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Messages - Lakieth

1
Intelligent Debate / Re: Euphemisms?
April 29, 2010, 12:05:18 am
AS George Carlon said (i just finished one of his books SO...)




QuoteI don't like words that hide the truth. I don't words that conceal reality. I don't like euphemisms, or euphemistic language. And American English is loaded with euphemisms. Cause Americans have a lot of trouble dealing with reality. Americans have trouble facing the truth, so they invent the kind of a soft language to protest themselves from it, and it gets worse with every generation. For some reason, it just keeps getting worse. I'll give you an example of that. There's a condition in combat. Most people know about it. It's when a fighting person's nervous system has been stressed to it's absolute peak and maximum. Can't take anymore input. The nervous system has either (click) snapped or is about to snap. In the first world war, that condition was called shell shock. Simple, honest, direct language. Two syllables, shell shock. Almost sounds like the guns themselves. That was seventy years ago. Then a whole generation went by and the second world war came along and very same combat condition was called battle fatigue. Four syllables now. Takes a little longer to say. Doesn't seem to hurt as much. Fatigue is a nicer word than shock. Shell shock! Battle fatigue. Then we had the war in Korea, 1950. Madison avenue was riding high by that time, and the very same combat condition was called operational exhaustion. Hey, were up to eight syllables now! And the humanity has been squeezed completely out of the phrase. It's totally sterile now. Operational exhaustion. Sounds like something that might happen to your car. Then of course, came the war in Viet Nam, which has only been over for about sixteen or seventeen years, and thanks to the lies and deceits surrounding that war, I guess it's no surprise that the very same condition was called post-traumatic stress disorder. Still eight syllables, but we've added a hyphen! And the pain is completely buried under jargon. Post-traumatic stress disorder. I'll bet you if we'd of still been calling it shell shock, some of those Viet Nam veterans might have gotten the attention they needed at the time. I'll betcha. I'll betcha.












I bet people wont read this But since this  is a intellectual debate....
2
Your character is a regular human from Earth. Please create your character using the following template:
First Name:Nick
Middle Name (optional):Copernicus
Last Name:Branum
Gender:Male
Age:29
Ethnicity:Cultural Stew(AKA Mutt)
Country of Origin:unknown
Hair:Long White Hair
Eye COLOR:Purple
Job):Game designer
Distribute Ten Points Among the follow stats:

   * Fitness-3
   * Logic-3
   * Luck-0
   * Perception-2
   * Dexterity-2

Natural talent - Dming

Equipment: Trench coat and jeans

Appearance:Long White Hair /no facial hair

Background: Calculating very methodical and cold and logical. One word Describes him "Robotic'
3
RMXP Script Database / Re: [XP] Legacy Class Change
April 27, 2010, 10:34:40 pm
Oh very sorry as i am for this in convenience here you go
i put it in zip is that ok??

5
RMXP Script Database / Re: [XP] Legacy Class Change
April 27, 2010, 10:11:20 pm
May sound stupid but i am a noob so how do you make demo
6
Hi i want to play have played nother game likethis but where god creating planes and races and relicnd the such here is my char i will edit hold on
Name: Lakieth
Sex: Male
Age: 19
Faction:Zeniths
Elemental Efficiency: Wind
Unique Efficiency: Perceptions hallucinogen- Be able to create illusions so you never know where i "REALLY" am or if your actually getting hit or if im just wounding your mind
Profession: Magician (entertainer) using illusions real illusions to astound his audience and maybe
Initial Stats: You have 10 points to spend on your initial stats.
-Strength: 0
-Endurance:0
-Dexterity: 0
-Intelligence:3
-Willpower: 4
-Luck: 3
Background Info: Lakieth(pronounced Luk-I-e-th) was the kid you always saw playing by himself he never was social till he learned to utilize his powers to "persuade"His enemies and allies alike.
Color: Choose 1: red
7
Intelligent Debate / Re: End of the World?
April 27, 2010, 09:35:51 pm
 :evil:I think that we wont die in 200 billion years or wutever im pretty sure that if everyone in the world all picked a year the end would happen and people could'nt pick the same year as someone else2 things would happen


1. when the end did happen one person no matter the real intelligence of him would be considerd a genuis

and....

2. Mass chaos would happenand the one guy to pick that year would be right only one person to a year woul cause ww3
8
RMXP Script Database / Re: [XP] Legacy Class Change
April 27, 2010, 09:26:16 pm
i know its my config but my description  was fine i think i copied and pasted weird or sumthing  its fine i checked that one and other descriptions but  if you dont mind i would love for you to check my whole script plz ill post it and check anything i didnt edit i dont think except the true/ false on actor change but just in case here it is if not that cool too :(

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Legacy Class Change by Legacyblade
# Version: 1.68
# Type: Class Changing Script
# Date 3-06-2009
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#   
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# # 
# #  Creative Commons - Attribution-Share Alike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-sa/3.0/ )
# # 
# #  You are free:
# # 
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# # 
# #  Under the following conditions:
# # 
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# # 
# # 
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# # 
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# # 
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# # 
# #  - Nothing in this license impairs or restricts the author's moral rights.
# # 
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#
# Compatibility:
#
# The script was coded to be 100% compatible with most, if not all scripts. I
# can't think of ANY script that wouldn't be compatible, but I will list those
# that I tested for compatibility.
#
# Blizz ABS is 100% compatible, and all other ABS scripts should be as well, due to how
# the class rank is added.
#
# CCoa's UMS is 100% compatible.
#
# The SDK 2.3 seemed to be compatible. Everything worked fine even with the SDK
# in the project.
#
# I'll keep testing scripts, and adding to this list.
#
# Incompatibility:
#
# No known incompatibility (if you run into an incompatibility, please tell me,
# so I can make a patch)
#
# Known Issues:
#
# none ^_^
#
# Features:
#
#   -> Define Special Classes that are unlocked for an actor only by a script
#      call (in case the player needs to pay for special training to unlock said
#      class).
#
#   -> Define how many times an actor must level up while using a certain
#      class/classes to unlock another class. (you can make the "Alchemist"
#      class require 3 levels as a mage, and 3 levels as a cleric). The system
#      is so versatile, that you can even require levels in Special Classes!
#
#   -> Define descriptions for each class that will be displayed in the class
#      change window. (supports multiple lines of description!)
#
#   -> Class Specific Skills. This allows you to set skills as class specific.
#      Class specific skills are only availible when an actor is a class that
#      the skill is specific to. You can even set a skill specific to multiple
#      classes (so the Paladin can use heal if he learned it as a cleric, so the
#      Gladiater can use "tackle" if he learned it as a lancer, etc.)
#
#   -> Linked Actor system. This allows you to define actors that, when they
#      change their class, change the class of actors that are "linked" to them.
#
#   -> Class Graphic system. You have the ability to cause both an actor's
#      charset AND their battler to change based on their current class.
#
#   -> Easily configurable settings that can affect every aspect of the system.
#
#   -> Completely lagfree!
#
#   -> Compatible with ANY CMS (provided you make a slight modification to
#      integrate the class change. This amounts to one line of code)
#
#
# Version History:
#
# For every minor update or bugfix, I will increase the version by .01
# For every new feature, I will increase the version be .1
# For every 10 feature updates, I will update the version by 1
#
# v1.00b:
#   -> Legacy Class Change released!
#
# v1.01b:
#   -> Fixed a bug in class selection, that would set the actor's class_id to the
#      index of the cursor, rather than the actual selected class_id.
#
# v1.02b:
#   -> Fixed a few miscellaneous lines of code that could, under certain circumstances, cause errors
#
# v1.10b:
#   -> Added the option to change an actor's graphic when the class changes.
#
# v1.11b:
#   -> Fixed a bug that kept the class list from scrolling
#
# v.1.20:
#   -> Left the beta stage.
#   -> Enhanced the level handeling. Now the skills are assigned based on class
#      level, rather than the actor's overall level.
#
# v.1.67:
#   -> Added the option to make multi-line descriptions! (no more trying to cram
#      the description into a single line!
#   -> Added the "linked actor" feature.
#   -> Added the "special classes" feature.
#   -> Added the Class Specific Skills feature.
#   -> Recoded the scene slightly to support any party size.
#   -> Changed when the Class List updates, for graphical nicety.
#   -> Increased compatibility with StormTronics CMS (by Blizzard). Now it only
#      takes a small edit to StorTronics to seamlessly integrate the Class Change
#      system. (I reworked the code so that there is an "on_cancel" method).
#   -> Optimized code
#   -> Fixed a slight bug with class descriptions.
#   -> Fixed a typo that would cause a player to level up when they're supposed
#      to level down.
#   -> Rewrote comments, and reordered code for readability.
#
# v.1.68:
#   -> Improved the way class level requirements are configured. It's easier now.
#
# Planned Features:
#   
#  -> Add the option to display classes that other members of the party have
#     learned, but the current actor has not. These locked, yet visible classes
#     would also show the required level of each class needed to unlock the class
#     rather than a class description. (almost finished, just needs some debugging)
#
# Useless facts:
#
# This was the first time I've ever successfully made a script. I learned a lot
# about everything I worked with, and can't wait to learn more about RGSS and
# programming in general. I hope you enjoy this, because it took a lot of effort
#
# Special Thanks:
#
#       - Blizzard for all his help. Without him, I couldn't have made it. Not
#         only did he help me fix the errors, he also gave me lectures on various
#         aspects of programming. This caused me to make LESS errors, and grow
#         in my programming skill. Thanks Blizz, this script wouldn't be here
#         today if you hadn't been there in that MIRC room, XD
#
#       - GubiD for when blizzard wasn't around in MIRC to answer my questions.
#         he helped me with a few errors that I had no idea how to fix (many of
#         them were some of the most n00bish errors too -_-). Thanks GubiD
#         couldn't have done it without ya!
#
#      - Sephirothtds for making TDS Class Change System incompatible with
#        the Blizz-ABS. If you'd made it compatible, I would have gone with your
#        script, and never figured out how to make one myself . Your script's
#        incompatibility with Blizz-ABS sparked my urge to learn to scrip. Thanks.
#
#       - Juan, who offered a few pointers.
#
#       - To all those who put up with me in the CP chat room when I'm ranting
#         about my newest error.
#
#       - To all the members of eminweb.com for nagging me enough to do my
#         administrative duty, which eventually cured me of my infamous laziness
#
#       - StarrodKirby86 for requesting the class graphic system, it made this
#         script have a feature not many class changing systems have.
#
#       - To the members of Chaos Project who offered feedback, and requested
#         features. Without your ideas, this would be a much simpler, more boring
#         system.
#
# Author Notes:
# PLEASE, make sure you've configured the script correctly before you report
# whatever error you're running into. IN PARTICULAR, check your class_requirements
# configuration. EVERYONE who's used the script reports an error that comes from
# an improper configuration of class_requirements.
#
# BUT, if you DO (or at least think you do) have correct configuration, and you
# run into a bug, PLEASE report it to me. Also, if you want a feature added,
# request it (preferably in the Legacy Class Change thread on eminweb.com),
# and I'll try to add it.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=


#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#                           START CONFIGURATION
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

module LBConf
# If this is set to true, then changing an actor's class will also change its
# graphic.
  CLASS_GRAPHIC_CHANGE = false

# Put the ID of classes you want as "Special Classes" in this array(seperate
# entries with a comma). Special Classes will be unselectable unless an actor
# "learns" the class. (this is done by executing the following script call)
#
#    $game_actors[actor_id].learn_special_class(class_id)
#                       or
#    $game_party.actors[position].learn_special_class(class_id)
#
# "position" refers to the position an actor is in the party. 0 is the first
# party member (the one you see walking around the map), 1 is the seccond, and
# so on.
  SPECIAL_CLASS = [20]
 
# If an actor has a class specific skill, they will forget it when they change
# to a class that the skill is not specific to. They will, however, relearn the
# skill when they switch back to a class that the skill IS specific to.
#
# If you want to use class specific skills, you'll need to define which skills
# are specific to a certain class. Use the following format
#
#    when X then return[a,b,c...]
#
# where X is a class ID, and a,b,c (and whatever else you put in that array) are
# the IDs of skills you want to be specific to that class (remember to seperate
# them with commas). You can have skills specific to multiple classes (both the
# cleric, and the paladin can use "heal" if they've learned it.)
#
# If you don't want to use the class specific skill system, don't define any class
# specific skills.

  def self.class_spells(class_id)
    case class_id
   
      # I really don't feel like coming up with class specific skills for all the
      # classes. You have an example on how to set up the system, so do it
      # yourself.
     
      when 7 then return [1]
      when 15 then return[1]
      when 16 then return[1]
     
      # what do you know, both the cleric and the paladin can use "heal" :P
       
      end
     
    return []
  end

# If you have CLASS_GRAPHIC_CHANGE set to true, you'll need to setup what graphic
# each class will need. use the following format
#
# when class_id then return 'text you want appended'
#
# an example (in this situation) is simpler than an explanation, so here you go
#
#    when 1 then return '_fighter'
#
# If the actor's charset is named "arshes" and battler is called "ArshesBattler",
# then when the actor is using class 1 (fighter by default), the charset will be
# named "arshes_fighter" and the battler will be named "ArshesBattler_fighter".
# if you don't want a class to have it's own graphic (or haven't made one yet),
# just don't define it below.

  def self.class_graphic(class_id)
    case class_id
     
      #Alright, this is where we tell the script that when the actor chooses the
      #fighter class, that it needs to look for the actor's default sprite with
      # _fighter appended to the end of it.
      when 1 then return '_fighter'
   
      #graphic suffix for lancer class
      when 2 then return '_lancer'
   
      #This is what I do when I don't have a graphic ready yet, just comment
      #the line where you define the class graphic
      #when 3 then return '_warrior'
     
      #graphic suffix for cleric class
      when 7 then return '_cleric'
   
      #graphic suffix for mage class
      when 8 then return '_mage'
     
      #You'll notice that NONE of the other classes have any configuration data
      #this will cause using those classes to switch to the actor's default
      #graphic.
       
      end
    return ''
   
  end

 
# This next section is where you define the description for each class.
# use the following template for each class
#
#    when class_id then return ['line1','line2','line3]
#
# Although you won't get an error if you have more than three lines of
# description, the window is only big enough to fit three lines. Also, if you
# can't think up a description for a class, don't define one, and the script
# will assign it the default class description. (a blank line by default)
#
# To change the default description (for whatever reason) look for return ['']
# near the bottom of this section.
  def self.class_descriptions(class_id)
    case class_id
   
     #Description for Swordsmen
      when 1 then return ['Swordsmen wield swords and some even use axes']
       
      #Description for Apprentice
      when 2 then return ['These are the children of magic']
     
      #Description for pick pocket
      when 3 then return ['low cheap these are the words that describe them']
       
      #Description for Alcolyte
      when 4 then return ['pupile of the holy gods']
       
          #Description for Ranger
      when 5 then return ['Rangers are archers and gunners']
     
        #Description for Knight
      when 6 then return ['Very precise Warrior with much defense']
       
      #Description for Warrior
      when 7 then return ['A brute with no skill all strength']
       
      #Description for monk
      when 8 then return ['Basic martial artists']
     
      #Description for Mage
      when 9 then return ['Awesome person of death with all elements']
       
      #Description for Summoner
      when 10 then return ['These people summon Demons to their service']
     
      #Description for Assasin
      when 11 then return ['Assasins, the true bad*** (it\'s even part of their name!)']
     
      #Description for Thief 
      when 12 then return ['The thief, they burn your town AND steal your stuff.','Actually sounds kinda fun!']
     
      #Description for cleric 
      when 13 then return ['Everyone need a cleical freind']
       
      #Description for Paladin
      when 14 then return ['Oh holy knight, your sword is brightly shining!']
     
      #Description for Sniper
      when 15 then return ['Snipers are SO annoying in first person shooters! thought they cant hit you if youre hyped up on caffine!']
             
      #Description for Hunter 
      when 16 then return ['Archerers duh']
      # if you want a default class description for those not defined, replace the
      # below array with a description like those above.
    return ['']
  end

# This is where you set the requirement for each class. Use the following format
#
# when class_id then result = [class1's required level,class2's required level,...]
#
# where class_id is the ID of the class that you want to have a requirement,
#  and"class1's required level, etc. are how many levels needed
# in that class to unlock the class
#
# REMEMBER TO SET THIS UP FOR YOUR OWN PROJECT! IF YOU HAVE MORE ENTRIES IN THE
# ARRAY THAN CLASSES IN THE DATABASE YOU WILL GET AN ERROR!

  def self.class_requirements(class_id)
    result = []   
    case class_id
       
      #to make a class have no requirements (unlocked by default), just don't
      #define requirements for it.
           
      #Requirement for Knight     
      when 6 then result =  [15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Warrior
      when 7 then result = [15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Monk
      when 8 then result = [5,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0]
       
      #Requirement for Mage
      when 9 then result = [0,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Summoner
      when 10 then result = [0,7,0,8,0,0,0,0,0,0,0,0,0,0,0,0]

      #Requirement for Assassin
      when 11 then result = [0,0,15,0,0,0,0,0,0,0,0,0,0,0,0,0]
       
      #Requirement for Thief 
      when 12 then result = [0,0,15,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Cleric
      when 13 then result = [0,0,0,15,0,0,0,0,0,0,0,0,0,0,0,0]
       
      #Requirement for Paladin
      when 14 then result = [10,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0]

      #Requirement for Sniper
      when 15 then result = [0,0,9,0,6,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Hunter
      when 16 then result = [0,0,0,0,15,0,0,0,0,0,0,0,0,0,0,0]




      end
     
    return result.unshift(0)

  end
 
# here is where you set up which actors are "linked". When an actor is "linked"
# to another actor, whenever the actor changes their class, the other's class
# will change to match it. Set it up in the following format.
#
# when X then return[a,b,c...]
#
# where X is the ID of the actor in question, and "a,b,c..." are the ID's
# of the actors linked to this actor, and are separated by commas. With this setup
# when actor X changes his class, it will also change actor a, b, and c's class.
# To make it so actor a changes the classes of the other actors, you'll have to
# set the link up for each actor involved. (if you want Arshes to be "linked" to
# his dark form, you'd do this.
#
# when 1 then return[2]
# when 2 then return[1]
#
# where 1 is the ID of Arshes, and 2 is the ID of Arshes' dark form.

    def self.linked_actors(actor_id)
      case actor_id
        when 1 then return [2]
        when 2 then return [1]
        end
       
      return []
   
    end
end


#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#                             END CONFIGURATION
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

class Game_Actor < Game_Battler
  attr_accessor :class_levels
  attr_accessor :unlocked_class
  attr_accessor :unlocked_specials
  #attr_accessor :locked_class
  attr_accessor :learned_class_skills
  attr_accessor :character_name
  attr_accessor :default_charset_name
  attr_accessor :battler_name
  attr_accessor :default_battler_name
 
# modify the actor setup for Legacy Class Change
  alias class_rank_level_LB setup 
  def setup(actor_id)
    class_rank_level_LB(actor_id)

# set up the initial default graphics (used by the graphic change system)
    @default_charset_name = @character_name
    @default_battler_name = @battler_name

# set up the class arrays used by the class changing system.
    @unlocked_class = []
    @unlocked_specials = []
   
# initialize the array that holds the class specific skills an actor has learned
    @learned_class_skills = []
   
# set up the class_levels
    @class_levels = Array.new($data_classes.size)   
   
    @class_levels.each_index {|i|
    if i == $data_actors[actor_id].class_id
      @class_levels = 1
    else
      @class_levels = 0
    end}

# initialize unlocked classes.
    (1...$data_classes.size).each{|class_id|
    unlock_class(class_id)}

  end
 
# method used to check if an actor meets the requirements for a class, and if he
# does, it will unlock the class for that actor
  def unlock_class(class_id)
    if !@unlocked_class.include?(class_id)
      if !LBConf::SPECIAL_CLASS.include?(class_id)
        requirement = LBConf.class_requirements(class_id)
        result = true
        requirement.each_index {|i|
        if @class_levels < requirement
          result = false
          break
        end}
      else
        result = false
        if unlocked_specials.include?(class_id)
          result = true
        end
      end
      if result
        @unlocked_class.push(class_id)
        @unlocked_class.sort!
      end
    end
  end

 
# method used to unlock a special class for an actor.
  def learn_special_class(class_id)
    if !@unlocked_specials.include?(class_id)
      @unlocked_specials.push(class_id)
      @unlocked_specials.sort!
     end
   end
   
# method used to lock a special class for an actor.   
   def forget_special_class(class_id)
     @unlocked_specials.delete(class_id)
     @unlocked_class.delete(class_id)
     @unlocked_specials.sort!
     @unlocked_class.sort!
  end

# modifies how levelups are assigned, so as to add to a class' level upon level
# up.
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    # Level up
    while @exp >= @exp_list[@level+1] && @exp_list[@level+1] > 0
      @level += 1
      @class_levels[class_id] += 1
       
    # modifies how skills are assigned, so that it's based on class level, rather
    # than overall level.
      $data_classes[@class_id].learnings.each {|j|
        if j.level == @class_levels[@class_id]
          learn_skill(j.skill_id)
          if LBConf.class_spells(@class_id).include?(j.skill_id)
            @learned_class_skills.push(j.skill_id)
            @learned_class_skills.sort!
          end
           
        end
      }
    end
    # Level down
    while @exp < @exp_list[@level]
      @level -= 1
    end
    # Correction if exceeding current max HP and max SP
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
end

#==============================================================================
# ** Class_Change_Scene
#------------------------------------------------------------------------------
#  Here's where the actual Class Changing Scene code starts!
#  Without this, you would just have some useless additions to the default
#  system!!! That wouldn't be much of a script, would it?
#==============================================================================

class Class_Change_Scene
 
  def initialize
 
# update the unlocked_level array for each actor
    $game_party.actors.each{|actor|
    (1...$data_classes.size).each{|class_id|
    actor.unlock_class(class_id)}}

#create the windows
    @actor_list = Window_Actor_List.new   
    @class_list = Window_Class_List.new
    @class_description = Window_Class_Description.new
   
#set window focus to the actor list
    @actor_list.last_index = 0
    @actor_list.index = 0
    @actor_list.active = true
   
    @last_class = 0
   
  end
 
  def main
       
    #enter the scene's loop
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
   
    # dispose of the windows created in the scene
    Graphics.freeze
    @actor_list.dispose
    @class_list.dispose
    @class_description.dispose
  end
   
  def update
    @actor_list.update
    @class_list.update
    @class_description.update
     
    # if focus is on the actor list, run the actor list's update method
    if @actor_list.active
       update_actor_list
      return
    end
   
    # if focus is on the class list, run the actor list's update method
    if @class_list.active
      update_class_list
      return
    end
  end
 
# This is the update method that will run when the actor list is the active window
  def update_actor_list
   
    # When the player moves the cursor over a new actor in the party, change the
    # text in the class list to whatever classes the highlighted actor has
    # unlocked.
    if @actor_list.index != @actor_list.last_index
      @class_list.class_list = $game_party.actors[@actor_list.index].unlocked_class
      @class_list.actor = $game_party.actors[@actor_list.index].id
      @class_list.refresh 
      @actor_list.last_index = @actor_list.index
    end
   
    # When the user presses the Cancel button, exit the entire menu
    if Input.trigger?(Input::B)
      on_cancel
    end
   
    # When the user presses the action button, activate the class list!
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)

      #switch window focus to the class list
      @actor_list.active = false
      @class_list.index = 0
      @class_list.active = true
     
      #set the current class description, and draw the class description.
      @class_list.actor = $game_party.actors[@actor_list.index].id
      @class_description.actor = $game_party.actors[@actor_list.index].id
      @class_description.current_class = (@class_list.index + 1)
      @class_description.refresh
    return
    end
  end
 
 
# This is the update method that will run when the class list is the active window
  def update_class_list
   
    # When the player moves the cursor over a new class in the list, change the
    # text in the description window to the description of whatever class is
    # highlighted.
    if @class_list.current_class != @last_class
      @last_class = @class_list.current_class
      @class_description.current_class = (@class_list.current_class)
      @class_description.refresh
    end
   
    # When the user presses the Cancel button, return focus to the actor list
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
     
      @class_description.current_class = 0
      @class_description.refresh
      @class_list.index = 0
      @class_list.index = -1
      @class_list.active = false
      @actor_list.active = true
      return
    end
   
    # When the user presses the action button, change the actor's class and
    # and graphic, then return focus to the actor list.
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
           
      #change the actor's class
      actor_class_change(@class_list.actor, @class_list.current_class)
     
      #refresh, and return focus to the actor list
      @class_description.current_class = 0
      @class_description.refresh
      @actor_list.refresh
      @class_list.index = -1
      @class_list.active = false
      @actor_list.active = true 
      return
    end
  end
 
#--------------------------------------------------------------------------
# * Change graphic
# method used to change the actor's graphics due to a class change.
#--------------------------------------------------------------------------
  def actor_graphics_change(actor_id)
   
    #change the actor's charset
    $game_actors[actor_id].character_name = ($game_actors[actor_id].default_charset_name +
    LBConf.class_graphic($game_actors[actor_id].class_id))

    #change the actor's battler
    $game_actors[actor_id].battler_name = ($game_actors[actor_id].default_battler_name +
    LBConf.class_graphic($game_actors[actor_id].class_id))

  end
 
#--------------------------------------------------------------------------
# * Change class
# method used to change the actor's class, and the class of those linked
# to the actor.
#--------------------------------------------------------------------------
  def actor_class_change(actor_id, class_id)
   
    #setup which actors' class needs to be changed.
    changed_actors = LBConf.linked_actors(actor_id)
    changed_actors.push actor_id
   
    #memorize which class specific skills the actor has learned for the current
    #class, then make the actor forget them
    LBConf.class_spells($game_actors[actor_id].class_id).each{|skill_id|
    $game_actors[actor_id].forget_skill(skill_id)}
   
    #change the actor(s) class.
    changed_actors.each{|actorz|
    $game_actors[actorz].class_id = class_id
   
    #remember any class specific spells the actor has forgotten forthe class
    #they're changing to.
    $game_actors[actorz].learned_class_skills.each{|skill_id|
    if LBConf.class_spells($game_actors[actorz].class_id).include?(skill_id)
      $game_actors[actorz].learn_skill(skill_id)
    end}
   
    #if graphic changing is enabled, change the actor's graphic.
    if LBConf::CLASS_GRAPHIC_CHANGE == true
      actor_graphics_change(actorz)
    end}
   
  end

# this is the method that is called to exit the menu. I did it this way for
# improved compatibility with StormTronics CMS (by Blizzard)
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    $game_player.refresh
    $scene = Scene_Map.new
    return
  end
end

class Window_Actor_List < Window_Selectable
 
  attr_accessor :last_index
 
  def initialize
    super(160, 0, 480, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    @last_index = -1
    self.index = -1
  end
 
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 80
    return self.oy / 80
  end
 
  def top_row=(row)
    # Multiply 1 corrected row height by 80 for y-coordinate of window contents
    # transfer origin
    self.oy = [[row, 0].max, row_max - 1].min * 80
  end
 
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 80
    return (self.height - 32) / 80
  end

  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 80
      actor = $game_party.actors
      draw_actor_graphic(actor, x - 40, y + 55)
      draw_actor_name(actor, x, y)
      draw_actor_level(actor, x + 144, y)
      self.contents.draw_text(x, y + 32, width - 32, 32, ($data_classes[$game_party.actors.class_id].name + ' rank: ' + $game_party.actors.class_levels[$game_party.actors.class_id].to_s))
    end
  end
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 80 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 80)
  end
end

class Window_Class_List < Window_Selectable
 
  attr_accessor :actor
  attr_accessor :class_list
  attr_accessor :item_max
  attr_reader   :current_class
 
  def initialize
    super(0, 0, 160, 352)
    @actor = 1
    @class_list = $game_actors[@actor].unlocked_class
    @item_max = @class_list.length
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    refresh
    @index = -1
    @active = false
    @current_class = 1
  end
 
  def refresh
    self.contents.clear
    @item_max = @class_list.size
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    i = 0
    @class_list.each{|class_id|
    self.contents.draw_text(10, i, width - 32, 32, $data_classes[class_id].name)
    i += 32 }
  end
 
alias update_cursor_LB update_cursor_rect
  def update_cursor_rect
    update_cursor_LB
    if @index >= 0
      @current_class = @class_list[@index]
    end
  end
end

class Window_Class_Description < Window_Base

  attr_accessor :current_class
  attr_accessor :actor
  def initialize
    super(0, 352, 640, 128)
    @current_class = 0
    @actor = 0
    self.contents = Bitmap.new(width - 32, height - 32)
  end
 
  def refresh
    self.contents.clear
    draw_description(@current_class)
  end
 
 
  def draw_description(class_id)
    offset = 0
    description = LBConf.class_descriptions(class_id)
    description.each_index{|class_descrip|
    self.contents.draw_text(0, (0 + offset *32), width - 32, 32, description[class_descrip])
    offset = offset + 1}
  end
end
9
Quote from: (Hexamin) on April 07, 2010, 09:53:26 am

That gives me a year and a half to get to your level.  Must work hard  *casts spell of exponential learning*

*The Fates extend their arm towards Hexamin.  Gripping him by his throat, they lift him from the ground whispering in his ear.*

"You will never exceed the great Blizzard.!

*The Fates throw Hexamin to the ground, laughing to themselves as they vanish into the Void.*










Thats an awesome storyline for a quick little game lol
10
Entertainment / Re: Black blood brothers
April 27, 2010, 06:29:28 pm

THanks i meant that as a reply to yours nominations of good anuimes and cowboy bebop and stuff but got loggedof as i was posting and then accidentally posted a new topic lo
11
RMXP Script Database / Re: [XP] Legacy Class Change
April 27, 2010, 05:34:57 pm
Im really sorry but i changed that and still got wrong error like i said before it works when i put my config in yours but if i put my descriptions then it fails
12
RMXP Script Database / Re: [XP] Legacy Class Change
April 27, 2010, 09:25:44 am
Its something with my description i think cause if i have your descriptions in mine then its fine but if have my description then i get the error so ill post that too



Spoiler: ShowHide
#Description for Swordsmen
      when 1 then return ['Swordsmen wield swords, and some even use axes']
       
      #Description for Apprentice
      when 2 then return ['These are the children of magic']
     
      #Description for pick pocket
      when 3 then return ['low cheap these are the words that describe them.']
       
      #Description for Alcolyte
      when 4 then return ['pupile of the holy gods']
       
          #Description for Ranger
      when 5 then return ['Rangers are archers and gunners.']
     
        #Description for Knight
      when 6 then return ['Very precise Warrior with much defense']
       
      #Description for Warrior
      when 7 then return ['A brute with no skill all strength']
       
      #Description for monk
      when 8 then return ['Basic martial artists.']
     
      #Description for Mage
      when 9 then return ['Awesome person of death with all elements']
       
      #Description for Summoner
      when 10 then return ['These people summon Demons to their service']
     
      #Description for Assasin
      when 11 then return ['Assasins, the true bad*** (it\'s even part of their name!)']
     
      #Description for Thief 
      when 12 then return ['The thief, they burn your town AND steal your stuff.','Actually sounds kinda fun!']
     
      #Description for Sniper 
      when 13 then return ['Snipers are SO annoying in first person shooters!','thought they can\'t hit you if you\'re hyped up on caffine!']
       
      #Description for Paladin
      when 14 then return ['Oh holy knight, your sword is brightly shining!']
     
      #Description for Sniper
      when 15 then return ['Snipers are SO annoying in first person shooters! thought they cant hit you if youre hyped up on caffine!']
             
      #Description for Hunter 
      when 16 then return ['Archerers duh'
]


Spoiler: ShowHide




  #Requirement for Knight     
      when 6 then result =  [15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Warrior
      when 7 then result = [15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Monk
      when 8 then result = [5,0,0,10,0,0,0,0,0,0,0,0,0,0,0,0]
       
      #Requirement for Mage
      when 9 then result = [0,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Summoner
      when 10 then result = [0,7,0,8,0,0,0,0,0,0,0,0,0,0,0,0]

      #Requirement for Assassin
      when 11 then result = [0,0,15,0,0,0,0,0,0,0,0,0,0,0,0,0]
       
      #Requirement for Thief 
      when 12 then result = [0,0,15,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Cleric
      when 13 then result = [0,0,0,15,0,0,0,0,0,0,0,0,0,0,0,0]
       
      #Requirement for Paladin
      when 14 then result = [10,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0]

      #Requirement for Sniper
      when 15 then result = [0,0,9,0,6,0,0,0,0,0,0,0,0,0,0,0,]
     
      #Requirement for Hunter
      when 16 then result = [0,0,0,0,15,0,0,0,0,0,0,0,0,0,0,0]
13
RMXP Script Database / Re: [XP] Legacy Class Change
April 26, 2010, 10:33:55 pm
Here is the pic its a different error and only happens when i change your descript to mine wich is the same as my last post to the dot cause of copy and pasteing Also the line that its talking bout is the very lastone


Spoiler: ShowHide
14
RMXP Script Database / Re: [XP] Legacy Class Change
April 26, 2010, 10:14:21 pm
Hey im getting the same error i think ill post a pic in a sec but when i put my config in your demo i dont get error is that weird?? :???: :???: :plz: Help me
15
Hey wasup i could do mapping cant script (yet) though and eventing im pretty good at but like the rest not fulltime membeer
16
Entertainment / Black blood brothers
April 26, 2010, 04:36:21 pm
I checked Black Blood Brotherss out on hulu it was amazing Does it have a Sequel
Or second season cause they set it up perfectly
17
Welcome! / Re: Welcome!
April 26, 2010, 04:27:17 pm
 8) :ninja:Hi people umm i kept usin stuff soi decided to become a member and yep so anyways hi people
18
RMXP Script Database / Re: [XP] Legacy Class Change
April 26, 2010, 03:38:30 pm
KK i changed my config but still get same error

Heres descript
Spoiler: ShowHide

#Description for Swordsmen
      when 1 then return ['Swordsmen wield swords, and some even use axes']
       
      #Description for Apprentice
      when 2 then return ['These are the children of magic']
     
      #Description for pick pocket
      when 3 then return ['low cheap these are the words that describe them.']
       
      #Description for Alcolyte
      when 4 then return ['pupile of the holy gods']
       
          #Description for Ranger
      when 5 then return ['Rangers are archers and gunners.']
     
        #Description for Knight
      when 6 then return ['Very precise Warrior with much defense']
       
      #Description for Warrior
      when 7 then return ['A brute with no skill all strength']
       
      #Description for monk
      when 8 then return ['Basic martial artists.']
     
      #Description for Mage
      when 9 then return ['Awesome person of death with all elements']
       
      #Description for Summoner
      when 10 then return ['These people summon Demons to their service']
     
      #Description for Assasin
      when 11 then return ['Assasins, the true bad*** (it\'s even part of their name!)']
     
      #Description for Thief 
      when 12 then return ['The thief, they burn your town AND steal your stuff.','Actually sounds kinda fun!']
     
      #Description for Sniper 
      when 13 then return ['Snipers are SO annoying in first person shooters!','thought they can\'t hit you if you\'re hyped up on caffine!']
       
      #Description for Paladin
      when 14 then return ['Oh holy knight, your sword is brightly shining!']
     
      #Description for Sniper
      when 15 then return ['Snipers are SO annoying in first person shooters! thought they cant hit you if youre hyped up on caffine!']
             
      #Description for Hunter 
      when 16 then return ['Archerers duh']
     
     
      end

Herers config
Spoiler: ShowHide

      # if you want a default class description for those not defined, replace the
      # below array with a description like those above.
    return ['']
  end

# This is where you set the requirement for each class. Use the following format
#
# when class_id then return [0,class1's required level,class2's required level,...]
#
# where class_id is the ID of the class that you want to have a requirement,
# 0 is a dummy entry, and"class1's required level, etc. are how many levels needed
# in that class to unlock the class
#
# REMEMBER TO SET THIS UP FOR YOUR OWN PROJECT! IF YOU HAVE MORE ENTRIES IN THE
# ARRAY THAN CLASSES IN THE DATABASE (and the dummy 0 at the beginning, of course)\
# YOU WILL GET AN ERROR!

  def self.class_requirements(class_id)
    case class_id
       
      #to make a class have no requirements (unlocked by default), just don't
      #define requirements for it.
       when 1 then return  [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      when 2 then return  [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0] 
     
      when 3 then return  [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      when 4 then return  [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      when 5 then return  [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
      #Requirement for Knight: 10 Swordsmen
      when 6 then return  [10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Warrior
      when 7 then return [10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Monk
      when 8 then return [10,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Mage
      when 9 then return [0,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Summoner
      when 10 then return [0,10,0,5,0,0,0,0,0,0,0,0,0,0,0,0]

      #Requirement for Assassin
      when 11 then return [0,0,15,0,0,0,0,0,0,0,0,0,0,0,0,0]
       
      #Requirement for Thief 
      when 12 then return [0,0,15,0,0,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Cleric
      when 13 then return [0,0,0,15,0,0,0,0,0,0,0,0,0,0,0,0]
       
      #Requirement for Paladin
      when 14 then return [7,0,0,8,0,0,0,0,0,0,0,0,0,0,0,0]

      #Requirement for Sniper
      when 15 then return [0,0,8,0,7,0,0,0,0,0,0,0,0,0,0,0]
     
      #Requirement for Hunter
      when 16 then return [0,0,0,0,15,0,0,0,0,0,0,0,0,0,0,0]
       
      end
     
    return


  •   end
19
RMXP Script Database / Re: [XP] Legacy Class Change
April 25, 2010, 11:25:41 pm
I cant find out how to post a pic and i keep getting this error when i try to switch classes i can bring up my class change menu and every ting but cant switch classes
Spoiler: ShowHide
20
RMXP Script Database / Re: [XP] RO Job/Skill System
March 28, 2010, 06:05:59 pm
I get a error in line 528 no method error occurred undefined method []for nil:NilClass



All the other addons i have are
leons shop system
your skill system
and A3ds battle results
in that order