHide
Code: ruby

#===============================================================================
# Skill Categories
# Version 1.3
# Author gameus
#-------------------------------------------------------------------------------
# Intro:
#  Adds Skill Categories to the Default Battle System. For every Skill Category
#  your actor gets a new command, assuming they know skills from that category.
#  Actors also get their default "Skill" command.
#
# Features:
# -Adds new battle commands for each category
# -Separates all skills from every other category/normal category
# -All skills still display in the normal Skill Scene
# -Have as many categories as you want
#
# Version History:
#  1.3 - Added compatibility with Chaos Rage Limit System by Blizzard
#  1.2 - Fixed small bug with Easy Overdrive System by Blizzard
#  1.1 - Added compatibility with Easy Overdrive System by Blizzard
#  1.0 - Initial Release
#
# Instructions:
#  Jump down to the configuration, here's where you will define your Skill
#  Categories.
#  SKILL_SETS        = {
#    "Rank 1" => 17,
#    "Rank 2" => 18,
#    "Rank 3" => 19,
#  }
#  To add a new category, add a new line under the last category and follow
#  the template:
#    "Category Name" => Element_Id,
#  Name it whatever, and make sure to give it an unused element id.

#  To add skills to these categories, you have to add these elements to the
#  skills. Say you wanted Skills 1, 2, 3 to be under the category with the
#  element id of 17, these three skills need to have element id 17 in order
#  to be considered in that category.
#
# Compatibility:
# -Not tested with anything other than the default battle system.
# -Will not work with Skill Separation add-on from Tons of Add-ons by Blizzard
#  But this script would be useless if you were to use it.
# -Will work with Battle Memory Commands by gameus
# -Will not work properly with Battle Icons by Juan, however, other scripts
#  that add similar functionality should work depending on the naming
#  conventions that are required.
# -Not tested with SDK (Probably won't work)
# -Works perfectly with Easy Overdrive System by Blizzard. Place this script
#  below his.
# -If you run into any other scripts that don't work with it, just post it in
#  the topic and I'll try to look at it.
# -Works with Unique Skill Commands by Blizzard.
# -Works with Chaos Rage Limit System by Blizzard, make sure you place this
#  script below it.
#
# Credits:
#  gameus ~ For creating it
#  MarkHest ~ For requesting it and testing it
#===============================================================================

module Gameus
  SKILL_SETS        = {
    "White Magic" => 17,
    "Black Magic" => 18,
    "Rank 3" => 19,
  }
end

$gg_skill_categories = 1.3

#-------------------------------------------------------------------------------
# Scene_Battle
#-------------------------------------------------------------------------------

class Scene_Battle
 
  alias gg_phase3_setup_command_lat phase3_setup_command_window
  def phase3_setup_command_window
    gg_phase3_setup_command_lat
    @actor_command_window.new_items(@active_battler.generate_commands)
  end
 
  alias gg_cats_update_phase3_basic_command update_phase3_basic_command
  def update_phase3_basic_command
    if $crls != nil && $crls >= 6.2
      battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
      restore_commands(battler)
      return if update_sls_input(battler)
      return if update_srs_input(battler)
      return if update_cds_input(battler)
    end
    if $easy_overdrive != nil && $easy_overdrive >= 2.21
      battler = (BlizzCFG::RTAB_ACTIVE ? @active_actor : @active_battler)
      restore_commands(battler)
      return if update_overdrive_input(battler)
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      phase3_prior_actor
      return
    end
    if Input.trigger?(Input::C)
      case @actor_command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        start_enemy_select
      when 1..@actor_command_window.commands.size - 3
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 1
        start_skill_select
      when @actor_command_window.commands.size - 2
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        phase3_next_actor
      when @actor_command_window.commands.size - 1
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 2
        start_item_select
      end
      return
    end
  end
 
  alias gg_cats_start_skill_select start_skill_select
  def start_skill_select
    gg_cats_start_skill_select
    index = @actor_command_window.index
    @skill_window.index = 0
    @skill_window.refresh(@actor_command_window.commands[index]) if index > 1
  end
 
end

#-------------------------------------------------------------------------------
# Game_Actor
#-------------------------------------------------------------------------------

class Game_Actor < Game_Battler
 
  def generate_commands
    s1, s2 = $data_system.words.attack, $data_system.words.skill
    s3, s4 = $data_system.words.guard, $data_system.words.item
    si = []
    Gameus::SKILL_SETS.each_key {|key|
      skills = @skills.find_all {|id|
        $data_skills[id].element_set.include?(Gameus::SKILL_SETS[key])}
      si.push(key) if skills != []}
    return [s1, s2] + si + [s3, s4]
  end
 
end

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

class Window_Command < Window_Selectable
 
  attr_accessor :commands
 
  def new_items(commands)
    self.contents.dispose if self.contents != nil
    self.contents = nil
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
  end
 
if $crls != nil && $crls >= 6.2
  alias gg_refresh_skill_cats_lat refresh
  def refresh
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
    gg_refresh_skill_cats_lat
  end
end
 
end

#-------------------------------------------------------------------------------
# Window_Skill
#-------------------------------------------------------------------------------

class Window_Skill < Window_Selectable
 
  alias gg_cats_refresh_skill_window_lat refresh
  def refresh(category = "")
    if !$scene.is_a?(Scene_Battle)
      gg_cats_refresh_skill_window_lat
      return
    end
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    rank = category == "" ? nil : Gameus::SKILL_SETS[category]
    @data = []
    @actor.skills.each {|id|
      skill = $data_skills[id]
      if skill != nil
        if rank == nil
          flag = true
          Gameus::SKILL_SETS.each_value {|element|
            flag = false if skill.element_set.include?(element)}
          @data.push(skill) if flag
        else
          @data.push(skill) if skill.element_set.include?(rank)
        end
      end}
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
end



Instructions

Configuration is in the script. Be sure to read the compatibility section too.


Compatibility


  • Not tested with anything other than the default battle system.

  • Will not work with Skill Separation add-on from Tons of Add-ons by Blizzard But this script would be useless if you were to use it.

  • Will work with Battle Memory Commands by gameus

  • Will not work properly with Battle Icons by Juan, however, other scripts that add similar functionality should work depending on the naming  conventions that are required.

  • Not tested with SDK (Probably won't work)

  • Works perfectly with Easy Overdrive System by Blizzard. Place this script below his.

  • If you run into any other scripts that don't work with it, just post it in the topic and I'll try to look at it.

  • Works with Unique Skill Commands by Blizzard.

  • Works with Chaos Rage Limit System by Blizzard, place this script below it.




Credits and Thanks


  • gameus ~ For creating it

  • MarkHest ~ For requesting it and testing it




Author's Notes

Enjoy!
30
Bug Reports and Tech Issues / Random Error
April 09, 2013, 05:38:16 pm
Been getting this error a lot ever since you fixed the whole Sprite Rotation bug, this is in the new version you recently sent me.

Spoiler: ShowHide


EDIT:

After entering new areas, sometimes my name starts to get drawn twice.

Spoiler: ShowHide